Cardboard Wars

War is the continuation of politics by other means

TDDH: Dec II 41: The Americans (part 2)


Upon completion of the last post, prior to the start of the second naval sub-phase, I was looking at some units that I did not move during the movement phase, and decided to extend the movement phase, and to correct a move. The two Filipino (II) (small battalions) that moved from Lucena to join up with the FE corps cannot make it that far, due to the mud weather, when roads cost 2 MP to move. The units only have 5 MP to begin with, and the move would have cost them 6 total MP.  They move by rail to the port of Naga, instead. This will save some MPs for the naval group that is coming to pick them up. The extension of the movement phase is for the 51r Filipino infantry (II) to move to Naga (2 MP for road move, 1 MP to entrain, 1 MP to reach Naga). The 42r stays in Legaspi. Exploitation Phase One P-40E flies from the airstrip at Del Carmen to the airstrip at Corregidor.

Exploitation phase

Naval Movement Sub-phase

CL Boise &  Merchant- 4
  • Move to Naga (2 MP) (replenish)
  • Load 91r, 53r, 52r, 51r infantry (II) (each (II) counts as ½ RE for transport purposes on transport type (TS). This caused one (II) to be left behind. (2 MP) [end 1st naval phase]
  • Leave port (1 MP)
  • Move to Samar Sea, just off the coast of Masbate (3 MP) [end 2nd naval phase]
  • Move to Corregidor sea box (4 MP) [end 3rd naval phase]
  • Unload cargo at Corregidor (2 MP; 1 RE port capacity)
  • Join NG AF
LB Manila-1
  • Load resource point (2 MP)
  • Put to sea from Manila (1 MP)
  • Move to Corregidor (1 MP) [end 1st naval phase]
  • Offload resource point on the island beach (4 MP) [end 2nd naval phase]
  • Finish offloading resource point (2 MP)
  • end of naval phase, return to shipping pool
LB Manila-2, 3
  • unload the rest of their cargo onto the beach (2 MP)
  • return to Manila (2 MP) [end 1st naval phase]
  • Load 1, 3 Filipino infantry regiments (2 MP)
  • Move to the beach hex just north of Mariveles (1 MP)
  • Begin offloading cargo onto the beach (1 MP) [end 2nd naval phase]
  • Offload cargo at the beach (4 MP) [end 3rd naval phase]
  • Finish offloading cargo on the beach (1 MP)
  • end naval phase, return to shipping pool
Merchant-3
  • Move to Manila (4 MP) (replenish) [end 1st naval phase]
  • Unload cargo (2 MP)
  • end of naval phase
Luzon at the end of the American turn, Dec II 41 (click image to enlarge)

Luzon at the end of the American turn, Dec II 41 (click image to enlarge)

TF-5 (replenished at Dipolong)
  • Load 101r (II) at Dipolong, Mindanao
  • leave port (1 MP)
  • Move north, passing between the islands of Cebu and Negros (1 MP) [end 1st naval phase]
  • Move to Corregidor Sea Box (4 MP) [end 2nd naval phase]
  • Move to the jungle hex to the NW of Mariveles (1 MP)
  • Transfer cargo to LB Iloilo-1, Iloilo-2 & Zamba-1 (2 MP)
  • Begin offload of cargo on the beach (1 MP) [end 3rd naval phase]
  • Continue offload of cargo at the beach (4 MP) [end 4th naval phase]
  • Finish offload of cargo on the beach (1 MP) [end 4th naval phase]
  • NOTE: Due to stacking limits, the 101r infantry (II) is still aboard the Merchant-2 transport
  • Move to Corregidor sea box, merge with NG AF (1 MP), transports dock at Corregidor
  • All LB returned to shipping pool
  • end naval phase
AF
  • Leave Davao, Mindanao (replenished) (1 MP)
  • Move west to the Celebes Sea (3 MP) [end 1st naval phase]
  • Swing around the western end of Mindanao, and head north (4 MP) [end 2nd naval phase]
  • Move to Mariveles, in the Corregidor sea box (4 MP) [end 3rd naval phase]
  • Transfer cargo to LB Cebu-1 & Cebu-2 (2 MP)
  • offload cargo onto beach at Mariveles (2 MP) [end 4th naval phase]
  • finish offloading cargo on the beach (4 MP) [end 5th naval phase]
  • NG returns to at large, merges with NG TF-5
  • end naval phase

All of the moving by sea and running for Bataan was an adjustment for such a lousy setup. Now that I understand the opening moves a little better, I think the setup will be much better. However, Manila is still a sticking point for me. Withdrawing to Bataan shortens the front line, and it does have a supply line to Australia via Mariveles/Corregidor. However, that supply line can easily be cut by the Imperial Japanese Navy.

