Nik Mod 4.0

Please post here for questions and discussion about scenario design and the game editor for WITP.

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Woos
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Flak effect on DB & TB

Post by Woos »

Could it be that you went a bit overboard with the flak. Turn 1, KB bombards Manila harbor. Result:

Code: Select all

Day Air attack on Manila , at 43,52
  
 Japanese aircraft
 A6M2 Zero x 52
 D3A Val x 101
 B5N Kate x 143
  
 Allied aircraft
 no flights
  
 Japanese aircraft losses
 A6M2 Zero: 8 damaged
 D3A Val: 6 destroyed, 68 damaged
 B5N Kate: 10 destroyed, 73 damaged
 ...
 Aircraft Attacking:
 15 x A6M2 Zero attacking at 100 feet
 15 x D3A Val bombing at 2000 feet
 25 x B5N Kate launching torpedoes at 200 feet
 15 x A6M2 Zero attacking at 100 feet
 24 x D3A Val bombing at 2000 feet
 24 x B5N Kate launching torpedoes at 200 feet
 17 x D3A Val bombing at 2000 feet
 17 x B5N Kate launching torpedoes at 200 feet
 15 x D3A Val bombing at 2000 feet
 17 x B5N Kate bombing at 11000 feet
 25 x B5N Kate launching torpedoes at 200 feet
 24 x D3A Val bombing at 2000 feet
 25 x B5N Kate launching torpedoes at 200 feet
 
Note that first turn surprise was switched on and all losses/damage are by flak. And this is one of the not so bloody results. I tried it several times and normally the DBs have a loss rate of 10% to 15%. But at least it solves the question if one should stay for a second wave.

Basically your Flak height patch seems to mean that DBs and TBs (as they tend to torpedo instead of bomb) become useless (or more correctly: show Kamikaze tendencies already in 1941). Apart from hitting the Japanese more than the Allies (which rely more on Level Bombers where the bombing height can actually be controlled) this makes CVs much less powerfull. Why should the Allies fear the KB. As long as they keep their ships out of reach, nothing too bad can happen as attacks on land targets become prohebitively expensive.

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Nikademus
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RE: Flak effect on DB & TB

Post by Nikademus »

Its hard to say without more information on the attack. An outright loss of 16 tactical bombers against a large city/base of itself doesn't strike me as unreasonable but i realize your saying this was one of the more anemic results. In comparison, with suprise initially (little/no return fire) 29 tacticals were lost over Pearl...most of them to AA. Brings to mind some old warships1 discussions on the subject of AA. There were some learned individuals who felt that without suprise, such a concentration of AA might have produced prohibitive losses. Much was made of the condition of the surviving aircraft that returned to KB afterwards (i.e. the "third strike" argument) needless to say, opinions varied.

The flak changes are primarily tuned to produce more realistic results and play in regards to the Level bombers which do the lion's share of the base smothering in the game. Dive bombers do get the shaft a little bit because they bomb at 2000 feet by default in the game. Similar situation 'can' occur for TB's but setting the bombing height higher will reduce their losses. I have also found that hitting a base from the sea (if possible) will also greatly reduce flak effectiveness due to disruption.

A challenge that i've grappled with in Witp is that i'm trying to represent the overall effect of flak including operational losses. As the game stands now, op losses are under-represented by necessity to preserve pilot lives. Coupled with generally anemic land flak this allows players to bomb at ridiculously low heights on a continuous basis with acceptible loss/damage ratios and acceptble morale levels (unless bombing under 6000 feet) The low heights give the largest return in hits, which in turn smothers the base which in turn accelerates the pace of the game.

Try these same tactics using a game like Bombing the Reich and you'll get a completely different experience. The actual losses 'over' the base might not always greatly exceed witp's results but when combing the op loss/crashes of damaged planes as they struggle back to base or while landing at the base can increase the losses by 100%. (a recent low alt foray against a suspected occupied enemy airfield using A-20B's by me highlighted this starkly as Speedy can attest)

Does the tweak make a carrier group like KB less 'effective' in terms of hitting land bases? To a degree yes, but not across the board. Flak concentrations must be fairly high to produce a prohibitive effect and intially, for both sides this cant be done everywhere. the potential for an area being heavily protected by both flak as well as fighter defenses will force a player to more use their carriers more conservatively. I dont see that as a bad thing.

