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Topic: HPS Naval Campaigns: Guadalcanal After Action Report (Part I)

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22 JAN 2011 at 4:08pm

docjones

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[font=cambria]Battle of Tassafaronga After Action Report (Part I)     [font=cambria]Background    [H1][/H1]    [font=calibri]On the evening of November 30, 1942, reports came in from coast watchers, submarines and scouting aircraft that the Japanese were going to make an attempt to reinforce Guadalcanal.  Admiral Halsey ordered my task force (TF 67) to intercept and turn back this latest “Tokyo Express”.  My force consisted of five cruisers (CA Minneapolis, CA New Orleans, CA Pensacola, CA Northampton and CL Honolulu) and six destroyers (Lamson, Fletcher, Perkins, Maury, Drayton and Lardner).     [font=calibri]I had just arrived in the South Pacific to relieve Rear Admiral Kinkaid who was ordered back to Pearl Harbor.  Kinkaid had laid out the operational plan.  The van destroyers would strike first with a fast torpedo attack and then move quickly out of the action to allow the cruisers to mop up.  The cruisers were to hold their fire until after the destroyers had launched their “fish” and moved aside.     [font=cambria]Initial Setup    [H1][/H1]    [font=calibri]The following screenshot shows my initial setup:  Four van destroyers, five cruisers and two rear destroyers.       [image]http://i1225.photobucket.com/albums/ee383/docjonesrl/Naval%20Campaigns%20AAR/MaxScreenshot1-00-00-1.jpg[/image]      [font=calibri]Visibility is 6000 yards for this night scenario.  All of my ships, except the Perkins, have radar with either 10,000 yards (SC) or 25,000 yards (SG) range.  No enemy ships are within visual range of my task force, but one ship is within radar range (See following screenshot).      [image]http://i1225.photobucket.com/albums/ee383/docjonesrl/Naval%20Campaigns%20AAR/Screenshot1-00-002F.jpg[/image]      [font=calibri]This is probably the picket destroyer, positioned out front of the main columns to avoid the type of ambush that I have in mind.     [font=cambria]The Plan    [H1][/H1]    [font=calibri]To ambush the main columns that are likely behind the picket destroyer, I will need to quickly defeat the picket without disclosing my positions.  Given the short visibility range, this is quite doable.  The picket is steaming SE at 35 knots, while the Fletcher (flagship of the van destroyers) is steaming WNW at 35.2 knots.  A quick plot check, using my torpedo targeting tool (TTT), suggests that if the Fletcher continues with the same speed and bearing, it will be in decent torpedo launching position in five minutes and thirty seconds.  I would likely be able to launch torpedoes from the second destroyer, the Perkins, as well.     [font=calibri]There are a couple of problems with this plan.  First, only two of the destroyers are likely to be able to attack.  The other two will merely be along for the ride.  Second, the rear destroyers are too far out of position for the follow up attack on the main columns.  Ideally, once I locate the main columns, I will be able to position my destroyers to launch attacks from two positions, catching the Japanese ships in a cross fire.  To set up for that, I will need to split my van destroyers into two groups, one steaming WNW to attack the picket and the second steaming W to set up the cross fire on the main columns.  As for the cruisers, I cannot hold their fire while I maneuver the destroyers, but I can keep them out of harm’s way by having them steam NW.  The following screenshot shows my steaming orders to the task force.  The Fletcher and Perkins steam W to gain position, while the Maury and Drayton detach and continue to steam WNW.  At 35 knots, the Maury will be in position to launch torpedoes in six minutes.  I press Normal.      [image]http://i1225.photobucket.com/albums/ee383/docjonesrl/Naval%20Campaigns%20AAR/Screenshot1-00-003F.jpg[/image]      [font=cambria]Time:  0:56.16    [H1][/H1]    [font=calibri]The main columns of the Japanese task force appear on the radar screen of the Minneapolis.  Eight ships altogether:  One picket out front, one picket on the starboard, a main column of four ships, and a rear column of two ships.  See the following screenshot for the Japanese ship formation.  The main and rear columns are steaming ESE, while the two pickets are steaming SE.     [font=calibri]First lesson learned:  Always check a ship’s speed.  I had assumed that the Maury was steaming at the same speed as the flagship:  35.2 knots, but it is actually 38.5 knots.  I adjust speed and continue.      [image]http://i1225.photobucket.com/albums/ee383/docjonesrl/Naval%20Campaigns%20AAR/Screenshot0-56-16F.jpg[/image]      [font=cambria]Time:  0:54.04    [H1][/H1]    [font=calibri]Due to the extra speed, the Maury is in launch position a few seconds early, but has opened a slight gap on the Drayton.  This is not a problem, as I feed the distance information into the TTT and prepare to launch torpedoes.  See the following screenshot for the launch position.  Also, note that the cruisers are turning to NNW to maintain their distance from the Japanese picket.      [image]http://i1225.photobucket.com/albums/ee383/docjonesrl/Naval%20Campaigns%20AAR/Screenshot0-54-04F.jpg[/image]      [font=cambria]Time:  0:53.58    [H1][/H1]    [font=calibri]The following screenshot shows the Maury’s torpedo targets using location markers.  I launched three torpedoes.  Torpedo running time is about four minutes, which would put the impact time at 0:50.00.      [image]http://i1225.photobucket.com/albums/ee383/docjonesrl/Naval%20Campaigns%20AAR/Screenshot0-53-58F.jpg[/image]      [font=cambria]Time:  0:53.56    [H1][/H1]    [font=calibri]In the following screenshot, the white dots next to the Maury are the three torpedoes.  The Maury is turning away after launching.      [image]http://i1225.photobucket.com/albums/ee383/docjonesrl/Naval%20Campaigns%20AAR/Screenshot0-53-56F.jpg[/image]      [font=cambria]Time:  0:53.50    [H1][/H1]    [font=calibri]Second lesson learned:  Do not steam ships into the path of your torpedoes.  The following screenshot shows the Fletcher and Perkins changing bearing to WSW to avoid the torpedoes from the Maury.  Given the path of the Japanese picket ship, I would have been forced to change their bearing anyway, to avoid being spotted.  Either way, they will not be in the proper position to attack the main Japanese column in concert with the Maury and Drayton.  I’m going to be forced to do some regrouping once I eliminate the picket ship.      [image]http://i1225.photobucket.com/albums/ee383/docjonesrl/Naval%20Campaigns%20AAR/Screenshot0-53-50F.jpg[/image]      [font=cambria]Time:  0:53.15    [H1][/H1]    [font=calibri]The Drayton launches its torpedoes in the same area as the Maury.  The screenshot below shows the six location markers that represent the six torpedo targets, three from each ship.  Now, I will just avoid contact with the picket ship and let the torpedoes run their course.      [image]http://i1225.photobucket.com/albums/ee383/docjonesrl/Naval%20Campaigns%20AAR/Screenshot0-53-15F.jpg[/image]      [font=cambria]Time:  0:53.09    [H1][/H1]    [font=calibri]WTF?  The Japanese picket ship is firing at the Fletcher (See red circle in screenshot below) from beyond 6000 yards!  That SOB has radar!  From the Database Data Screen, I learn that the radar is the model T22 with a range of 8000 yards.  Third lesson learned:  Always assume that the Japanese ships have radar.  My only real choice now is to use the Fletcher and Perkins as bait and hope that the picket ship will run into my torpedo ambush chasing them.  The Fletcher and Perkins change to a bearing of S.      [image]http://i1225.photobucket.com/albums/ee383/docjonesrl/Naval%20Campaigns%20AAR/Screenshot0-53-09F.jpg[/image]      [font=cambria]Time:  0:52.26    [H1][/H1]    [font=calibri]The two Japanese columns are closing on the Maury and Drayton, giving them an opportunity to set up a second ambush.  The screenshot below shows the Maury’s torpedo targeting.  Note that the Drayton is within radar range of the Japanese picket destroyer.  If the two columns give chase, they will run directly into the torpedo ambush.  I have to hope that the picket destroyer stays with the Fletcher and Perkins and does not break off to chase the Maury and Drayton.  Running time for the torpedoes is just under four minutes.  Listen for explosions at 0:48.30.      [image]http://i1225.photobucket.com/albums/ee383/docjonesrl/Naval%20Campaigns%20AAR/Screenshot0-52-26F.jpg[/image]      [font=cambria]Time:  0:51.41    [H1][/H1]    [font=calibri]The Drayton has added three torpedoes to the ambush of the main Japanese column.  See the screenshot below for the target locations as the Maury and Drayton turn away.  Time to intercept is three minutes and fifty seconds.  Set your watches for 0:47.50.      [image]http://i1225.photobucket.com/albums/ee383/docjonesrl/Naval%20Campaigns%20AAR/Screenshot0-51-41F.jpg[/image]      [font=cambria]Time:  0:50.59    [H1][/H1]    [font=calibri]As the first picket destroyer chases the Fletcher and Perkins, they launch torpedoes in the path of the second picket ship (See location markers in screenshot).  Time to intercept is four minutes or roughly 47:00.      [font=calibri][image]http://i1225.photobucket.com/albums/ee383/docjonesrl/Naval%20Campaigns%20AAR/Screenshot0-50-59F.jpg[/image]      Continued in Part II.

