Island Warfare

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers.

Moderators: wdolson, Don Bowen, mogami

Post Reply
Robbyroy
Posts: 12
Joined: Fri Dec 28, 2007 6:33 pm

Island Warfare

Post by Robbyroy »

I have had a Japanees Island under heavy airfield bombardment for over 3 months now. Mostly from 2 squads of B 17s. I have the island surrounded and no ships have been allowed in and the ones that left have been sunk. The airfield seems to always have about 19-40 points in damage. But I cant seem to accomplish thier demise. They started with 34 fitghters-12 bombers and 122 auxs. Now it is 18f -11b - 66 auxs. Their Air bal is -320. If I leave them alone they seem to climb back to original strength even without supplies. I know I don't know there supply status but after 3 mos it has to be very low. Can the AI be forced out with the method I'm using? I just had a thought. Maybe supplies are being flown in. Except they have no airbases, that have long range transports, close enough.
User avatar
tsimmonds
Posts: 5490
Joined: Fri Feb 06, 2004 2:01 pm
Location: astride Mason and Dixon's Line

RE: Island Warfare

Post by tsimmonds »

IJ has some transport aircraft with extremely long range. Some of them are flying boats for which airfield damage would have no effect.

On "very Difficult" the AI does not need supplies.
Fear the kitten!
Robbyroy
Posts: 12
Joined: Fri Dec 28, 2007 6:33 pm

RE: Island Warfare

Post by Robbyroy »

Thanks for the Info on the Long range transport. My question now becomes , Does extended bombing of an airfield accomplish anything besides temporary control of the local airspace?
rockmedic109
Posts: 2441
Joined: Tue May 17, 2005 11:02 am
Location: Citrus Heights, CA

RE: Island Warfare

Post by rockmedic109 »

It will eat up supplies when he repairs the field {always a good thing unless playing the AI on Very Hard}.  Attacking the airbase will also kill aviation support squads which will render any planes at the island impotent.  It is also good training for aircrews.
 
Take the numbers of his planes with a grain of salt.  They are probably inflated by FOW. 
Robbyroy
Posts: 12
Joined: Fri Dec 28, 2007 6:33 pm

RE: Island Warfare

Post by Robbyroy »

What's FOW?
User avatar
BrucePowers
Posts: 12090
Joined: Sat Jul 03, 2004 6:13 pm

RE: Island Warfare

Post by BrucePowers »

FOW - Fog of War
For what we are about to receive, may we be truly thankful.

Lieutenant Bush - Captain Horatio Hornblower by C S Forester
User avatar
wwengr
Posts: 680
Joined: Sat Jan 13, 2007 10:13 pm
Location: Menomonee Falls, Wisconsin, USA
Contact:

RE: Island Warfare

Post by wwengr »

ORIGINAL: Robbyroy

Thanks for the Info on the Long range transport. My question now becomes , Does extended bombing of an airfield accomplish anything besides temporary control of the local airspace?

My experience, so far, is that you can bomb the snot out of a hex for a very long time. Without putting boots on the ground, the best that you will accomplish is to soften up the enemy and cause damage that hinders his operating effectively out of the hex. If you want to finish him off, you need to get some LCU's in there.
I have been inputting my orders for the campaign game first turn since July 4, 2009. I'm getting close. In another month or two, I might be able to run the turn!
User avatar
Feltan
Posts: 1173
Joined: Tue Dec 05, 2006 6:47 am
Location: Kansas

RE: Island Warfare

Post by Feltan »

ORIGINAL: wwengr
My experience, so far, is that you can bomb the snot out of a hex for a very long time. Without putting boots on the ground, the best that you will accomplish is to soften up the enemy and cause damage that hinders his operating effectively out of the hex. If you want to finish him off, you need to get some LCU's in there.

Just like real life! [:)]

Regards,
Feltan
Milman
Posts: 269
Joined: Tue Sep 14, 2004 7:57 pm
Location: Serbia

RE: Island Warfare

Post by Milman »

Afther 3 months they probably have 90% of squads disabled but if you want to wait till you kill them by planes it can take few years . Like wwengr said it is time for you to send INF to finish job there .
User avatar
saj42
Posts: 1132
Joined: Tue Apr 19, 2005 12:02 pm
Location: Somerset, England

RE: Island Warfare

Post by saj42 »

2 squadrons isn't enough if you want results - use 2 GROUPs [:D]. With the increased bombers you should be able to get airfield damage over 75%, this is the magic number where the runway is deemed non-operational and aircraft can't operate (including incoming supply flights).
As for the Japanese aircraft numbers the AI is probably flying in/creating replacement aircraft. All the more for you to destroy and deplete its aircraft pool.
Image
Banner by rogueusmc
User avatar
VSWG
Posts: 3217
Joined: Wed May 31, 2006 5:04 pm
Location: Germany

RE: Island Warfare

Post by VSWG »

ORIGINAL: Tallyho!

