Pacific War: a Fleet Commander Nimitz AAR

Started by BanzaiCat, November 06, 2015, 11:16:28 AM

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bbmike

I've been reading this AAR along with the rule book to prepare for my on start of this game. I'm still learning and have two questions for you:

1) In Battle Turn 3 (post #26 on: November 23, 2015) during the AAA phase: the rules say Resolve the AAA Attacks for the Escorts, and then resolve the AAA Attacks for the Carriers. Did you forget the escort AAA attacks or did they both miss? It looks like you only rolled for the carriers.

2) You played the Engaged Battle Plan 'card' in Turn 1 and extended the battle by one turn. Shouldn't there have been a Turn 4 for the battle of Midway?
"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

"You know, just once I'd like to meet an alien menace that wasn't immune to bullets."
-Brigadier Lethbridge-Stewart

"There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!"
-The Doctor

"Before Man goes to the stars he should learn how to live on Earth."
-Clifford D. Simak

bob48

That looks like a pretty amazing game, B_C.
'We few, we happy few, we band of brothers'

'Clip those corners'

Recombobulate the discombobulators!

BanzaiCat

Quote from: bbmike on January 15, 2016, 07:55:58 AM
1) In Battle Turn 3 (post #26 on: November 23, 2015) during the AAA phase: the rules say Resolve the AAA Attacks for the Escorts, and then resolve the AAA Attacks for the Carriers. Did you forget the escort AAA attacks or did they both miss? It looks like you only rolled for the carriers.

I thought I rolled for them all. If I didn't mention it I probably did forget to do that, as I was trying to be as detailed as possible. Without having looked over at the post (sorry), I think the rule says something about only a number of ships can fire equal to the number of attackers. So if you have three Japanese bombers attacking eight of your ships, you don't get eight AAA rolls; instead, you get three. In that case, I think I went with the CVs because they probably had higher AAA ratings than the escorts. I could be completely wrong in any of this, and in that case, yeah I forgot. :)

Quote from: bbmike on January 15, 2016, 07:55:58 AM
2) You played the Engaged Battle Plan 'card' in Turn 1 and extended the battle by one turn. Shouldn't there have been a Turn 4 for the battle of Midway?

I thought I just didn't advance the Battle Turn one turn, so that there was an extra one. If I didn't, I just forgot, so I'm sorry about that. It's difficult to remember when your posts go over multiple days, but I'll try to do better with that.

BanzaiCat

Quote from: bob48 on January 15, 2016, 08:02:24 AM
That looks like a pretty amazing game, B_C.

I do love this game, Bob. It's not perfect, but it doesn't try to be perfect nor represent itself as such. It's difficult to simulate such a wide-ranging conflict in a simple and fast manner, and I think they did a great job in that.

BanzaiCat

MAR-APR 1942 TURN

Before I begin the next turn, here's a quick look at most of the map:



I've removed the 'Moved' markers and ensured all the Forces are placed appropriately (hopefully I haven't missed anything). After viewing the map, it's pretty obvious there's two major battles still brewing: New Guinea and Midway. I'll have to think carefully as to where I need to make my effort; splitting my forces will make me pretty weak. I'm thinking of going all-in in Borneo since we only have the one LBA group there.

Advance Turn Counter
The Campaign Turn counter moves to the Mar Apr space.



US Resupply
I get 20 Supply Points (SPs) and seven Reinforcement Points (RPs)...I described these in an earlier post.



I'll really need to go all out to build up my forces. So, here's a breakdown of what I decide to buy:

CV Wasp (5 Points)
BB Colorado/Maryland (3 Points)
2nd Marine Division, 1st Australian Infantry Division, 43rd Infantry Division, and 32nd Infantry Division (total of 5 Points)
Marine Air Group (MAG) 23 (2 Points)
Grand Total: 15 Points



Seven of those 15 Points come from my RPs, and the remainder can come from my Supply Point total. So I need to lose eight SPs, leaving me with 12. Things will be thin movement-wise, but I really need some strength on the front line, and fast, before they overrun New Guinea.

I could spend SPs to repair the CV Lexington, CV Hornet, and the CRU San Francisco/Astoria, too. Lady Lex and Hornet would each cost me 2 SPs and the CRU would cost 1 SP. I'd get them in the next turn. The CV Enterprise is coming up on the next turn too, so if I repair both, I'll have three CVs to work with on the next turn. I don't have much choice, so I spend 4 SPs to repair both CVs. I'll leave the CRU damaged for now. This leaves me with 8 SPs now. Not a lot.

