ORIGINAL: m10bob
I have immense problems with the automatic and horrendous morale hits taken by skip-bombers.
It is not historical and might be considered a unique tactic for the Allies, as Banzai charges and Kamikazes are for the Japanese..
The Flak Gap
Moderators: Joel Billings, wdolson, Don Bowen, mogami
RE: The Flak Gap
I have issues with uber-4 engine strategic bombers hitting any moving target, which has been a problem since I was first playing UV. Those uber-B17's, immune to fighters, hitting carrier battlegroups at sea in UV first alerted me to the problem. It is much better now but still complete fantasy. Skip-bombing is fine as is, very effective. I now return you to the topic of the thread, I had to respond to that detour.
"I propose to fight it out on this line if it takes all summer."-Note sent with Congressman Washburne from Spotsylvania, May 11, 1864, to General Halleck. - General Ulysses S. Grant
RE: The Flak Gap
ORIGINAL: Nikademus
i'd settle for just removing the min alt rule. 100 lines of algorithm is SO 20th Century..... [;)]
Well, this would probably require more balancing in the area of dive bombers, fighter bombers, ... . I played a Nick mod version where all AA guns altitudes where lowered to prevent the Flak gap and DBs became basically unusable (at least for Japan with its pilot problem).
So the 21st Century removes 100 lines and requires changing 300 lines
RE: The Flak Gap
the decreased usability of DB's (against land targets with heavy AA defenses) is not a product of the min alt removal as much as the alterations of the impacted flak guns so you wouldn't see much of a change in stock.
- jwilkerson
- Posts: 8272
- Joined: Sun Sep 15, 2002 4:02 am
- Location: Kansas
- Contact:
RE: The Flak Gap
ORIGINAL: Apollo11
Hi all,
So... is threre concensus of some sort that there is a problem and that powers to be (i.e. our gallant programmers Don, Joe and Michael [&o][&o][&o]) would look into it someday?
Leo "Apollo11"
Well, in my discussion of "the problem" earlier in this thread I made some "assumptions". But I'd still like to see a concise problem statement by those who have consistantly advocated for a correction to "the problem".
WITP Admiral's Edition - Project Lead
War In Spain - Project Lead
War In Spain - Project Lead
RE: The Flak Gap
ORIGINAL: jwilkerson
But I'd still like to see a concise problem statement by those who have consistantly advocated for a correction to "the problem".
Ah, I like such open questions
The problem is obviously: WitP does not correctly handle doctrinal change.
Even if the Flak Gap really exists, had the Allied continously bombed at low altitudes the Japanese would have devised a solution for it. Be it more production of medium flak guns instead of the seemingly useless large ones, be it barrage fire, be it an expedition of some technicians to the Germans for help.
WitP does not allow the Japanese player to adapt its doctrin thus the Allies can consistently exploit the Flak Gap.
This is not the only example of the mentioned problem. Also doctrinal changes actually modelled do not work as they are supposed to. Take the reduction of the Zero bonus. Actually it happened because the Allies learned the hard way (by lost dog fights) that one does not dog fight with a Zero.
In WitP, an Allied player can deny air fights with the Japanese for the first 4 months of the game and still learn not to dog fight with them (by the reduction of the Zero bonus). The doctrine changes (in the fixed four months) even though there doesn't seem to be a need.
More examples necessary?
- Japanese forming ASW TFs from day one.
- US subs being used for transport and mining only until the dud rate is down.
- Japanese setting wrong preparation targets for their units due to known Allied intelligence.
- Allies using their intelligence data without worry for showing the Japanese that their code is broken.
Now admittedly some of these will be a bit difficult to model, but since the problem is now stated, can we expect a fix for the rest in, uh, 1.806? I think it just needs the addition of an event system with access to most combat variables.
(And to add something constructive: Count the number of low level LB raids. This number influences the chance that on a base with a) lots of supplies and b) aggressive AA commander _all_ AA guns will fire against a low level raid. Maybe the aggregated number also decreases over time.)