2 squadrons isn't enough if you want results - use 2 GROUPs [:D]. With the increased bombers you should be able to get airfield damage over 75%, this is the magic number where the runway is deemed non-operational and aircraft can't operate (including incoming supply flights).
There is no single "magic number". Instead, there are 2 "magic numbers" for every size of an air field:
  • Strike Mission can be launched only if Runway damage < 20 + (Airfield Size * 5)
  • Patrol / CAP Missions can be launched only if Runway damage < 50 + (Airfield Size * 5)
Sounds more like "math", not "magic" to me... [;)]
Image
User avatar
rtrapasso
Posts: 22655
Joined: Tue Sep 03, 2002 4:31 am

RE: Island Warfare

Post by rtrapasso »

ORIGINAL: VSWG
ORIGINAL: Tallyho!

2 squadrons isn't enough if you want results - use 2 GROUPs [:D]. With the increased bombers you should be able to get airfield damage over 75%, this is the magic number where the runway is deemed non-operational and aircraft can't operate (including incoming supply flights).
There is no single "magic number". Instead, there are 2 "magic numbers" for every size of an air field:
  • Strike Mission can be launched only if Runway damage < 20 + (Airfield Size * 5)
  • Patrol / CAP Missions can be launched only if Runway damage < 50 + (Airfield Size * 5)
Sounds more like "math", not "magic" to me... [;)]


i think these numbers are (relatively) widely quoted, and may be in the manual, but i've always found **at least** for the second number the number is 50%. If you had an airfield at size 5, it (the math quoted above) would mean things would keep flying up to 75% damage - not true in my experience. And strangely, seaplanes will stop flying if damage on the AIRFIELD is 50% or more.
User avatar
VSWG
Posts: 3217
Joined: Wed May 31, 2006 5:04 pm
Location: Germany

RE: Island Warfare

Post by VSWG »

ORIGINAL: rtrapasso

i think these numbers are (relatively) widely quoted, and may be in the manual, but i've always found **at least** for the second number the number is 50%. If you had an airfield at size 5, it (the math quoted above) would mean things would keep flying up to 75% damage - not true in my experience.
I'd have to check, but I'm quite sure I had planes flying CAP from PH on Dec. 8th with more than 50 % runway damage.

There's probably a die roll involved when planes try to fly from bases with runway damage, something like d(X) > runway damage, with X being the number as calculated above. This would mean that the higher the runway damage is, the less likely it is for planes taking off, until the threshold is reached - then planes will never fly. So we may be both correct.
And strangely, seaplanes will stop flying if damage on the AIRFIELD is 50% or more.
So far I only noticed that seaplanes stop being repaired if a base has airfield service damage, although an AV/AVD is present. I will look out for this.
Image
User avatar
VSWG
Posts: 3217
Joined: Wed May 31, 2006 5:04 pm
Location: Germany

RE: Island Warfare

Post by VSWG »

I just checked, and in my game against ctangus I had a decent CAP flying at Pearl Harbor (size 10 AF) on Dec. 8th - with 100 runway damage!! I think the "math numbers" are correct, and there is no "magic number".
Image
User avatar
rtrapasso
Posts: 22655
Joined: Tue Sep 03, 2002 4:31 am

RE: Island Warfare

Post by rtrapasso »

ORIGINAL: VSWG

I just checked, and in my game against ctangus I had a decent CAP flying at Pearl Harbor (size 10 AF) on Dec. 8th - with 100 runway damage!! I think the "math numbers" are correct, and there is no "magic number".


Hmmm... perhaps it was changed in the 1.804+ patches... air units would always abruptly stop flying at 50%.... [&:] - this was in the 1.6xx patches, though.
User avatar
saj42
Posts: 1132
Joined: Tue Apr 19, 2005 12:02 pm
Location: Somerset, England

RE: Island Warfare

Post by saj42 »

Damn I really opened a can-o-worms with that throw away statement of a "magic" number.
I'm re-learning something about this game every week [;)]
Image
Banner by rogueusmc
Post Reply

Return to “The War Room”