US Scouting
This might bite me in the ass later, but I'm going to skip this step as I'd like some flexibility for movement and possibly Battle Plans. I hope this isn't a bad choice...

Since I don't do this step, the Japanese Scouted Orders step is ignored.

US Movement
I can't ignore Midway, but I want to reinforce New Guinea. Since I don't have to worry about the Japanese going after Australia (which somewhat confuses me, but the game system probably would have been more complicated had they allowed for that), I could either send a large fleet to Midway, or hope Midway holds and send a token force there while sending my main effort to New Guinea to try to break the Japanese stranglehold there.

One thing I enjoy greatly about this game is how it makes you sweat your decisions. Despite me not wanting to split my effort between both Midway and New Guinea, I can't help but think if I don't put a decent force into Midway, it might fall. But that would allow me to bring a sledgehammer down on New Guinea. Midway has no friendly ships of course, but they have the BB Hiei/Kirishima, which might attract other Japanese forces, especially since Midway is an Objective in this particular campaign.

Decisions, decisions.

I'm going to go ahead and try to cover my bases. If I get my ass kicked this turn, you'll know why...I'm saying it here.

I'm moving the CV Yorktown, CRU Phoenix/Boise, and DD Desron 1 to Midway. To New Guinea, I've allotted CV Wasp and Saratoga, the BB Colorado/Maryland, and CRU Chester/Louisville. Also, I'm moving the 2nd Marine Division to New Guinea as well. I really wanted to bring another land unit to New Guinea, but even as it is now the ship force I'm committing seems kind of thin.





The Marines in New Guinea will really have their work cut out for them as there's a lot of Japanese forces entrenched on the island already. Hopefully our two CVs and their airpower will help tip the balance. Once again, I'm worried big time about the outcome of these choices. I'm second guessing and wondering if I should have moved the Midway group with the New Guinea group. But since some Japanese units can technically move out of the area (well, Japanese infantry can't move out of areas with US forces in them, but their LBAs and Ships certainly can), they might move on...another worry.

In the next post I'll get into the Japanese Orders for this turn.

bbmike

I studied this AAR, watched Stuka Joe's playthrough and just finished my first turn. I really like this game! It actually creates some tense moments.  O0

BC, you don't spend those 4 SPs yet to repair the two carriers. You do that during the US Resupply phase of the same turn they come back out of the '1942 to 1945' port to Hawaii. You can use those 4 SPs THIS turn. You are going to need them.  :D
"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

"You know, just once I'd like to meet an alien menace that wasn't immune to bullets."
-Brigadier Lethbridge-Stewart

"There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!"
-The Doctor

"Before Man goes to the stars he should learn how to live on Earth."
-Clifford D. Simak

BanzaiCat

Quote from: bbmike on January 16, 2016, 09:47:20 PM
I studied this AAR, watched Stuka Joe's playthrough and just finished my first turn. I really like this game! It actually creates some tense moments.  O0

BC, you don't spend those 4 SPs yet to repair the two carriers. You do that during the US Resupply phase of the same turn they come back out of the '1942 to 1945' port to Hawaii. You can use those 4 SPs THIS turn. You are going to need them.  :D

Damn, you're right. Thanks bbmike. I'll fix stuff in my next post.

Sorry about that, all. Used to be that I knew this manual backwards and forwards. I might need to do another read through. :)

bbmike

The manual could be a lot better. I'm having to check BGG for clarification on a few things. There's a good FAQ sheet and Turn sheet that helps. I'm about to start a do or die battle in New Guinea right now. Five Japanese carries against my three! If I lose this battle it might mean the war.  :(  Good times!  8)
"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

"You know, just once I'd like to meet an alien menace that wasn't immune to bullets."
-Brigadier Lethbridge-Stewart

"There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!"
-The Doctor

"Before Man goes to the stars he should learn how to live on Earth."
-Clifford D. Simak

bob48

This really looks like a fascinating game.
'We few, we happy few, we band of brothers'

'Clip those corners'

Recombobulate the discombobulators!

BanzaiCat

Quote from: bob48 on January 18, 2016, 11:51:26 AM
This really looks like a fascinating game.