Thx for the feedback.
Woos
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RE: Flak effect on DB & TB

Post by Woos »

Well, I ran a few more tests. I found out that the sudden low kill ratio was due to ordering Baby-KB to bombard Manila before KB (and suffering a kill ratio of ca. 35% in that). So after some changes, here 5 runs KB against Manila (run 1 & 2 were with the Baby-KB):

Code: Select all

 Run	3	4	5	6	7
 Involved planes							
 Zeros	52	52	52	52	52
 Val	126	126	126	126	126
 Kate	143	125	143	143	143
 Destroyed							
 Zeros	3	5	2	5	4
 Val	6	16	9	11	14
 Kate	4	7	13	6	6
 Damaged							
 Zeros	9	16	15	10	6
 Val	69	68	69	66	67
 Kate	41	34	52	51	38
 2 Flights of Zeros strafing rest Escort & Sweep
 6 Flights Vals go in 11000-13000 feet
 6 Flights Kates go in 9000-11000 feet (but some torpedo instead of bomb)
 Coming in from 3 hexes to the east of Manila
 AI-Hard
 
I wouldn't agree that Manila is heavyly AA defended (just look at US West Coast or Pearl Habor). It simply has 26x75mmAA. And all are fireing happyly at the DB at 2000 feet (and the TB at 200feet should they torpedo).
So to give those poor DBs and TBs a chance at their (not changeable) low heights I changed the database in such a way that the AA coverage hole is back in (i.e. I set the following devices to a ceiling of 28000: 275,276,294,410,412,414-416; to 26000 feet I set 409&413 and to 25500 feet device 411). Then new scenario start and results are nice:

Code: Select all

Run	1	2	3	4	5
 Involved planes					
 Zeros	57	57	76	76	76
 Val	126	126	126	126	126
 Kate	143	143	143	143	143
 Destroyed					
 Zeros	0	0	0	0	2
 Val	10	1	4	6	4
 Kate	5	0	2	3	2
 Damaged					
 Zeros	3	2	1	4	4
 Val	38	48	48	42	43
 Kate	29	27	22	22	34
 Vals now all on 12000 feet
 Kates now all on 10000 feet (to speed up set up)
 
Seems to be much more reasonable to me. Losses about 1/3 of what was before (damage still high but that probably needs to be that way so that LB get enough damage to lower moral).

With a house rule of no bombing capable plane (also FP and Patrol) between 3000 and 7000 feet (exclusive) and no plane above 28000 this should work much better than the old DB-killing setup.

Only problem now: Do I really want to do all the first turn setup again? :-(
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Nikademus
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RE: Flak effect on DB & TB

Post by Nikademus »

Hi Woos.

Thx for the information. I have to still say though, that these losses, while a little on the high side for a couple of the tests, are still not all tha bad when you take into consideration that it is not just the 26 heavy guns that are firing. If you are port attacking you are also having to factor in the AA of the ships in the harbor as well as well as any other types of land based AA.

I'm showing loss %'s of 4, 9, 7, 7 and 7. The Japanese historically bombed Manila and Clarke from a height of around 23,000 feet.

The House rule idea is one avenue to go and is certainly valid. However from an "official" standpoint i'm not comfortable with such a restrictive rule.

Can you run your test again and set the Zeros to no strafe and set the TB's to high altitude? 20,000 feet for example.

Woos
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RE: Flak effect on DB & TB

Post by Woos »

If you are port attacking you are also having to factor in the AA of the ships in the harbor as well as well as any other types of land based AA.
Yes, but notice the difference reeabling the AA coverage hole has. Many of the kills must come from the 75mmAA (and the 4 3inAA guns of the base force).

I'll try with 20000 feet but that looks more like LB heights to me (and won't help DBs nor TBs/Bettys/Nells that decide to torpedo).
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RE: Nik Mod 4.0

Post by Andy Mac »

I think this was one reason why historically LBA didnt torpedo ports the AA was pretty nasty.

I think of Malta and the heavy losses suffered by the Stukas trying to get to Illustrious in the harbour.

DB's and TB's because they have to attack at Low Level will get crucified if the flak is organised
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AA Gap and DBs

Post by Woos »

OK now with all planes at 20000 feet. First without AA gap

Code: Select all

 Run	1	2	3	4	5
 Involved planes					
 Val	126	126	109	101	126
 Kate	143	143	125	116	143
 Destroyed					
 Val	8	12	9	6	12
 Kate	6	6	5	6	5
 Damaged					
 Val	66	56	52	64	59
 Kate	29	21	38	38	48
 No AA coverage gap					
 All fighters set to escort				
 All planes set to 20000 feet
 
and then with AA gap

Code: Select all

Run	1	2	3	4	5
 Involved planes					
 Val	126	126	126	126	126
 Kate	125	143	143	143	143
 Destroyed					
 Val	2	1	2	3	2
 Kate	2	3	2	4	5
 Damaged					
 Val	49	26	36	32	21
 Kate	14	15	17	21	17
 AA coverage gap back in					
 All fighters set to escort					
 All planes set to 20000 feet
 