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22 JAN 2011 at 10:54pm

gabeeg

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This is a a great AAR, thanks for sharing!   I own Midway and have not been sure about the surface combat portion to commit to the other HPS naval titles.   This is just the sort of thing I have been looking for.   One request though...the images are kind of hard to see,  would it be possible to make them clickable to view/download larger images?         cannot wait for part II!

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23 JAN 2011 at 4:32pm

docjones

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Originally Posted By gabeeg
        This is a a great AAR, thanks for sharing!   I own Midway and have not been sure about the surface combat portion to commit to the other HPS naval titles.   This is just the sort of thing I have been looking for.   One request though...the images are kind of hard to see,  would it be possible to make them clickable to view/download larger images?         cannot wait for part II!    
        I'm happy to make the images larger for viewing.  Does anyone know how to do it?           Doc Jones

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24 JAN 2011 at 9:29pm

docjones

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[font=cambria]Battle of Tassafaronga After Action Report (Part I)     [font=cambria]Background    [H1][/H1]    [font=calibri]On the evening of November 30, 1942, reports came in from coast watchers, submarines and scouting aircraft that the Japanese were going to make an attempt to reinforce Guadalcanal.  Admiral Halsey ordered my task force (TF 67) to intercept and turn back this latest “Tokyo Express”.  My force consisted of five cruisers (CA Minneapolis, CA New Orleans, CA Pensacola, CA Northampton and CL Honolulu) and six destroyers (Lamson, Fletcher, Perkins, Maury, Drayton and Lardner).     [font=calibri]I had just arrived in the South Pacific to relieve Rear Admiral Kinkaid who was ordered back to Pearl Harbor.  Kinkaid had laid out the operational plan.  The van destroyers would strike first with a fast torpedo attack and then move quickly out of the action to allow the cruisers to mop up.  The cruisers were to hold their fire until after the destroyers had launched their “fish” and moved aside.     [font=cambria]Initial Setup    [H1][/H1]    [font=calibri]The following screenshot shows my initial setup:  Four van destroyers, five cruisers and two rear destroyers.      

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24 JAN 2011 at 10:03pm

docjones

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[font=calibri]Visibility is 6000 yards for this night scenario.  All of my ships, except the Perkins, have radar with either 10,000 yards (SC) or 25,000 yards (SG) range.  No enemy ships are within visual range of my task force, but one ship is within radar range (See following screenshot).   [font=calibri]This is probably the picket destroyer, positioned out front of the main columns to avoid the type of ambush that I have in mind.           

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24 JAN 2011 at 10:06pm

docjones

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[font=cambria]The Plan    [H1][/H1]    [font=calibri]To ambush the main columns that are likely behind the picket destroyer, I will need to quickly defeat the picket without disclosing my positions.  Given the short visibility range, this is quite doable.  The picket is steaming SE at 35 knots, while the Fletcher (flagship of the van destroyers) is steaming WNW at 35.2 knots.  A quick plot check, using my torpedo targeting tool (TTT), suggests that if the Fletcher continues with the same speed and bearing, it will be in decent torpedo launching position in five minutes and thirty seconds.  I would likely be able to launch torpedoes from the second destroyer, the Perkins, as well.     [font=calibri]There are a couple of problems with this plan.  First, only two of the destroyers are likely to be able to attack.  The other two will merely be along for the ride.  Second, the rear destroyers are too far out of position for the follow up attack on the main columns.  Ideally, once I locate the main columns, I will be able to position my destroyers to launch attacks from two positions, catching the Japanese ships in a cross fire.  To set up for that, I will need to split my van destroyers into two groups, one steaming WNW to attack the picket and the second steaming W to set up the cross fire on the main columns.  As for the cruisers, I cannot hold their fire while I maneuver the destroyers, but I can keep them out of harm’s way by having them steam NW.  The following screenshot shows my steaming orders to the task force.  The Fletcher and Perkins steam W to gain position, while the Maury and Drayton detach and continue to steam WNW.  At 35 knots, the Maury will be in position to launch torpedoes in six minutes.  I press Normal.       