It's a great game, Bob. You should get it if you find it.

I did look up Amazon.co.uk...it doesn't look promising there. 80.95 in your funny Queen Mum money plus another 34.38 for UK delivery...I looked that all up and that's $165 US and change. Ho-lee-cheet!  :o

http://www.amazon.co.uk/DVG-Dan-Verssen-Games-Commander/dp/B00RCMLAQ2

Gotta be a cheaper way for you to get it if you want it.

BanzaiCat

#40
Thanks again to forum member bbmike for pointing out the error of my ways. I added four SPs to my total, bringing them to 12, and put the two CVs I repaired back to their Damaged status.



This helps a LOT. Now, I'm going to make a few more moves...

First, I move the 32nd and 43rd Infantry Divisions from the West Coast down to New Guinea, where they will be sorely needed. I feel a lot better about my New Guinea attack, but to help a bit more, I'm also moving DD Desron 12 and CRU Portland/Indianapolis from the Hawaiian Islands to New Guinea as well. I have a feeling this will brew to be a big battle this turn.



I'm going to let the Midway force stand as is, though. I'm hoping they won't get hammered.

So, my SP total goes back down to 8, but at least I was able to give the troops down in New Guinea a better chance. That RAAF group there must be relieved to see such a massive force arrive...but I'd say, "let's wait and see what the Japanese do."

Speaking of...

Movement: Japanese Orders
First, I place a 'Moved' marker on each Area that has only one Japanese infantry or one Japanese LBA. These guys will not be able to move, even if additional Forces enter their area. Both Japan and East Asia are exempt from this rule, as all Forces in either of those areas can move.



Okinawa, the Philippines, Carolines, Wake, the Marshalls, and Gilbert Islands all get Moved markers. Now it's time to move the remaining Forces. Furthermore, Japanese infantry in an Area that has US Forces has to stay in place too, so this means that stack of Japanese infantry in New Guinea stays put. I place a Moved counter on them, too.

East Asia Movement
Roll One: 1 - HOLD. No movement for up to 6 Ships, 2 Infantry, and 3 LBAs. This means all the Japanese forces in East Asia stay in place and get Moved markers. I'm fine with that, even if they do get a Resupply marker for later.



Japan Movement
Roll One: 6 - EAST. Randomly select 4 Ships, 2 Infantry, and 2 LBA to move 1 Area closer to the Hawaiian Islands, to an area that is held by Japan. East in this case would be Iwo Jima, which is of course held by Japan. The CV Kaga moves along with an escorting force of CRU Maya/Atago and CRU Furutaka/Kako, as well as DD Destroyer Group 4. Additionally, the 38th Infantry Division and a Japanese Battalion move to Iwo. There are no LBAs, so no movement happens there. This is not all the Forces in Japan, so I roll again.

Roll Two: 8 - ENGAGE. Randomly select 3 Ships and 2 Infantry to move to the closest Area with US Forces. The closest Area is actually either New Guinea or Midway - both are four Areas away. So I randomly determine where they go, and they're off to New Guinea. I was hoping for a major battle and it looks like the Japanese are going to give me what I want, because I draw the CVL Zuiho and CVL Hosho, as well as BB Kongo/Haruna. Additionally, the 20th Infantry Division and the remaining Japanese battalion load up on transports and head to New Guinea.



There's still more Ships in Japan, so more rolls are required.

Roll Three: 3 - REFIT. This is only good for forces outside of Japan, so I have to roll it again.
Roll Three (again): 3 - REFIT. Oh COME ON. Reroll.
Roll Three (one more time): 1 - HOLD. Okay, finally. Since there are only Ships remaining, and there's six of them, they all remain in Japanese waters this turn.

Borneo Movement
Roll One: 4 - SOUTH. Normally this would mean moving up to 3 Ships, 1 Infantry, and 2 LBAs one Area south closer to Australia, unless you are adjacent to Australia...which Borneo is. So, since this order cannot be carried out, a HOLD order is issued instead. Which means yet another Resupply marker for them.

Iwo Jima Movement
Roll One: 1 - HOLD. Yet another HOLD order. All Japanese forces here stay in place. And another Resupply marker.

