L26 -> K26 -> J25 F4F does CAP over CarDiv 1 at 16:00 SBD and TBF-1 fly at 16:00 L26 -> K25 -> K24 -> J23 -> J22 (to bomb Tulagi) (back the same route) Formation:
Here's some stuff that I most certainly should have discussed in the rules before-hand, but sadly didn't.
One ground troop represents *about* 200 men. I'm basing this off of the number of troops a victory ship could carry in troopship configuration (vital cargo 8, about 1600 men). This seems to work out, as that also means that a destroyer running Tokyo Express carries around 400 men (which is a little bit of a stretch but probably possible) Since this is about to become very important, this means that there are 8 Japanese troops in the Florida islands (mostly on Tulagi, E16 on the tactical map, but this many turns in you can say that you've moved them where-ever), and 1 on Guadalcanal, on the uncompleted airstrip.
And a proposal:
Since the game seems to go quite slowly in its current format, I believe it may be a good idea to add a few "fuel points" per turn for each player, which can only be used on that turn for fuel specifically, and are lost if not used. This will also mean that submarines will be more practical, as they won't necessarily lead to a point drain making it harder to save up. Any opinion on this (from Draco or any observers) would be extremely welcome.
Thank you for the information about the ground troops. Can troops be moved between small islands on the tactical map? Are there garrisons at the completed airfields and airstrips? I may have missed that in the rules.
I like the idea about adding a few "fuel points" per turn. I did mess up in building my initial force, and would appreciate more fuel. The rules do state that most turns will be uneventful due to the need to build up. Also uneventful due to our forces having to move to and from our rear areas. I'm not yet used to how long a turn is. My mind keeps thinking along the lines of a day per turn. The extra fuel points can mean that we can have more submarine patrols and have to be more concerned about submarines.
Here's some stuff that I most certainly should have discussed in the rules before-hand, but sadly didn't.
One ground troop represents *about* 200 men. I'm basing this off of the number of troops a victory ship could carry in troopship configuration (vital cargo 8, about 1600 men). This seems to work out, as that also means that a destroyer running Tokyo Express carries around 400 men (which is a little bit of a stretch but probably possible) Since this is about to become very important, this means that there are 8 Japanese troops in the Florida islands (mostly on Tulagi, E16 on the tactical map, but this many turns in you can say that you've moved them where-ever), and 1 on Guadalcanal, on the uncompleted airstrip.
And a proposal:
Since the game seems to go quite slowly in its current format, I believe it may be a good idea to add a few "fuel points" per turn for each player, which can only be used on that turn for fuel specifically, and are lost if not used. This will also mean that submarines will be more practical, as they won't necessarily lead to a point drain making it harder to save up. Any opinion on this (from Draco or any observers) would be extremely welcome.
Thank you for the information about the ground troops. Can troops be moved between small islands on the tactical map? Are there garrisons at the completed airfields and airstrips? I may have missed that in the rules.
I like the idea about adding a few "fuel points" per turn. I did mess up in building my initial force, and would appreciate more fuel. The rules do state that most turns will be uneventful due to the need to build up. Also uneventful due to our forces having to move to and from our rear areas. I'm not yet used to how long a turn is. My mind keeps thinking along the lines of a day per turn. The extra fuel points can mean that we can have more submarine patrols and have to be more concerned about submarines.
Alright then, I'll add 5 "fuel points" to the rules, and we'll start using that with the next turn. As for the garrisons, I didn't get far into that simply because it would get extremely complicated to track down all of the ground forces throughout the islands at the start date (especially Bougainville, which had tens of thousands of Japanese soldiers present). I'll say for the purposes of this that the troops can get around the island / group of islands that they are already on without ships to transport them (i.e. the Japanese garrison on Kolombangara could go to New Georgia, since they're basically connected by islands, but not to Choiseul, which has open ocean between).
(I'm merging AirDiv1 and AirDiv3 back together as they are at the same base.) G4M takes off at 22:00 on a recon mission. G16 - H16 - H17 - H18 - I19 - I20 - J21 - J22 - K23 return J23 - I22 - I21 - H20 - H19 - G18 - G17 - G16 Ki-43 remains on the ground