The Good The Bad & The Indifferent
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- Canoerebel
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RE: The Good The Bad & The Indifferent
Can anybody confirm that base force commanding officer need high "Land" ratings (as opposed to high "Air" ratings)?
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
- ny59giants
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RE: The Good The Bad & The Indifferent
So, an American CV (air capacity 90) can take on 30 or 45 Army fighters to be flown off on a one way trip (transfer)?? Which is it?
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[/center]- Canoerebel
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RE: The Good The Bad & The Indifferent
ORIGINAL: JeffK
Re JIII's "FURBALL"
Dont forget FOW, you may not be seeing accurate numbers of japanese losses, likewise JIII may be seeing exaggerated Allied losses.
I think the movie replay is pretty accurate and I think the Intelligence Menu "losses today" numbers are accurate. But I think the Combat Report summaries are inaccurate.
So I usually use the Intelligence Menu for definitive information about what was lost today. If, for example, that shows 30 Tojos downed in a2a today, I think that's accurate.
Am I wrong?
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
- Canoerebel
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RE: The Good The Bad & The Indifferent
I've asked so many questions that I've overwhelmed the Peanut Gallery. Much helpful information. Some questions yet unanswered. I'll be making decisions in about an hour. Advice and input is still welcome. Here are my working plans:
1. Swap out Sabang base force commanders for those that have a high "Land" rating hoping that might make the radar work better ("Air" rating wouldn't seem to apply here, but I'm not positive).
2. I'm considering two options for my fighters (I'd welcome additional suggestions):
a) Keep things pretty much as is, but reset CAP % for most squadrons from 90% to something like 50%
b) Stand down the F4Fs and P40Ks to give them a breather. Keep the "high CAP" (Corsairs at 35k and P38Gs at 39k) and the "low CAP" (P39Ds at 10k and Beaufighters at 5k). These will provide some defence against air strikes, and the low CAP shouldn't be too vulernable since they'll be 22k to 28k lower than the sweepers.
I have a slight preference for 2(a), but I'm still thinking it over.
1. Swap out Sabang base force commanders for those that have a high "Land" rating hoping that might make the radar work better ("Air" rating wouldn't seem to apply here, but I'm not positive).
2. I'm considering two options for my fighters (I'd welcome additional suggestions):
a) Keep things pretty much as is, but reset CAP % for most squadrons from 90% to something like 50%
b) Stand down the F4Fs and P40Ks to give them a breather. Keep the "high CAP" (Corsairs at 35k and P38Gs at 39k) and the "low CAP" (P39Ds at 10k and Beaufighters at 5k). These will provide some defence against air strikes, and the low CAP shouldn't be too vulernable since they'll be 22k to 28k lower than the sweepers.
I have a slight preference for 2(a), but I'm still thinking it over.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
RE: The Good The Bad & The Indifferent
Land skill is important for knowing how to get the job done , but I think you also need good Administrative skill to get the things the troops need and issue them. Can't say I have seen any developer advice on the Admin aspect, but the job of a BF is non-combat (support) so Admin should align with that.ORIGINAL: Canoerebel
I'll check the quality of the base force commanders. In that regard, should I be looking for officers with high "Land" or high "Air" ratings. I guessing the former, but I had better not leave it to guessing.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
- HansBolter
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RE: The Good The Bad & The Indifferent
90% is very high and will quickly lead to high fatigue.
I typically keep my CAP at 50% and boost it to 70% for situations with levels of intense attacks.
However, when I boot the CAP to 70%, I also typically force a 30% rest rate, precluding any escort missions.
I typically keep my CAP at 50% and boost it to 70% for situations with levels of intense attacks.
However, when I boot the CAP to 70%, I also typically force a 30% rest rate, precluding any escort missions.
Hans
RE: The Good The Bad & The Indifferent
Air combat does require alert pilots. If fatigue is getting up into the 15-20 range I would strongly consider resting pilots. For me, over 20 is mandatory rest.ORIGINAL: Canoerebel
I've asked so many questions that I've overwhelmed the Peanut Gallery. Much helpful information. Some questions yet unanswered. I'll be making decisions in about an hour. Advice and input is still welcome. Here are my working plans:
1. Swap out Sabang base force commanders for those that have a high "Land" rating hoping that might make the radar work better ("Air" rating wouldn't seem to apply here, but I'm not positive).