Overall losses are a bit less. But as far as I see the relative difference in losses between AA gap and no AA gap is even bigger when flying in at 20000 than if flying in at 12000 (especially for the DBs). Since LBs can be easily set to 20000 whereas DBs will always drop down (and TBs sometimes) removing the AA gap really hurts the DBs and the TBs much more than the LBs.
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Nikademus
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RE: AA Gap and DBs

Post by Nikademus »

ok. home now.

Manila's actual defenses are:

26 x 75mm
8 x 3in DP/AA
3 x 40mm
3 x .05
(+ ship AA)

That makes 34 heavy AA guns or about 3 batteries worth. (in my interpretation and in the mod, a decent defensive shield)

Your tests showed between a 5.1 -6.3% loss rate. With the heavies silent - 1.4 - 2.6%
Since LBs can be easily set to 20000 whereas DBs will always drop down (and TBs sometimes) removing the AA gap really hurts the DBs and the TBs much more than the LBs.

Yes, it will hurt the DB's and TB's more, particularily the unarmored Japanese types. This is an acknowledged con in order to promote a better overall LB experience (without having to institute a house rule prohibiting bombing at low level) However as stated, I dont consider these losses 'overly' excessive given the number of weapons present, esp when factoring in that some of these "flak" losses as listed by the game can be considered write offs or ditchings while returning to base. US planes tend to be tougher and face less capable flak models.

Ironically, a test I ran gave me higher losses (27 tacticals)

However to balance this; I achieved the following:

Allied Ships
SS S-40, Bomb hits 3, Torpedo hits 1, on fire, heavy damage
AVD Childs, Bomb hits 1, on fire
SS Shark, Bomb hits 2, on fire
AS Holland, Bomb hits 1, Torpedo hits 1, on fire, heavy damage
PG Isabel, Torpedo hits 1, on fire, heavy damage
SS Stingray, Bomb hits 2, Torpedo hits 1, on fire, heavy damage
SS Spearfish, Torpedo hits 1, on fire, heavy damage
SS Sculpin, Torpedo hits 1, on fire, heavy damage
SS Seal, Torpedo hits 2, on fire, heavy damage
DD Pope, Bomb hits 3, Torpedo hits 3, on fire, heavy damage
SS Snapper, Bomb hits 3, Torpedo hits 2, on fire, heavy damage
SS Skipjack, Bomb hits 4, on fire, heavy damage
SS Porpoise, Bomb hits 4, on fire, heavy damage
SS Seadragon, Bomb hits 2, Torpedo hits 1, on fire, heavy damage
SS Perch, Bomb hits 1, on fire
SS Sealion, Bomb hits 5, on fire, heavy damage
SS Sturgeon, Bomb hits 1, on fire
SS Permit, Bomb hits 2, on fire
AK Paz, Bomb hits 1, on fire
PT PT-41, Bomb hits 1, on fire, heavy damage
DD Peary, Bomb hits 3, Torpedo hits 1, on fire, heavy damage
SS S-41, Bomb hits 3, on fire, heavy damage
AV Langley, Bomb hits 7, Torpedo hits 1, on fire, heavy damage
SS Tarpon, Bomb hits 1, on fire
SS Sailfish, Bomb hits 4, on fire, heavy damage
SS Searaven, Bomb hits 2, on fire
DD John D. Ford, Bomb hits 1, on fire, heavy damage
SS S-38, Bomb hits 3, on fire, heavy damage
PG Tulsa, Bomb hits 2, on fire, heavy damage
AS Canopus, Bomb hits 3, on fire, heavy damage
SS S-37, Bomb hits 1, on fire, heavy damage
AK Ethel Edwards, Bomb hits 1, on fire
SS Seawolf, Bomb hits 1, on fire, heavy damage
SS Pike, Bomb hits 2, on fire, heavy damage
AK Anakan, Bomb hits 1, on fire, heavy damage
AK Corregidor, Bomb hits 1, on fire
MSW Finch, Bomb hits 1, on fire, heavy damage
MSW Bittern, Bomb hits 2, on fire, heavy damage
AK Bisayas, Bomb hits 1, on fire
SS Pickerel, Bomb hits 2, Torpedo hits 1, on fire, heavy damage
AK Princess of Negros, Bomb hits 1, on fire
SS Sargo, Bomb hits 3, on fire, heavy damage
AK Compagnia Filipinas, Bomb hits 2, on fire, heavy damage
PT PT-32, Torpedo hits 1, on fire, heavy damage
SS Swordfish, Torpedo hits 1, on fire
AO Pecos, Bomb hits 2, on fire
SS Salmon, Bomb hits 1, on fire
AK Palawan, Bomb hits 1, on fire
PT PT-35, Bomb hits 2, on fire, heavy damage
DD Pillsbury, Bomb hits 1, on fire, heavy damage
MSW Tanager, Bomb hits 1, on fire, heavy damage