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24 JAN 2011 at 10:07pm

docjones

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[font=cambria]Time:  0:56.16    [H1][/H1]    [font=calibri]The main columns of the Japanese task force appear on the radar screen of the Minneapolis.  Eight ships altogether:  One picket out front, one picket on the starboard, a main column of four ships, and a rear column of two ships.  See the following screenshot for the Japanese ship formation.  The main and rear columns are steaming ESE, while the two pickets are steaming SE.     [font=calibri]First lesson learned:  Always check a ship’s speed.  I had assumed that the Maury was steaming at the same speed as the flagship:  35.2 knots, but it is actually 38.5 knots.  I adjust speed and continue.      

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24 JAN 2011 at 10:08pm

docjones

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[font=cambria]Time:  0:54.04    [H1][/H1]    [font=calibri]Due to the extra speed, the Maury is in launch position a few seconds early, but has opened a slight gap on the Drayton.  This is not a problem, as I feed the distance information into the TTT and prepare to launch torpedoes.  See the following screenshot for the launch position.  Also, note that the cruisers are turning to NNW to maintain their distance from the Japanese picket.      

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24 JAN 2011 at 10:10pm

docjones

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[font=cambria]Time:  0:53.58    [H1][/H1]    [font=calibri]The following screenshot shows the Maury’s torpedo targets using location markers.  I launched three torpedoes.  Torpedo running time is about four minutes, which would put the impact time at 0:50.00.      

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24 JAN 2011 at 10:11pm

docjones

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[font=cambria]Time:  0:53.56    [H1][/H1]    [font=calibri]In the following screenshot, the white dots next to the Maury are the three torpedoes.  The Maury is turning away after launching.      

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24 JAN 2011 at 10:13pm

docjones

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[font=cambria]Time:  0:53.50    [H1][/H1]    [font=calibri]Second lesson learned:  Do not steam ships into the path of your torpedoes.  The following screenshot shows the Fletcher and Perkins changing bearing to WSW to avoid the torpedoes from the Maury.  Given the path of the Japanese picket ship, I would have been forced to change their bearing anyway, to avoid being spotted.  Either way, they will not be in the proper position to attack the main Japanese column in concert with the Maury and Drayton.  I’m going to be forced to do some regrouping once I eliminate the picket ship.      

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24 JAN 2011 at 10:15pm

docjones

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[font=cambria]Time:  0:53.15    [H1][/H1]    [font=calibri]The Drayton launches its torpedoes in the same area as the Maury.  The screenshot below shows the six location markers that represent the six torpedo targets, three from each ship.  Now, I will just avoid contact with the picket ship and let the torpedoes run their course.      

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24 JAN 2011 at 10:16pm

docjones

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[font=cambria]Time:  0:53.09    [H1][/H1]    [font=calibri]WTF?  The Japanese picket ship is firing at the Fletcher (See red circle in screenshot below) from beyond 6000 yards!  That SOB has radar!  From the Database Data Screen, I learn that the radar is the model T22 with a range of 8000 yards.  Third lesson learned:  Always assume that the Japanese ships have radar.  My only real choice now is to use the Fletcher and Perkins as bait and hope that the picket ship will run into my torpedo ambush chasing them.  The Fletcher and Perkins change to a bearing of S.      

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24 JAN 2011 at 10:17pm

docjones

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[font=cambria]Time:  0:52.26    [H1][/H1]    [font=calibri]The two Japanese columns are closing on the Maury and Drayton, giving them an opportunity to set up a second ambush.  The screenshot below shows the Maury’s torpedo targeting.  Note that the Drayton is within radar range of the Japanese picket destroyer.  If the two columns give chase, they will run directly into the torpedo ambush.  I have to hope that the picket destroyer stays with the Fletcher and Perkins and does not break off to chase the Maury and Drayton.  Running time for the torpedoes is just under four minutes.  Listen for explosions at 0:48.30.      