2. I'm considering two options for my fighters (I'd welcome additional suggestions):
a) Keep things pretty much as is, but reset CAP % for most squadrons from 90% to something like 50%
b) Stand down the F4Fs and P40Ks to give them a breather. Keep the "high CAP" (Corsairs at 35k and P38Gs at 39k) and the "low CAP" (P39Ds at 10k and Beaufighters at 5k). These will provide some defence against air strikes, and the low CAP shouldn't be too vulernable since they'll be 22k to 28k lower than the sweepers.
I have a slight preference for 2(a), but I'm still thinking it over.
But there is an option to keep some of the squadron in action while some rest. First look at the squadron pilots and get a ballpark for how many can still be effective. Then set the squadron CAP % and set the rest % needed to rest the fatigued pilots. Only the least fatigued pilots should now fly CAP.
Re: the Peanut Gallery - I am guessing that most peanuts are being roasted over the fires of R/L work at the moment and will chime in when they get home. If you think the upcoming turn is critical, ask John if he would mind if you took a little extra time to deal with some tasks. (Bonus - he will think you are setting up an invasion!) [:D]
EDIT: PS: Air Skill is needed for Air HQs (and CV skippers/TF admirals) but for an Air BF you still need land skill more than Air.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
- Mike McCreery
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RE: The Good The Bad & The Indifferent
Some of the questions are PHD level and I havent gotten my bachelors degree here yet ;]

RE: The Good The Bad & The Indifferent
What he said!ORIGINAL: IJV
ORIGINAL: Canoerebel
witpqs, say what? "bob-carrier fighters"? What's dat?
I think you're saying that certain land-based squadrons can be loaded onto a carrier and then flown to a land base. Of course, I know that a Marine Corsair squadron can do so. But are you saying that, say, Hurricanes or SpitVs can? (If I knew what you meant by "bob-carrier" I wouldn't have to ask.)
non-carrier. You can load any fighter groups (at least, probably non-naval DB and FB groups as well though I couldn't say offhand) regardless of their being carrier capable or not onto carriers for transport, they won't be instantly available as they all disable as part of the loading process and have to repair, but the aircraft can fly off the carrier out to transfer range. Being carrier capable just means they can land back on the carrier.
Spell check didn't catch hitting the wrong key. I guess "bob-carrier" must be a real thing! [:D]
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
- Canoerebel
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RE: The Good The Bad & The Indifferent
Orders issued. Turn sent. The wait begins.
I stood down a few fighter squadrons (mostly P40Es and Buffaloes) that seemed pretty fatigued. The rest are set to 60% CAP, 10% Rest, Range 0. I'll fiddle with the numbers a bit each turn to see what effect they have.
The Allies are down to just 278 operational fighters this turn (with another 100 in maintenance or repair). With those stood down the available numbers are probably more like 250. That's uncomfortably thin under the weight of massed attacks.
If John flies sweeps again (I think he will), he'll notice the reduced numbers and might draw alot of conclusions. But there is relief in the future. In addition to the 100 currently unavailable while in maintenance, there are at least three or four squadrons that can fly into Sabang from SEAC bases as soon as their aircraft are serviceable. And then comes the operation to transfer short-legged fighters from SEAC to Sabang via carrier. That's fraught with some risk since the carriers will be involved, but it's got to be done.
Thanks for all the help, gents. Now let's sit back and see what happens.
I stood down a few fighter squadrons (mostly P40Es and Buffaloes) that seemed pretty fatigued. The rest are set to 60% CAP, 10% Rest, Range 0. I'll fiddle with the numbers a bit each turn to see what effect they have.
The Allies are down to just 278 operational fighters this turn (with another 100 in maintenance or repair). With those stood down the available numbers are probably more like 250. That's uncomfortably thin under the weight of massed attacks.
If John flies sweeps again (I think he will), he'll notice the reduced numbers and might draw alot of conclusions. But there is relief in the future. In addition to the 100 currently unavailable while in maintenance, there are at least three or four squadrons that can fly into Sabang from SEAC bases as soon as their aircraft are serviceable. And then comes the operation to transfer short-legged fighters from SEAC to Sabang via carrier. That's fraught with some risk since the carriers will be involved, but it's got to be done.
Thanks for all the help, gents. Now let's sit back and see what happens.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
- ny59giants
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RE: The Good The Bad & The Indifferent
The advantage of keeping CAP down in the 40 to 60% range is you will have a consistent number of fighters up wave after wave unless he gets lucky and has move than one air group show up and you get hit hard by it. This way, if he decides to send his bombers, you will have fighters left to take a shot at them.