(lol....i can sort of see now why some players choose to bomb Manilla instead of PH)

One other consideration though i admit i'm "reaching" a little here [;)] I consider an attack like this to be actually two attacks in one. Remember WitP's abstractions despite the illusion of specifics here. Six carriers of the KB were not capable of launching such a large mass attack at one time. In reality it would be two waves (as was the orig PH attack)

Under such an interpretation, thats about 13 planes lost or written off per attack against an alerted defense. Again, not bad given the level of damage caused.


House rule:

I'm not saying your 'house rule' isn't a viable solution but i still feel that such a rule is too restrictive because despite the impressive power of the heavy flak guns, there remain many situations (and bases) where low level bombing can be a profitable and valid tactic (one example would be the bombing of LCU's outside of a base) I also feel that players should be willing to make the choice to bomb at low altitude. Only difference is now they have to be willing to pay a heavy price in morale, damage and of course lost planes

The damages on the tacticals dont overly concern me because in general repair rates for aircraft in the game tend to be rapid....more so with the CV's. An oft voiced player complaint has been that CV's can ahistorically camp off a base and pound it for days. This was the main incentive for the aircraft ordinance point rule being added. In combination with a heavy degree of damage to repair (against a well defended base) this will be a less frequent occurance.

A better solution may be for me to partially disable some of Manilla's defenses to allow a suprise attack option on this city as well as Manila for those who prefer to bomb Manila instead of PH. (Personally i always start with the PH attack)

Woos
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RE: AA Gap and DBs

Post by Woos »

That makes 34 heavy AA guns
Yes, but that is the general situation in all places where significant CD guns exists, so some pre-invasion Air-bombardment would help to keep the Invasion-TF (and the bombardment-TF) alive.

Also the above numbers are for an optimal situation from the DBs point of view. Huge strike, Pilots 80-90 EXP, no/neglible fighter opposition, maybe a 7 december surprise bonus. Just reducing the strike size by half increases the loss ratio.

Code: Select all

 1/2 KB attacking Manila	(90Exp Pilots)	 Run 5 did not attack		
 Run	1	2	3	4	6	Sum
 Involved planes						
 Val	59	59	59	59	59	295
 Kate	71	71	71	71	71	355
 Destroyed		 				
 Val	13	8	4	5	8	38
 Kate	6	6	1	0	0	13
 Damaged						
 Val	33	43	47	47	43	213
 Kate	34	32	8	18	18	110
 Val % 
 lost	22,0%	13,6%	6,8%	8,5%	13,6%	12,9%
 damaged	55,9%	72,9%	79,7%	79,7%	72,9%	72,2%
 No AA coverage gap						
 All fighters set to escort						
 All planes set to 20000 feet						
 
Overall loss/damage of Vals (the only interesting number as one does not know how many Kates dive down to torpedo) from the full KB-20000feet strike two posts above were 8%/50%.

If furthermore experience is decreased to 70 (the replacement EXP for Navy in the mod), one gets

Code: Select all

½ KB attacking Manila, 70 Exp Pilots						
 Run	1	2	3	4	5	Sum
 Involved planes						
 Val	59	59	59	59	59	295
 Kate	71	71	71	71	71	355
 Destroyed						
 Val	6	8	11	12	13	50
 Kate	3	6	5	6	7	27
 Damaged	 					
 Val	47	43	37	35	33	195
 Kate	36	33	24	39	29	161
 Val % 
 lost	10,2%	13,6%	18,6%	20,3%	22,0%	16,9%
 damaged	79,7%	72,9%	62,7%	59,3%	55,9%	66,1%
 No AA coverage gap						
 All fighters set to escort						
 All planes set to 20000 feet						
 