Mariana Islands Movement
Roll One: 9 - REINFORCE. Move up to 2 Ships, 1 Infantry, and 2 LBAs to an Objective that has at least 1 Japanese Infantry or LBA ashore. The CRU Ashigara/Nashi moves to New Guinea, as does the 14th Sentai (bomber group) and Kahoya Kokutai (bomber group). Since there are still LBAs present in the Mariana Islands, the Battalion there must move to meet this Order.

There's two LBAs left in the Mariana Islands, so I have to roll one more time for one of them.

Roll Two: 7 - BATTLE. An LBA joins a Battle already in progress. New Guinea is the only area they can move to (they can't go to Midway as they don't have Infantry or LBAs ashore there). So, the Genzan Kokutai (bomber group) moves to New Guinea.

The Japanese are going to have a gigantic air force there. Glad I brought my two carriers, but dammit, I really should have brought more fighters. I can only hope that a wild roll moves Japanese LBA strength out of the area.

New Guinea Movement
Roll One: 8 - ENGAGE. 3 Ships, 1 Infantry, and up to two LBAs go after the closest US forces, which happen to be here in New Guinea.
Roll Two: 6 - EAST. 4 Ships, 2 Infantry, and 2 LBAs move one Area closer to Hawaii, to an Area that's already under Japanese control. The Infantry cannot move since US Forces are present, so that doesn't happen. However, thankfully, the 59th and 8th Sentai move to the Carolines, the only area that legally allows them to meet this movement order. Also, the CRU Myoko/Haguro moves to the Carolines as well. That helps ease the pressure; I was really beginning to worry about their LBA strength in New Guinea. They still have quite a good-sized force, though.

Midway Movement
This leaves the BB and Battalion on a transport in Midway waters.
Roll One: REFIT. Both of their Forces retreat to Japan. So, the Forces I moved there were wasted. Still, I had to make the effort.



Looks like the only battle this turn will be a major one in New Guinea. Stay tuned.


bob48

Quote from: Banzai_Cat on January 18, 2016, 08:46:05 PM
Quote from: bob48 on January 18, 2016, 11:51:26 AM
This really looks like a fascinating game.

It's a great game, Bob. You should get it if you find it.

I did look up Amazon.co.uk...it doesn't look promising there. 80.95 in your funny Queen Mum money plus another 34.38 for UK delivery...I looked that all up and that's $165 US and change. Ho-lee-cheet!  :o

http://www.amazon.co.uk/DVG-Dan-Verssen-Games-Commander/dp/B00RCMLAQ2

Gotta be a cheaper way for you to get it if you want it.

My usual UK retailer has a copy for £60 plus an extra £20 for the mounted map board. I am currently negotiating with my financial advisor :-}
'We few, we happy few, we band of brothers'

'Clip those corners'

Recombobulate the discombobulators!

bbmike

CoolStuff Inc.com has Fleet Commander Nimitz on sale right now for $65.99! Only two copies left. Someone just bought the third copy.  :P
"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

"You know, just once I'd like to meet an alien menace that wasn't immune to bullets."
-Brigadier Lethbridge-Stewart

"There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!"
-The Doctor

"Before Man goes to the stars he should learn how to live on Earth."
-Clifford D. Simak

BanzaiCat

Battle of New Guinea

Move Forces to Battle Map
Fortunately, VASSAL does most of this automatically. I do miss doing it myself, though. Playing this e-version of the game just makes me want to pull out the cardboard version!



I get to make the exact placements, though...VASSAL doesn't do that. There is something of a decision tree involved.

My CVs have to go in the US Ocean Area, so there's no question there.

That leaves me with four other ship groups - a BB, two CRUs, and one DD. I'm going to gamble at splitting these guys up. The boys going ashore are going to need some fire support, so my two best ships for that (each having a '4' in Surface Attack), the CRU Portland/Indianapolis and CRU Chester/Louisville are going into the US Coastal Area. The remaining BB and DD are going with my CVs, because they both have higher AAA ratings (3 each).



Next, I add my CV air forces...two F4Fs, four SBDs, and two TBDs. Not a lot to deal with overwhelming Japanese air power, but we'll make do as we have no other choice.



The two Japanese carriers - both CVLs - are added to the Japanese Ocean Area, as are two DDs and one CRU. Their Coastal Area gets their monster BB and one CRU.

Fortunately, since they have CVLs, there's only two A6Ms and two D3As. Could have been worse had these been larger CVs; then, I'd have to deal with two B5N torpedo groups as well. I think they have plenty going into this battle.