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[/center]- Bullwinkle58
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RE: The Good The Bad & The Indifferent
ORIGINAL: Canoerebel
I'm assuming the limited capacity of the CVE effects which squadrons (how large) can be used?
Will CVs also work?
27-31 planes are the most common limits for USN CVEs. A lot of fighter units work at that. CVs should work too. Never done it, but I see no reason they wouldn't, one-way.
The Moose
- Canoerebel
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RE: The Good The Bad & The Indifferent
I wonder if John has been sending "everything he has" (as far as Tojos and Tonys) or if he's been holding back squadrons so that he can commit them fresh next turn? If its the former, his fighters should be more in need of rest than mine are (though he has the Zeros if he wants to commit them).
I picked up more good help today, plus thinking through things in new ways. I've got lots more to learn, but all of this has been instructive.
I still have one major lingering question about flying off LB fighters from carriers. Say I stripped Yorktown of all aircraft (I wouldn't, but just say) and parked her in port. Could she then load and later fly off 90 Hurricanes or Spitfires or whatever? Or is the number halfed (I got that impression for a post in here, perhaps NYGiants).
One person (Hans Bolter???) said that information about enemy aircraft downed is subject to FOW. My understanding is that the Combat Report lists of enemy planes downed is unreliable. However, I believe that the actual turn replay (the "movie") is accurate, so that, if you were so inclined, you could watch and keep a tally and it would be accurate. Also, I think the main Intelligence Menu carries accurate totals. Anybody know differently?
I picked up more good help today, plus thinking through things in new ways. I've got lots more to learn, but all of this has been instructive.
I still have one major lingering question about flying off LB fighters from carriers. Say I stripped Yorktown of all aircraft (I wouldn't, but just say) and parked her in port. Could she then load and later fly off 90 Hurricanes or Spitfires or whatever? Or is the number halfed (I got that impression for a post in here, perhaps NYGiants).
One person (Hans Bolter???) said that information about enemy aircraft downed is subject to FOW. My understanding is that the Combat Report lists of enemy planes downed is unreliable. However, I believe that the actual turn replay (the "movie") is accurate, so that, if you were so inclined, you could watch and keep a tally and it would be accurate. Also, I think the main Intelligence Menu carries accurate totals. Anybody know differently?
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
RE: The Good The Bad & The Indifferent
I see success with 30% CAP at their best high alt bands, layered with radar present. P40s at 13-15 m/ft. When I set them to 50% and higher I see quick fatigue
and less response to successive waves. My 2 cent. I presume adequate ground support and sufficient runway space. It really seems to help with a solid air rating
on a HQ leader as well.
and less response to successive waves. My 2 cent. I presume adequate ground support and sufficient runway space. It really seems to help with a solid air rating
on a HQ leader as well.
- Canoerebel
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RE: The Good The Bad & The Indifferent
I've got the HQ and a level eight airfield with a ton of support.
It's funny, though. For several games now I've used 90% CAP with range set to 0 (when range isn't an issue) and fatigue was never a problem.
Now, that's not the case when range is set higher. But often range 0 is fine when soley interested in protecting a base, as is the case here.
But I am fiddling with CAP percentages to see if it affects how the fighters manage against successive waves. Next turn its 60% CAP, 10% Rest, range 0. Let's see what happens.
It's funny, though. For several games now I've used 90% CAP with range set to 0 (when range isn't an issue) and fatigue was never a problem.
Now, that's not the case when range is set higher. But often range 0 is fine when soley interested in protecting a base, as is the case here.
But I am fiddling with CAP percentages to see if it affects how the fighters manage against successive waves. Next turn its 60% CAP, 10% Rest, range 0. Let's see what happens.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
- CaptBeefheart
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RE: The Good The Bad & The Indifferent
There are a couple of things to consider which might help you. For one, boosting that airfield to level 9 would mean you could host unlimited air units without penalty. I personally think that's more important than expending some supply or handing him a level 9 field if he takes the base--after all, you're playing to win this battle. Also, you might look at downgrading those RAAF Spit Vs to Kittyhawks if their ferry range gets them to Sabang, and then upgrading back to Spits. That would take some time, but may be better than risking flattops a la Wasp to Malta.
Further, the lack of air-raid warning time is a mystery to me. Are those BFs in good order, meaning disruption, experience, morale, etc? Not sure how much those factors would affect it, but would be interesting to know.
As an AFB, I see this as a great Guadalcanal opportunity for you (meaning you'll grind the IJ forces as he pours more and more resources into the battle).
Best of luck!