- treespider
- Posts: 5781
- Joined: Sun Jan 30, 2005 7:34 am
- Location: Edgewater, MD
RE: The Flak Gap
ORIGINAL: Woos
Now admittedly some of these will be a bit difficult to model, but since the problem is now stated, can we expect a fix for the rest in, uh, 1.806? I think it just needs the addition of an event system with access to most combat variables.
[:D][:D][:D][:D]
Here's a link to:
Treespider's Grand Campaign of DBB
"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
Treespider's Grand Campaign of DBB
"It is not the critic who counts, .... The credit belongs to the man who is actually in the arena..." T. Roosevelt, Paris, 1910
RE: The Flak Gap
Hi all,
OK... here we go...
Concise Problem Statement
In WitP game there exists so-called "FLAK gap".
It's most blatant exploitation on both sides mean that around 6000-7000-8000-9000 ft the only weapons engaging enemy aircraft are small(er) caliber automatic weapons.
The Japanese are especially "shafted" here because according to OOB WitP uses they are very lacking in this area (regardless of war progress which seems wrong because even Japanese in later stages of war started to change this fact).
It appears that no reference regarding "FLAK gap" exists in historic WWII in Pacific.
Researching this I never found any info about real historic exploitation or existence of this "FLAK gap" and no info whatsoever about US heavy bombers flying low and slow in broad daylight at such ridiculously low altitudes in presence of enemy opposition (I also asked here for reference about this and no other user found similar historic precedent with such low and slow formation attacks by US in broad daylight).
The Japan's inability to target (i.e. lack of German like radar technology) at night is understandable but having huge bombers flying slow and low in broad daylight is something completely different!
"Nikademus" and "michaelm" tested and discovered the following:
The dead zone lies between (not surprisingly) 6K and 9K feet.
Guns with max of 26K feet have a min of 7K.
Guns with max of 28K feet have a min of 7K.
Guns with max of 30K feet have a min of 8K.
Guns with max of 34K feet have a min of 9K.
Dual Purpose (DP) Guns
Anti Aircraft (AA) Guns
Therefore, for example let's take Japanese side, it appears that up until 9000-10000 ft (i.e. when you remove the bigger AA guns due to limit discovered) the _ONLY_ AA weapon in Japanese AA land based units is "13mm AAMG"...[X(][&:][:(]
Leo "Apollo11"
ORIGINAL: jwilkerson
ORIGINAL: Apollo11
So... is there consensus of some sort that there is a problem and that powers to be (i.e. our gallant programmers Don, Joe and Michael [&o][&o][&o]) would look into it someday?
Well, in my discussion of "the problem" earlier in this thread I made some "assumptions". But I'd still like to see a concise problem statement by those who have consistently advocated for a correction to "the problem".
OK... here we go...
Concise Problem Statement
In WitP game there exists so-called "FLAK gap".
It's most blatant exploitation on both sides mean that around 6000-7000-8000-9000 ft the only weapons engaging enemy aircraft are small(er) caliber automatic weapons.
The Japanese are especially "shafted" here because according to OOB WitP uses they are very lacking in this area (regardless of war progress which seems wrong because even Japanese in later stages of war started to change this fact).
It appears that no reference regarding "FLAK gap" exists in historic WWII in Pacific.
Researching this I never found any info about real historic exploitation or existence of this "FLAK gap" and no info whatsoever about US heavy bombers flying low and slow in broad daylight at such ridiculously low altitudes in presence of enemy opposition (I also asked here for reference about this and no other user found similar historic precedent with such low and slow formation attacks by US in broad daylight).
The Japan's inability to target (i.e. lack of German like radar technology) at night is understandable but having huge bombers flying slow and low in broad daylight is something completely different!
"Nikademus" and "michaelm" tested and discovered the following:
The dead zone lies between (not surprisingly) 6K and 9K feet.
Guns with max of 26K feet have a min of 7K.
Guns with max of 28K feet have a min of 7K.
Guns with max of 30K feet have a min of 8K.
Guns with max of 34K feet have a min of 9K.