Roll for Battle Turns
I roll a '1' in VASSAL, which means a one-turn Battle. Might be mercifully short.

Determine Japanese Battle Plans
The Japanese have 18 (count 'em) forces in this battle, giving them four Battle Plans. Not good.

I don't draw them yet. Not until the actual battle sequence starts.

Select US Battle Plans
I get three Battle Plan Points (BPPs) automatically, and can get three more for every Supply Point (SP) I spend. To make an impact in one round versus a very large enemy force, I'll need to delve into some serious BPs to help me even try to tip the balance. And since this is the only Battle during this turn, I can feel free to spend some mondo SPs to help me out here.

So here goes nothing. I buy the following:

Leathernecks (costs 0). If a Marine is ashore, it stops one hit on the island. I don't have a Marine ashore yet, but hopefully I will by the end of the turn. I don't think I'll be able to use it, but it costs nothing, so why not?

Furball (costs 1). Gives me an extra hit in a dogfight, if I score a successful hit.

Ranging Shots (costs 1). Gives me an extra hit in a Surface Attack, if I score a successful hit.

Anti-Aircraft (costs 1). Gives me an extra AAA attack for a Ship.

Charge (costs 1). Gives me an extra attack for an Infantry unit.

Envelop (costs 1). Gives me a chance to reroll an Infantry attack.

AAA (costs 2). Gives me an extra hit in an AAA attack, if I score a successful hit.

Artillery (costs 2). With infantry ashore, this gives me an automatic hit as if one of my Infantry scored a hit.

Barrel Roll (costs 2). Lets me ignore one hit on one of my aircraft groups.

Diving Attack (costs 3). Gives me an extra hit in a Bombing attack, if I score a successful hit.

Damage Control (costs 4). Lets me stop one hit against any of my ships.

This costs a whopping 18 BPs. Minus my three free BPPs, I need to pay for the remaining 15 BPPs. That costs five SPs, leaving me with three SPs. I could buy some additional Battle Plans, but none of the remaining ones are impactful, at least not to me.



I'll begin the combat round in the next post.

BanzaiCat

Battle of New Guinea
Part 2: One-Turn Wonder?

Draw Japanese Battle Plans
Okay, I gotta gird my loins here, because the game system can really stick it to me during this part of the game.

Damage Control (stops one hit)
Battalion (place an extra Battalion on the island)
Kamikaze Attacks (has no impact, thank goodness)

Like the Japanese need another %#*@# infantry unit on the board...but I go ahead and add the Battalion. That makes three Battalions, not counting the other two full division units, plus the crap floating just off the beaches.

Drawing Kamikaze was a stroke of luck, as it has no impact in '42 and '43 Campaign games. And yes, it's supposed to remain in the mix during either of those games, too.

Damage Control kind of sucks...it minimizes chances for me to hurt their fleet, but it could be worse. I could have drawn a chit that gives them big bonuses to air combat, which they definitely DO NOT need, thanks!

Move US Aircraft
The Japanese are light on the fighters...they have three total. Two on the carriers, one LBA. This leaves six bombers. The chances of them coming after my precious carriers are very high. I don't have much choice but to leave my two F4Fs in the US Ocean Area to help protect them.



Next, I feel like I have to go after their BB. If I can sink that bastard, it'll make life a lot easier for my troops ashore. So I commit two SBDs to that Area. I send the remaining SBDs and the two TBDs to their Ocean Area to go after their flattops.



Japanese Aircraft Movement
Now comes the big moment where I determine where their mess o' planes goes.

After rolling in VASSAL, some strange results happen. First, one A6M from the carriers remains in place, and the one fighter group on the island moves to help protect the carriers, too. That's two fighters facing off against my bombers. I hope they can make it through.



Next, the two D3As from their carriers are spotted heading for my carriers. Glad I left the F4Fs there.



And the mess o' LBA bombers all end up on the island. Since you roll once for each Group type, that means all LBA bombers are rolled for once. I got a '5,' putting them on the island. And this ONLY happened because I have the RAAF group present; had they not been there, all five of these bombers would be over my carriers right now. Bullet: dodged.



Photobucket is being a little putz right now, so I'll update with the battle as soon as it decides to start showing me my uploaded photos.