Cheers,
CC
Further, the lack of air-raid warning time is a mystery to me. Are those BFs in good order, meaning disruption, experience, morale, etc? Not sure how much those factors would affect it, but would be interesting to know.
As an AFB, I see this as a great Guadalcanal opportunity for you (meaning you'll grind the IJ forces as he pours more and more resources into the battle).
Best of luck!
Cheers,
CC
Beer, because barley makes lousy bread.
- Canoerebel
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RE: The Good The Bad & The Indifferent
Commander, the airfield is an 8.87. It will reach level 9 in four or five days.
There was a good discussion in here a few days ago about whether I should turn off base-building to concentrate on forts since a big battle is coming and since Sabang is clear terrain (currently with 4.2 forts). I ultimately decided to continue building the airfield since it was so close to level 9.
Sabang hasn't been attack and thus every unit there is in great shape in terms of morale, fatigue, etc. The base forces look good.
Good idea on the Spit Vs. It's going to take me awhile to get them up and running as Vs. Then I'll have to rebase them. Then'll I'll have to change then to Kittyhawk III to get them to Sabanb from Ceylon. This'll probably take 10 days total due to some factors I won't mention, but the fewer squadrons needing carrier help the better.
Could proximity be an issue - the fact that John's fighters are coming from Georgetown, Alor Star, etc., which are only six or seven hexes away?
If anybody has a good radar tip, let me know.
There was a good discussion in here a few days ago about whether I should turn off base-building to concentrate on forts since a big battle is coming and since Sabang is clear terrain (currently with 4.2 forts). I ultimately decided to continue building the airfield since it was so close to level 9.
Sabang hasn't been attack and thus every unit there is in great shape in terms of morale, fatigue, etc. The base forces look good.
Good idea on the Spit Vs. It's going to take me awhile to get them up and running as Vs. Then I'll have to rebase them. Then'll I'll have to change then to Kittyhawk III to get them to Sabanb from Ceylon. This'll probably take 10 days total due to some factors I won't mention, but the fewer squadrons needing carrier help the better.
Could proximity be an issue - the fact that John's fighters are coming from Georgetown, Alor Star, etc., which are only six or seven hexes away?
If anybody has a good radar tip, let me know.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
RE: The Good The Bad & The Indifferent
Commander Cody: For one, boosting that airfield to level 9 would mean you could host unlimited air units without penalty.
My understanding is that the Level 9 AF allows unlimited numbers of air units without suffering coordination penalties on operating them, but you still need enough air support to handle the number of aircraft/engines at the base if you want timely repairs and maintenance. The good news is that if you have units or part units stood down to rest those aircraft are not accumulating fatigue so you air support can concentrate on the other aircraft.
About the radar: The early radars did not have much ability to penetrate rain but the later radars were better. If there is an upgraded radar model available in the game I would turn off upgrades of other BFs so that Sabang can get the newer version.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
RE: The Good The Bad & The Indifferent
The CPS-1 radar was not early radar. It was mid-late war radar. Used in Normandy, it was picking up German movement over Germany with high precision, and was in use into the early 50's. I found a reference to a thread in a Matrix forum on various radars. I'm gonna try to hunt it down today, work allowing.
<edit>
I have found the following, but it only refers to fire control, not air search.
tm.asp?m=3684150&mpage=1&key=radar�
<edit>
I can't find it
Hopefully Alfred will stumble across this, he is far better versed than I at such things.
<edit>
I have found the following, but it only refers to fire control, not air search.
tm.asp?m=3684150&mpage=1&key=radar�
<edit>
I can't find it
If it ain't broke, don't fix it!
RE: The Good The Bad & The Indifferent
ORIGINAL: Canoerebel
ORIGINAL: JeffK
Re JIII's "FURBALL"
Dont forget FOW, you may not be seeing accurate numbers of japanese losses, likewise JIII may be seeing exaggerated Allied losses.
I think the movie replay is pretty accurate and I think the Intelligence Menu "losses today" numbers are accurate. But I think the Combat Report summaries are inaccurate.
So I usually use the Intelligence Menu for definitive information about what was lost today. If, for example, that shows 30 Tojos downed in a2a today, I think that's accurate.
Am I wrong?
Just taking a short break from the revision project.
Not 100% correct.
The aircraft lost screen from the Intelligence Menu still has some FOW on enemy losses. It is usually by far the most accurate but still not 100% accurate.
Nor is the Combat Animation quite 100% accurate either. Not all critical hits result in a downed visual sighting. These may or may not be subsequently credited on the aircraft lost screen as operational losses.
Alfred









