Air combat
Posted: Thu Sep 11, 2003 12:02 am
Hi, In UV I expect my P-40's to achive at least a 1-1 kill/loss ratio
I expect my P-39's to do so as well. They do....sometimes.
It depends on scenario. I don't think you can compare scenario 17 with history or with results from Scenario 14.
In Scenario 14
Phase one
All the allies have to do is spend a little time resting and flying recon. (send all the groups below 80 morale back to Oz)(The CV groups can rest on their way to Lunga. since they only need fly for 1-2 days they can rest after they return to Noumea)
Decide after a few turns what you are going to target and from where.
Dispatch supply. You want to have 3-4x supply required before commencing bombing ops. If enemy is targeting a specifc base send AA groups there. Keep track of enemy numbers. Altitude of bombers.
Send enough fighter groups to get 2-1 or more (using 60 percent CAP per group) So if Japanese are sending 25 fighters for you to get 50 fighters on CAP you would need 3 fighter groups. (54 ac in air) Before setting up first battle also have 1-2 reserve groups at base. (Also long range CAP can be used at first to get 2-1 odd if needed. Over Lunga way build airfields on Tulagi and Irau can make it difficult for Japanese to stop your air. If enemy attacking Lunga LRCAP can be flown by Irau or Tulagi)
Use your best aircraft types for first engagements. (With 3 groups to engage I would have 1xP-39 at 10k 1xP-40 at 11k and 1xP-40 at15k)
If enemy AC coming from Rabaul. Move 2-3 B-17 groups to base in range (PM or Gili after Gili increased to size 4 airfield) Buna and it's neighbor are also usefull. ( remember idea is to bring mass to bear against enemy)
Hit the enemy fighter fields at night from 9k (send 2 groups per night and rotate the other)
Always have fresh groups on CAP. If a groups morale falls below 70 send it back to Oz and bring in a fresh group.
After first battle where you use 2-1 odds. If possible add another group for next battle (enemy may send more next time)(so for 2nd battle you put 72 ac in air. This may not be 2-1 but it will outnumber Japanese. Also their first group will not be sending full strike anymore)
(If Enemy stops attacking stand your CAP down. ) (Put up your weaker groups on 50 percent. You have some protection. And you'll see changes enemy makes. You might lose 1 air to air but then enemy will come back and get whacked when you put your "rested" first line groups back up.
No matter what scenario you are playing as the allies you have numerical advantage. Don't squander it away. Be very picky about when,where, and how you offer air to air combat.
Track the Japanese assets. Use your bombers against his airfields. (Do it at night 9k. No CAP and AA reduced. Don't worry about massive 100 aircraft strikes once a week make 12-18 AC strikes every night. (if you damage 1 Zero you've also knocked down that groups morale)
Combined weapons. The Bombers are just as important in defeating Japanese Zeros as wonder fighters are. If you feel you must bombard an enemy base with ships use fast ships for first runs. (send a few DD to see what mine situation is) Your recon should advise you to enemy surface TF's. (one of the first things the Allies must do is make sure no IJN TF stays within ALlied air range. This does not mean B-17/B-24 range. (However if they are in port........)
This process requires 30-90 days once allies have the airfields. In scenarios where Port Moresby can not be held the Allies can not begin the process before they retake it. (Unless the Japanese move to a base within range-Japanese Luganville is target practice for Allied Noumea/Efate Combo)
I don't think anything here is gamey.
(everything above also works as the Japanese. Only they don't have as many fighter groups and Betty bombers are not B-17's)
I expect my P-39's to do so as well. They do....sometimes.
It depends on scenario. I don't think you can compare scenario 17 with history or with results from Scenario 14.
In Scenario 14
Phase one
All the allies have to do is spend a little time resting and flying recon. (send all the groups below 80 morale back to Oz)(The CV groups can rest on their way to Lunga. since they only need fly for 1-2 days they can rest after they return to Noumea)
Decide after a few turns what you are going to target and from where.
Dispatch supply. You want to have 3-4x supply required before commencing bombing ops. If enemy is targeting a specifc base send AA groups there. Keep track of enemy numbers. Altitude of bombers.
Send enough fighter groups to get 2-1 or more (using 60 percent CAP per group) So if Japanese are sending 25 fighters for you to get 50 fighters on CAP you would need 3 fighter groups. (54 ac in air) Before setting up first battle also have 1-2 reserve groups at base. (Also long range CAP can be used at first to get 2-1 odd if needed. Over Lunga way build airfields on Tulagi and Irau can make it difficult for Japanese to stop your air. If enemy attacking Lunga LRCAP can be flown by Irau or Tulagi)
Use your best aircraft types for first engagements. (With 3 groups to engage I would have 1xP-39 at 10k 1xP-40 at 11k and 1xP-40 at15k)
If enemy AC coming from Rabaul. Move 2-3 B-17 groups to base in range (PM or Gili after Gili increased to size 4 airfield) Buna and it's neighbor are also usefull. ( remember idea is to bring mass to bear against enemy)
Hit the enemy fighter fields at night from 9k (send 2 groups per night and rotate the other)
Always have fresh groups on CAP. If a groups morale falls below 70 send it back to Oz and bring in a fresh group.
After first battle where you use 2-1 odds. If possible add another group for next battle (enemy may send more next time)(so for 2nd battle you put 72 ac in air. This may not be 2-1 but it will outnumber Japanese. Also their first group will not be sending full strike anymore)
(If Enemy stops attacking stand your CAP down. ) (Put up your weaker groups on 50 percent. You have some protection. And you'll see changes enemy makes. You might lose 1 air to air but then enemy will come back and get whacked when you put your "rested" first line groups back up.
No matter what scenario you are playing as the allies you have numerical advantage. Don't squander it away. Be very picky about when,where, and how you offer air to air combat.
Track the Japanese assets. Use your bombers against his airfields. (Do it at night 9k. No CAP and AA reduced. Don't worry about massive 100 aircraft strikes once a week make 12-18 AC strikes every night. (if you damage 1 Zero you've also knocked down that groups morale)
Combined weapons. The Bombers are just as important in defeating Japanese Zeros as wonder fighters are. If you feel you must bombard an enemy base with ships use fast ships for first runs. (send a few DD to see what mine situation is) Your recon should advise you to enemy surface TF's. (one of the first things the Allies must do is make sure no IJN TF stays within ALlied air range. This does not mean B-17/B-24 range. (However if they are in port........)
This process requires 30-90 days once allies have the airfields. In scenarios where Port Moresby can not be held the Allies can not begin the process before they retake it. (Unless the Japanese move to a base within range-Japanese Luganville is target practice for Allied Noumea/Efate Combo)
I don't think anything here is gamey.
(everything above also works as the Japanese. Only they don't have as many fighter groups and Betty bombers are not B-17's)