This is IMHO not a sustainable loss rate (especially since it is by flak alone!)
i can sort of see now why some players choose to bomb Manilla instead of PH
I don't deny that in this instance (with lots of ships in the habor and the ship hitting bonus of 7th december) it still makes sense to attack Manila with Full KB. But both circumstance will be gone on December 8th leaving CV fleets to bombard minor bases, do anti-ship operations or support China operations (where heavy AA is much less). Also splitting KB becomes less of an option.
without having to institute a house rule prohibiting bombing at low level
Admittedly I didn't test if restricting LB to fly either <=3000 feet or >=7000 feet will really help (so low level bombing would be still allowed but only near to the small caliber AA). And I'm a bit tired of reengineering the combat model of this game by running repeated test just because nobody understands the code anymore.
But I will just include the ceiling changes I wrote about above to your mod, reduce the sub durability by 2/1.5 (Japan/Allies), reduce some Japanese Naval factories to compensate for no longer needing to produce subs, start turn 1 again :-( and be happy :-)

[edit]
BTW, device 66 & 67 are ship AA weapons use by allied AK/AP, DD, AS and SS. If the AA gap is removed for them also (as you do in Nick Mod 4.2), Japanse DBs and TBs will get problems against ships, too.
(And device 68 looks as if it should have a ceiling higher than 25000 but also doesn't have in the original scenario. Do not wonder about unusal high loss rates among DBs and TBs when attacking some Dutch DDs and MLs ;-)
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Nikademus
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RE: AA Gap and DBs

Post by Nikademus »

Yes, but that is the general situation in all places where significant CD guns exists, so some pre-invasion Air-bombardment would help to keep the Invasion-TF (and the bombardment-TF) alive.

Only if they are DP, and in the case of island coastal defenses, a bombardment, (naval) combined with air strikes will greatly reduce AA efficiency.
I don't deny that in this instance (with lots of ships in the habor and the ship hitting bonus of 7th december) it still makes sense to attack Manila with Full KB. But both circumstance will be gone on December 8th leaving CV fleets to bombard minor bases, do anti-ship operations or support China operations (where heavy AA is much less). Also splitting KB becomes less of an option.

This is true. There has been some argument that the ability of massed carriers to blast airbases into the dust is overstated in the game. In some ways a carrier force, particularily one with unarmored planes that needs to stand off attacking a heavily defended 'base' with large fighter and flak capabilities isn't all that ahistorical a situation. The Japanese were lulled by their early successes in China and later in the SRA into thinking that such attacks, more specifically the tactic of conducting straffing runs with their Zeros were profitible ventures anywhere but they were often facing virtually nil in terms of flak resistance. Against well protected US bases these tactics backfired.

I have played around with trying to make DB's more evasive of flak but they were unsuccessful. I dont think the game accurately depicts the greater difficulty of hitting a DB on it's run vs a lb.
Admittedly I didn't test if restricting LB to fly either <=3000 feet or >=7000 feet will really help (so low level bombing would be still allowed but only near to the small caliber AA). And I'm a bit tired of reengineering the combat model of this game by running repeated test just because nobody understands the code anymore.

your tired?! how 'bout me. [:'(]

It would ultimately be better in the long run to adjust all guns so that the light/medium guns can do their share more accurately. I should note that my tinkering with the heavy AA guns and the removal of the all or nothing altitude restriction rule (vs. the more flexible one in BTR) are not simply some uber belief in the power of heavy AA. Some may be suprised to know that i was already aware of the attributes of heavy flak (minimum altitude/optimum altitude/max altitude) long before all the recent discussions erupted. Why did i do it anyway then?. For one, because sea based flak and land based flak are two seperate subjects and while sea based flak works well, land based doesn't. Secondly, for all these dry, paper discussions on how the guns should work, the way flak is resolved in the game itself seems to be getting discarded. Finally, across the board changes might balance land flak and totally futz up sea based flak. the heavy flak guns (mostly restricted to land bases) and being available in generally smaller numbers till late war make for a convenient means to address a specific segment and a long standing problem. Problem with the house rule is that while it will preserve the tacticals better, all the changes done are for nothing if players bomb below the 7-9k range. In making the change i based it in part on the realization that land base bombardment by carrier planes represents at least early war, a small aspect in the overall campaign, just as in real life. KB did make several major land based raids.......PH of course, (suprise attack), Darwin, Ceylon etc....but mostly KB and the US carriers stayed in the background and reserved their strength to fight each other or to blast naval ships. Land base suppression was left to the land based airforces in their bigger (and tougher) bombers. There remains a concern over late war USN carrier TF's and their ability to clean house at isolated bases. However as mentioned combined sea/air bombardments do greatly reduce the ability of flak