Dual Purpose (DP) Guns
Code: Select all
Device Name Ceiling
-------------------------------------
46 4.5in/45 QF Mk I Gun 41000
47 5.25in/50 QF Gun 46500
48 5in/40 Type 89 Gun 31000
49 4.7in/45 10YT Gun 32800
50 3.9in/65 Type 98 Gun 42650
51 3.9in/50 Type 88 Gun 36750
52 3in/60 Type 98 Gun 29850
53 3in/40 Type 88 Gun 23600
54 5in/25 Mk 10 Gun 27400
55 5in/38 Mk 12 Gun 37200
56 3in/50 Mk 10 Gun 29800
57 4.7in/40 QF Gun 32000
58 4.5in/45 QF Gun 41000
59 4in/45 QF Mk V Gun 31000
60 4in/45 QF Mk XVI Gun 39000
61 4in/45 QF Mk XIX Gun 31000
62 3.9in/45 M1931 Gun 39000
63 3.5in/50 M1926 Gun 34800
64 3in/50 M1922 Gun 32800
276 105mm AA Gun 36000
292 3in DP Gun 23600
294 4.7in DP Gun 32000
410 3in AA Gun 29800
452 75mm CD Gun 29850
453 120mm CD Gun 32000
Anti Aircraft (AA) Guns
Code: Select all
Device Name Ceiling
-------------------------------------
66 3in/20cwt AA Gun 25500
67 88mm AA Gun 31000
68 75mm AA Gun 25000
69 25mm Type 96 AA Gun 18040
70 13.2mm Type 93 AAMG 14800
71 40mm 2pdr AA Gun 9900
72 40mm Bofors AA Gun 22800
73 20mm Oerlikon AA Gun 10000
74 1.1in Mk 1 AA Gun 19000
75 0.5in Browning M2 MG 14500
76 2 pdr Mk VIII AA Gun 13000
77 .303 Vickers MG 6200
78 37mm M1933 AA Gun 13000
79 13.2mm AAMG 14800
80 12.7mm AAMG 10300
81 7.7mm Lewis MG 6200
272 13mm AAMG (2) 13000
273 25mm AA Gun (3) 14000
274 40mm AA Gun (2) 14000
275 75mm AA Gun 30000
278 20mm AA/AT Gun 12000
398 .303 Bren AAMG 6200
399 .303 Lewis AAMG 6200
400 Maxim AAMG (4) 6200
401 12.7mm AAMG 12400
402 Vickers AAMG (2) 8300
403 0.5in Browning AAMG 14500
404 20mm Oerlikon AA Gun 10000
405 37mm 61-K AA Gun 20000
406 37mm AA Gun 10500
407 2pdr AA Gun (2) 9900
408 40mm Bofors AA Gun 22800
409 75mm AA Gun 28000
411 3in/20cwt AA Gun 25500
412 76mm AA Gun 29000
413 80mm AA Gun 28000
414 85mm KS-12 AA Gun 33000
415 90mm AA Gun 33800
416 3.7in AA Gun 32000
Therefore, for example let's take Japanese side, it appears that up until 9000-10000 ft (i.e. when you remove the bigger AA guns due to limit discovered) the _ONLY_ AA weapon in Japanese AA land based units is "13mm AAMG"...[X(][&:][:(]
Leo "Apollo11"

Prior Preparation & Planning Prevents Pathetically Poor Performance!
A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
RE: The Flak Gap
Hi all,
Also please note that even outside this so-called "FLAK gap" the AA seems to be rather pathetic... [:(]
Please check my thread (2 years old - in 2005):
"Comprehensive Port bombing testing WitP v1.5 (98 bombers vs. warships and cargo ships)..."
tm.asp?m=856314
Leo "Apollo11"
P.S. [EDIT]
Added coloration to important info.
Also please note that even outside this so-called "FLAK gap" the AA seems to be rather pathetic... [:(]
Please check my thread (2 years old - in 2005):
"Comprehensive Port bombing testing WitP v1.5 (98 bombers vs. warships and cargo ships)..."
tm.asp?m=856314
ORIGINAL: Apollo11
As promised here are new WitP v1.5 test results. These new tests are continuation of my old comprehensive tests (made in WitP v1.4) - you can find them here:
tm.asp?m=763293
Description:
I created brand new custom scenario for this testing.
