Mechanics of big 4E air raids

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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Yaab
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Mechanics of big 4E air raids

Post by Yaab »

Let's say, I have amassed 100 4E bombers to attack Japanese-held Rabaul and bomb its airfields. Japs have developed airfields there to level 9.

In game, airfield level is an abstraction of all airfields in the hex. It is not a single big airfield, but many airfields. In RL, Port Moresby had seven airfields. So far so good.

However, for the purpose of air raid and air combat, does the code treat my 100 4Es as ONE formation flying in a box formation, or several packets of, say, 10 bombers, with each packet attacking one airfield (10 bombers attacking airfield 1, 10 bombers attacking airfield 2 etc). If it treats it as ONE formation, then the attacking player gets an abstracted bonus compared to RL, where i.e. 10 Zero fighters could be vectored onto 10 bombers attacking airfield 2. If the code packets the bombing runs, it still makes sense to put even a small group of fighters for base defense, because this group can at least maul one packet of bombers. If the code treats the raid as ONE formation, then you really need to match the incoming bombers with an adequate number of fighters.

Is there any info from the devs about it?
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RangerJoe
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Re: Mechanics of big 4E air raids

Post by RangerJoe »

Yaab wrote: Sun May 21, 2023 1:53 pm Let's say, I have amassed 100 4E bombers to attack Japanese-held Rabaul and bomb its airfields. Japs have developed airfields there to level 9.

In game, airfield level is an abstraction of all airfields in the hex. It is not a single big airfield, but many airfields. In RL, Port Moresby had seven airfields. So far so good.

However, for the purpose of air raid and air combat, does the code treat my 100 4Es as ONE formation flying in a box formation, or several packets of, say, 10 bombers, with each packet attacking one airfield (10 bombers attacking airfield 1, 10 bombers attacking airfield 2 etc). If it treats it as ONE formation, then the attacking player gets an abstracted bonus compared to RL, where i.e. 10 Zero fighters could be vectored onto 10 bombers attacking airfield 2. If the code packets the bombing runs, it still makes sense to put even a small group of fighters for base defense, because this group can at least maul one packet of bombers. If the code treats the raid as ONE formation, then you really need to match the incoming bombers with an adequate number of fighters.

Is there any info from the devs about it?
It may be one large raid or it may be strung out.
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BBfanboy
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Re: Mechanics of big 4E air raids

Post by BBfanboy »

The game does not split up the attack once it arrives over the target. If the bombers are arriving in packets it is because the got strung out enroute to the target. Weather and Experience levels play a part in this. The game then processes each of these strung out packets as a separate attack, but it does not differentiate the Level 9 target into separate airfields. They are abstracted into one target.
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Yaab
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Re: Mechanics of big 4E air raids

Post by Yaab »

Thanks.
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RangerJoe
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Re: Mechanics of big 4E air raids

Post by RangerJoe »

Something that might help although there were updates to the game engine later.

The Air Mission Coordination Guide v2.1!

https://www.matrixgames.com/forums/view ... 6&t=175387
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Rusty1961
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Re: Mechanics of big 4E air raids

Post by Rusty1961 »

RangerJoe wrote: Sun May 21, 2023 3:08 pm Something that might help although there were updates to the game engine later.

The Air Mission Coordination Guide v2.1!

https://www.matrixgames.com/forums/view ... 6&t=175387
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