But I will just include the ceiling changes I wrote about above to your mod, reduce the sub durability by 2/1.5 (Japan/Allies), reduce some Japanese Naval factories to compensate for no longer needing to produce subs, start turn 1 again :-( and be happy :-)

Being happy is what counts. Players are of course free to customize my mod to their personal tastes. Thats what this game is all about. It remains my hope that the mod will increase everyone's enjoyment of the game and promote a sense of greater realism. On the sub changes, you dont need to bother. 4.5 of my mod removes for the time being the ASW changes given the upcoming patch.
BTW, device 66 & 67 are ship AA weapons use by allied AK/AP, DD, AS and SS. If the AA gap is removed for them also (as you do in Nick Mod 4.2), Japanse DBs and TBs will get problems against ships, too

Actually there is no altitude gap for heavy AA weapons that are on warships. Gary was smart about this and realized that ships at sea have a generally far greater abiltiy to fire latterally as well horizontally. having such a restrictive all or nothing altitude gap here would castrate TF's in their ability to defend. (particularily USN with it's heavy 5in AA weapons)

Again thx for the feedback. Will continue thinking, and tinkering.

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RE: AA Gap and DBs

Post by Woos »

Actually there is no altitude gap for heavy AA weapons that are on warships.

OK, but then why did you reduce the ceiling of device 66 & 67? You didn't do for all the other ship DP guns.
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Nikademus
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RE: AA Gap and DBs

Post by Nikademus »

They are OOB errors as it turns out. I wasn't wearing my computer glasses and had mistaken the 80mm AA gun for Dutch ENG units for the 88mm ship based AA gun. The other gun has a twin, one in the land AA section of the OOB and one in the ship based section of the OOB. Will correct in next version.
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RE: AA Gap and DBs

Post by Nikademus »

I'd run previous tests similar to what Woos posted but these were all early war. Here are some latewar USN carrier tests....the area i was admitedly a little concerned over.

Marianas scenario made for a good template because the bases in question are well defended.

Guam - 52 HAA (in 5 ENG/CD units) +assorted light/med AA
Saipan - 40 HAA (in 4 ENG/CD units) + assorted light/med AA

damage for bases expressed in Runway/service/port

Guam 1: (airfield bombardment)

AFTER ACTION REPORTS FOR 06/11/44

--------------------------------------------------------------------------------
Day Air attack on Guam , at 62,66

Japanese aircraft
no flights

Allied aircraft
F6F Hellcat x 28
SBD Dauntless x 19
SB2C Helldiver x 182
TBF Avenger x 68
TBM Avenger x 123

Japanese aircraft losses
A6M5 Zeke: 11 destroyed
P1Y Frances: 5 destroyed
G4M2 Betty: 7 destroyed

Allied aircraft losses
SBD Dauntless: 9 damaged
SB2C Helldiver: 9 destroyed, 66 damaged
TBF Avenger: 6 damaged
TBM Avenger: 1 destroyed, 7 damaged

Japanese ground losses:
426 casualties reported
Guns lost 11

Airbase hits 44
Airbase supply hits 12
Runway hits 215

Aircraft Attacking:
28 x SB2C Helldiver bombing at 2000 feet
18 x TBF Avenger bombing at 20000 feet
29 x SB2C Helldiver bombing at 2000 feet
17 x TBM Avenger bombing at 20000 feet
19 x SBD Dauntless bombing at 2000 feet
14 x TBF Avenger bombing at 20000 feet
26 x SB2C Helldiver bombing at 2000 feet
18 x TBM Avenger bombing at 20000 feet
29 x SB2C Helldiver bombing at 2000 feet
18 x TBF Avenger bombing at 20000 feet
31 x SB2C Helldiver bombing at 2000 feet
18 x TBF Avenger bombing at 20000 feet
30 x SB2C Helldiver bombing at 2000 feet
18 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
8 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
8 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
8 x TBM Avenger bombing at 20000 feet

Tacticals lost = 14 (+ 6 op losses)
44 aircraft destroyed at field
damage 89/71

Guam 2: (airfield attack with acompanying surface bombardment)


--------------------------------------------------------------------------------
Naval bombardment of Guam, at 62,66

Japanese aircraft
no flights

Japanese aircraft losses
A6M5 Zeke: 6 destroyed
G4M2 Betty: 5 destroyed
P1Y Frances: 3 destroyed

Allied Ships
CA Wichita
CA San Francisco
CA Minneapolis
CA New Orleans
BB New Jersey
BB Iowa
BB Alabama
BB Indiana
BB South Dakota
BB Washington
BB North Carolina