This scenarios are "Leo TEST Scenario #116.zip" (for day) and "Leo TEST Scenario #117.zip" (for night) - you can find them here:
http://www.matrixgames.com/default.asp? ... m%3D856273
There are only 3 islands present: Marcus Island, Wake Island and Midway. Marcus Island is IJN base while Midway is USN base. For this test Wake Island is made Japanese base with both Port and Airbase (and SPS) of 6.
There are 6 Japanese LCU's (1x 1st Army HQ + 5x AA Rgt) at Wake Island together with ships in port.
Weather is always clear.
FoW is OFF.
Two B-29's groups have their default leaders (50's/60's ratings) while their EXP is set to 70 and morale to 90.
The B-29's have to fly 14 HEXes from Midway to Wake Island.
The B-29's attack from 10000ft.
In Japanese held port there are 10x AO, 10x TK and 30x AP ships (all sizes and shapes).
5 consecutive runs of scenario in day (i.e. daytime bombings):
********************************************************************************
AFTER ACTION REPORTS FOR 06/01/42
--------------------------------------------------------------------------------
Day Air attack on Wake Island , at 82,63
Allied aircraft
B-29 Superfortress x 84
Allied aircraft losses
B-29 Superfortress: 1 destroyed, 17 damaged
Japanese Ships
AO Notoro, Bomb hits 2, on fire
AK Aden Maru, Bomb hits 2
AK Amagisan Maru, Bomb hits 1, on fire
AK Asahisan Maru, Bomb hits 1
AP Aratama Maru, Bomb hits 1, on fire
AP Aiyo Maru, Bomb hits 1
AP Arabia Maru, Bomb hits 2, on fire
TK Akatsuki Maru, Bomb hits 1, on fire
AP Anyo Maru, Bomb hits 1, on fire
TK Arima Maru, Bomb hits 1, on fire, heavy damage
TK Akebono Maru, Bomb hits 2, on fire
AP Atuta Maru, Bomb hits 1
TK Akatuki Maru, Bomb hits 2, on fire
AK Akiura Maru, Bomb hits 2, on fire
AP Arizona Maru, Bomb hits 1, on fire
AP Arizana Maru, Bomb hits 1, on fire
TK Amatsu Maru, Bomb hits 1, on fire
AK Akita Maru, Bomb hits 1, on fire
TK Azuma Maru, Bomb hits 1, on fire
AO Shioya, Bomb hits 1, on fire
AP Astuga Maru, Bomb hits 1, on fire
AP Arugun Maru, Bomb hits 1, on fire
TK Eiho Maru, Bomb hits 1, on fire
AO Naruto, Bomb hits 1, on fire
AP Anrugu Maru, Bomb hits 1, on fire
AK Akibasan Maru, Bomb hits 1
AK Aobasan Maru, Bomb hits 1, on fire
AO Ondo, Bomb hits 1
AP Argentina Maru, Bomb hits 1
AP Akashisan Maru, Bomb hits 1, on fire
AK Akagisan Maru, Bomb hits 1, on fire, heavy damage
Japanese ground losses:
365 casualties reported
Guns lost 15
Port hits 5
Port fuel hits 5
Port supply hits 2
Aircraft Attacking:
35 x B-29 Superfortress bombing at 10000 feet
20 x B-29 Superfortress bombing at 10000 feet
11 x B-29 Superfortress bombing at 10000 feet
3 x B-29 Superfortress bombing at 10000 feet
3 x B-29 Superfortress bombing at 10000 feet
6 x B-29 Superfortress bombing at 10000 feet
4 x B-29 Superfortress bombing at 10000 feet
1 x B-29 Superfortress bombing at 10000 feet
********************************************************************************
AFTER ACTION REPORTS FOR 06/01/42
--------------------------------------------------------------------------------
Day Air attack on Wake Island , at 82,63
Allied aircraft
B-29 Superfortress x 89
Allied aircraft losses