That magnifies the importance of Manila, the only source of general supply on Luzon.

It leaves me between a rock and a hard place as to what the Americans should do. Defend the Bataan Peninsula on shorter lines, but run the risk of supply lines being cut, or defend the Manila area, and lose out on the resource points for attack supply, and the 2nd Filipino infantry division (9-11-6). If Manila is declared an open city, does it cease to be a supply source? Back to the rulebook. It appears that Manila could still be a supply source even if it is undefended, and that the hex could still be defended, but the benefits of the city would cease.

What to do, what to do, what to do.

 

 

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5 thoughts on “TDDH: Dec II 41: The Americans (part 2)

  1. With the approach to Manila open from the north, the Japanese will decide for them. The problem in withdrawing this early to Bataan is that there are still five turns before the Japanese even start to withdraw. Add the loss of reinforcement centers, air strips, ports, supply, and maneuver space. And if the Americans let the Japanese occupy the defensive terrain around the central plain, they can’t afford to attack.

    Make the Japanese pay for what they want. You see what happens when they land unopposed. Shut down their movement. One destroyer Clems will make the Japanese hesitate to land. The Americans have three of them, and three cruisers. If the decision is to use the Navy sitting in port they’re going to feel the full weight of the Japanese air force anyway. They can stop the Japanese landing for a couple of turns while the army maneuvers into position. That will get some tension going on in your game.

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    • This is turning into more of a dry run, than an actual playthrough. What have I learned thus far?

      1. Landing so far south on Luzon was not the ideal place to land, at least with forces from Formosa.
      2. Bataan, despite the terrain is not the ideal place for the Americans to defend. Why? Because the supply line is too easily cut.
      3. An unopposed landing does not mean everything will go smoothly. This will be covered in the next turn.
      Running the USN around the islands to pick units up is probably a waste of tine and energy.
      4. The American cruisers are more or less useless in sea conditions other than calm conditions.
      5. Retrieve the 2nd division from Japan on the first turn, so that it is ready for the landings on the next turn.

      I am in the process of feeling out the capabilities of each army, and which units will be withdrawn and when. For example, I was originally going to leave the 2nd division in Japan, because I was convinced that the OB sent them to me later. I discovered the error a turn too late. I should have retrieved it from Japan on the very first turn, and they would be on Luzon by now.

      With regards to the Clemson class destroyers, I think you overestimate them. One Clemson class DD would not make me hesitate to land at all, especially if my transpirts were protected by a pair of cruisers, and at least 3 DD counters. The cruisers should be able to swiftly and easily take the Clemsons out of the picture.

      Nothing is guaranteed for the Japanese, though. Wait for the next turn to be posted.

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      • paul on said:

        I know what you mean by dry runs. There is a lot to put together in TDDH. Hopefully your reports help others learn the game. TDDH is fun, but it demands that the players know how to play it. With so few pieces and so little time, and fast paced, everything becomes critical. To mishandle something will cost, and the mistake shows very quickly. That can be frustrating. One can have fun with it anyway, of course, but have you ever seen a positive report on TDDH? Yet the majority voted for it. I can’t imagine they would not want to see something positive about it, to learn what it is that makes this game work, and how to play it. Thank you for letting us look at your dry run. We can get ideas of what is critical for the game from your reports. That’s a value.

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  2. I’ll tell you what, Paul. I will abandon this game in favor of a one on one confrontation, if you are willing. Contact me @ tony_datiga@yahoo.com. You can be the Americans.

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    • paul on said:

      I’m working on a third invasion plan for the Japanese. There are three basic ways for the Japanese to invade Luzon. As you know, the Japanese deploy first. I want to find out if there are significant differences required for deployment between the plans that would reveal the Japanese intent.

      There is an optimal, generic American setup that the Japanese can more or less expect, but imagine if the Americans could detect the Japanese intent before they set up. So I want to know what the minimum requirements are for the three different plans, and, once they see the American setup, if the Japanese can switch plans.

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