Japanese ground losses:
2120 casualties reported
Guns lost 45

Airbase hits 28
Airbase supply hits 6
Runway hits 70

--------------------------------------------------------------------------------
Day Air attack on Guam , at 62,66

Japanese aircraft
no flights

Allied aircraft
F6F Hellcat x 28
SBD Dauntless x 19
SB2C Helldiver x 182
TBF Avenger x 68
TBM Avenger x 105

Japanese aircraft losses
A6M5 Zeke: 4 destroyed
G4M2 Betty: 2 destroyed

Allied aircraft losses
SBD Dauntless: 1 destroyed, 10 damaged
SB2C Helldiver: 4 destroyed, 60 damaged
TBF Avenger: 5 damaged
TBM Avenger: 7 damaged

Japanese ground losses:
294 casualties reported
Guns lost 2

Airbase hits 31
Airbase supply hits 13
Runway hits 196

Aircraft Attacking:
30 x SB2C Helldiver bombing at 2000 feet
18 x TBF Avenger bombing at 20000 feet
30 x SB2C Helldiver bombing at 2000 feet
17 x TBM Avenger bombing at 20000 feet
18 x SBD Dauntless bombing at 2000 feet
14 x TBF Avenger bombing at 20000 feet
30 x SB2C Helldiver bombing at 2000 feet
18 x TBM Avenger bombing at 20000 feet
28 x SB2C Helldiver bombing at 2000 feet
18 x TBF Avenger bombing at 20000 feet
31 x SB2C Helldiver bombing at 2000 feet
18 x TBF Avenger bombing at 20000 feet
29 x SB2C Helldiver bombing at 2000 feet
9 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
8 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
8 x TBM Avenger bombing at 20000 feet
--------------------------------------------------------------------------------

Losses = 7 tacticals (0 op loss)
Damage = 100/100/4
39 aircraft destroyed on ground

Guam 3 (Airfield attack TB's only in LB mode)

AFTER ACTION REPORTS FOR 06/11/44

--------------------------------------------------------------------------------
Day Air attack on Guam , at 62,66

Japanese aircraft
no flights

Allied aircraft
F6F Hellcat x 28
TBF Avenger x 68
TBM Avenger x 123

Japanese aircraft losses
A6M5 Zeke: 13 destroyed
G4M2 Betty: 7 destroyed
P1Y Frances: 7 destroyed

Allied aircraft losses
TBF Avenger: 6 damaged
TBM Avenger: 2 destroyed, 17 damaged

Japanese ground losses:
209 casualties reported
Guns lost 5

Airbase hits 17
Airbase supply hits 8
Runway hits 116

Aircraft Attacking:
18 x TBF Avenger bombing at 20000 feet
16 x TBM Avenger bombing at 20000 feet
14 x TBF Avenger bombing at 20000 feet
18 x TBM Avenger bombing at 20000 feet
18 x TBF Avenger bombing at 20000 feet
18 x TBF Avenger bombing at 20000 feet
18 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
7 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
8 x TBM Avenger bombing at 20000 feet

Tacticals lost = 2 (0 op loss)
damage = 37/63/0
aircraft destroyed = 52

Saipan 1 (airfield attack)

--------------------------------------------------------------------------------
Day Air attack on Saipan , at 63,64

Japanese aircraft
A6M5 Zeke x 8

Allied aircraft
F6F Hellcat x 81
SBD Dauntless x 19
SB2C Helldiver x 150
TBF Avenger x 50
TBM Avenger x 105

Japanese aircraft losses
A6M5 Zeke: 6 destroyed
G4M2 Betty: 3 destroyed
F1M2 Pete: 1 destroyed
P1Y Frances: 1 destroyed
E7K2 Alf: 1 destroyed

Allied aircraft losses
F6F Hellcat: 1 damaged
SBD Dauntless: 3 destroyed, 9 damaged
SB2C Helldiver: 4 destroyed, 45 damaged
TBF Avenger: 1 damaged
TBM Avenger: 7 damaged

Japanese ground losses:
271 casualties reported
Guns lost 6

Airbase hits 18
Airbase supply hits 11
Runway hits 94

Aircraft Attacking:
30 x SB2C Helldiver bombing at 2000 feet
30 x SB2C Helldiver bombing at 2000 feet
17 x TBM Avenger bombing at 20000 feet
16 x SBD Dauntless bombing at 2000 feet
14 x TBF Avenger bombing at 20000 feet
28 x SB2C Helldiver bombing at 2000 feet
18 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
18 x TBF Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
8 x TBM Avenger bombing at 20000 feet
29 x SB2C Helldiver bombing at 2000 feet
18 x TBF Avenger bombing at 20000 feet
29 x SB2C Helldiver bombing at 2000 feet
18 x TBM Avenger bombing at 20000 feet
8 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet