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24 JAN 2011 at 10:19pm

docjones

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[font=cambria]Time:  0:51.41    [H1][/H1]    [font=calibri]The Drayton has added three torpedoes to the ambush of the main Japanese column.  See the screenshot below for the target locations as the Maury and Drayton turn away.  Time to intercept is three minutes and fifty seconds.  Set your watches for 0:47.50.      

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24 JAN 2011 at 10:21pm

docjones

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[font=cambria]Time:  0:50.59    [H1][/H1]    [font=calibri]As the first picket destroyer chases the Fletcher and Perkins, they launch torpedoes in the path of the second picket ship (See location markers near Doma Cove in screenshot).  Time to intercept is four minutes or roughly 47:00.  Now that I have figured out how to include larger images, I'll prepare the remainder of the scenario for presentation in a follow up thread.  Stay tuned for Part II.      

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25 JAN 2011 at 1:10am

gabeeg

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The larger images are excellent, now I can see the detail of what is going on...3mins...I am holding my breath..those dd's are small and squirrely targets for torpedos...

gabeeg


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25 JAN 2011 at 5:29am

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Cant wait for part two!
[link=http://bluntforcegamer.com/]Blunt Force Gamer Blog[/link] Wargaming news, AAR's and other musings

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25 JAN 2011 at 8:05am

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Hey doc, Great AAR! I have just finished reading GuadalCanal by Richard Frank and have learned that the Japanese had superior night optics. Just wondering if it's modeled this way in the game and possibly that's why the Japanese destroyer fired on you from 6000 yards? In general, how are sightings handled in the game, especially at night. For instance, are there several grades of sightings?, ie smoke only, dark shapes, silhouettes, visually able to identify? Also are flares from artillery modeled? Thanks, just curious because I'm not familiar with anything by HPS. Pak40

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25 JAN 2011 at 5:28pm

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After reading this AAR, I know where some of my tax return is going. ;-)         Good stuff.         al

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Start with God - the first step in learning is bowing down to God; only fools thumb their noses at such wisdom and learning. - Proverbs 1:7 The Message


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25 JAN 2011 at 6:45pm

docjones

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Originally Posted By Pak40
        Hey doc,         Great AAR! I have just finished reading GuadalCanal by Richard Frank and have learned that the Japanese had superior night optics. Just wondering if it's modeled this way in the game and possibly that's why the Japanese destroyer fired on you from 6000 yards? In general, how are sightings handled in the game, especially at night. For instance, are there several grades of sightings?, ie smoke only, dark shapes, silhouettes, visually able to identify? Also are flares from artillery modeled?         Thanks, just curious because I'm not familiar with anything by HPS.     Pak40    
    Sighting is handled very simply in the game.  Here is the pertinent information from the User's Manual:           Visibility and Sighting     [font=arial,arial][font=arial,arial]    In each scenario there is a maximum visibility value which determines the maximum range that opposing forces can be sighted. Depending on the scenario, this value may change during the course of the scenario.     Based on this maximum visibility value, there are specific sighting rules that determine whether a specific enemy ship or flight can be seen:     • Ships and Targets can spot enemy ships at the maximum visibility value.     • Ships and Targets can spot enemy flights at [font="times new roman"]1/2 [font=arial,arial][font=arial,arial]the maximum visibility value with one exception. Enemy flights consisting of a single small airplane are spotted at [font="times new roman"]1/4 [font=arial,arial][font=arial,arial]of the maximum visibility value.     • Aircraft can spot enemy ships at the maximum visibility value.     • Aircraft can spot enemy flights at [font="times new roman"]1/4 [font=arial,arial][font=arial,arial]the maximum visibility value with one exception. Enemy flights consisting of a single small airplane are spotted at [font="times new roman"]1/8 [font=arial,arial][font=arial,arial]of the maximum visibility value.     [font=arial,arial][font=arial,arial]      In addition, there are specialized sighting rules that only apply to submarines that can be found in the Submarine section of this manual.           Doc Jones    

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