Tacticals lost = 12 (+ 3 op losses)
35 aircraft destroyed at field
damage65/71

Saipan 2 (Port attack with ship targets)

AFTER ACTION REPORTS FOR 06/17/44

--------------------------------------------------------------------------------
Day Air attack on Saipan , at 63,64


Allied aircraft
F6F Hellcat x 28
SBD Dauntless x 19
SB2C Helldiver x 151
TBF Avenger x 68
TBM Avenger x 123


Allied aircraft losses
SBD Dauntless: 1 destroyed, 8 damaged
SB2C Helldiver: 3 destroyed, 62 damaged
TBF Avenger: 6 damaged
TBM Avenger: 8 destroyed, 48 damaged

Japanese Ships
BB Musashi, Bomb hits 13, on fire
BB Haruna, Bomb hits 1
BB Yamato, Bomb hits 8, on fire
CVE Shinyo, Bomb hits 5, on fire, heavy damage
CA Takao, Bomb hits 1
BB Kongo, Bomb hits 7, on fire
CVE Kaiyo, Bomb hits 5, on fire, heavy damage
CVE Unyo, Bomb hits 6, on fire, heavy damage
BB Nagato, Bomb hits 4, on fire
CA Tone, Bomb hits 1
CA Maya, Bomb hits 2
CA Atago, Bomb hits 1

Japanese ground losses:
71 casualties reported
Guns lost 4

Port hits 8
Port fuel hits 2
Port supply hits 4

Aircraft Attacking:
29 x SB2C Helldiver bombing at 2000 feet
18 x TBF Avenger bombing at 20000 feet
31 x SB2C Helldiver bombing at 2000 feet
16 x TBM Avenger bombing at 20000 feet
18 x SBD Dauntless bombing at 2000 feet
14 x TBF Avenger bombing at 20000 feet
30 x SB2C Helldiver bombing at 2000 feet
18 x TBM Avenger bombing at 20000 feet
28 x SB2C Helldiver bombing at 2000 feet
18 x TBF Avenger bombing at 20000 feet
18 x TBF Avenger bombing at 20000 feet
30 x SB2C Helldiver bombing at 2000 feet
17 x TBM Avenger launching torpedoes at 200 feet
8 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
8 x TBM Avenger bombing at 20000 feet
9 x TBM Avenger bombing at 20000 feet
7 x TBM Avenger launching torpedoes at 200 feet
6 x TBM Avenger launching torpedoes at 200 feet
8 x TBM Avenger launching torpedoes at 200 feet
--------------------------------------------------------------------------------
Tacticals lost = 15 (3 of them DB + 1 op loss) (2 op loss total)
Damage to port 0/0/0
damaged ships = 9 (5 substantially)


I wanted in particular to do tests Guam 2 and 3 to emphasis in particular that the 'work arounds' i mentioned before do exist and can benefit the Allied player immensly. Massed TB attacks using Avengers can successfully hit a well defended base with more than acceptible losses 'sparing' the DB's though overall i again dont see these losses as overly excessive for the damage done in return. Guam 2 shows that an acompanying surface bombardment can immensly help an air bombardment by disrupting the AA guns which greatly reduces their accuracy. This would at least indicate that Japanese 'bastions' in the wastes of the pacific using historical levels of LCU concentration are not impregible. They can be reduced with good planning.



User avatar
Major SNAFU_M
Posts: 585
Joined: Thu Nov 03, 2005 4:36 pm

RE: AA Gap and DBs

Post by Major SNAFU_M »

@Andrew

Is your website down?

I can't seem to access it.

Thanks
"Popular Opinion? What I suggest you do with 'Popular Opinion' is biologically impossible and morally questionable." -

"One ping to find them all,
One ping to link them;
One ping to promote them all,
and in the darkness sink them"
User avatar
BlackVoid
Posts: 639
Joined: Thu Oct 16, 2003 11:51 pm

Andrews map

Post by BlackVoid »

Will there be a version of this mod for Andrew's map?
User avatar
Nikademus
Posts: 22517
Joined: Sat May 27, 2000 8:00 am
Location: Alien spacecraft

RE: Andrews map

Post by Nikademus »

Andrew converted my mod to his map a couple months ago. Should be on his website.

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