B-29 Superfortress: 9 damaged
Japanese Ships
TK Akebono Maru, Bomb hits 4, on fire, heavy damage
AK Asahisan Maru, Bomb hits 3, on fire, heavy damage
AP Ayaha Maru, Bomb hits 2, on fire
AK Amagisan Maru, Bomb hits 4, on fire, heavy damage
AK Akita Maru, Bomb hits 3, on fire, heavy damage
AP Anyo Maru, Bomb hits 4, on fire
AP Astuga Maru, Bomb hits 4, on fire, heavy damage
TK Akatsuki Maru, Bomb hits 3, on fire
TK Choran Maru, Bomb hits 2, on fire
AP Achou Maru, Bomb hits 3, on fire, heavy damage
AK Akiura Maru, Bomb hits 3, on fire, heavy damage
AP Arizana Maru, Bomb hits 1, on fire
AP Aratama Maru, Bomb hits 3, on fire, heavy damage
TK Fujisan Maru, Bomb hits 4, on fire, heavy damage
AK Akibasan Maru, Bomb hits 3, on fire, heavy damage
AP Atuta Maru, Bomb hits 3, on fire, heavy damage
AO Tsurumi, Bomb hits 3, on fire, heavy damage
AP Argentina Maru, Bomb hits 1
AP Akashisan Maru, Bomb hits 2, on fire
TK Azuma Maru, Bomb hits 1, on fire
TK Eiho Maru, Bomb hits 3, on fire, heavy damage
AK Akagisan Maru, Bomb hits 1, on fire
AP Arugun Maru, Bomb hits 1, on fire
AP Africa Maru, Bomb hits 1
AK Aobasan Maru, Bomb hits 1, on fire
AO Shiretoko, Bomb hits 1, on fire
AP Arabia Maru, Bomb hits 2, on fire, heavy damage
TK Amatsu Maru, Bomb hits 2, on fire
AP Aiyo Maru, Bomb hits 1, on fire
TK Arima Maru, Bomb hits 1
AK Aden Maru, Bomb hits 1, on fire
AK Akagi Maru, Bomb hits 2, on fire
AP Asama Maru, Bomb hits 2, on fire
AO Shioya, Bomb hits 1, on fire
AP Aikoku Maru, Bomb hits 1, on fire
AO Sunosaki, Bomb hits 1, on fire
AO Takasaki, Bomb hits 1
AO Ondo, Bomb hits 1
TK Akatuki Maru, Bomb hits 1
AP Arizona Maru, Bomb hits 1
Japanese ground losses:
437 casualties reported
Guns lost 20
Port hits 7
Port fuel hits 4
Port supply hits 2
Aircraft Attacking:
36 x B-29 Superfortress bombing at 10000 feet
15 x B-29 Superfortress bombing at 10000 feet
18 x B-29 Superfortress bombing at 10000 feet
3 x B-29 Superfortress bombing at 10000 feet
3 x B-29 Superfortress bombing at 10000 feet
9 x B-29 Superfortress bombing at 10000 feet
2 x B-29 Superfortress bombing at 10000 feet
3 x B-29 Superfortress bombing at 10000 feet
********************************************************************************
AFTER ACTION REPORTS FOR 06/01/42
--------------------------------------------------------------------------------
Day Air attack on Wake Island , at 82,63
Allied aircraft
B-29 Superfortress x 88
Allied aircraft losses
B-29 Superfortress: 20 damaged
Japanese Ships
AP Anzan Maru, Bomb hits 5, on fire
AP Asama Maru, Bomb hits 2, on fire
AO Shiretoko, Bomb hits 1
TK Akebono Maru, Bomb hits 3, on fire
AP Aikoku Maru, Bomb hits 3, on fire
AO Notoro, Bomb hits 5, on fire, heavy damage
AP Aratama Maru, Bomb hits 3, on fire
TK Choran Maru, Bomb hits 3, on fire, heavy damage
AP Aki Maru, Bomb hits 3, on fire
AP Achou Maru, Bomb hits 1, on fire, heavy damage
AO Sata, Bomb hits 3, on fire, heavy damage
AP Africa Maru, Bomb hits 3, on fire
TK Akatsuki Maru, Bomb hits 1, on fire
AP Atuta Maru, Bomb hits 1, on fire
AO Tsurumi, Bomb hits 3, on fire
AP Argentina Maru, Bomb hits 5, on fire
TK Amatsu Maru, Bomb hits 2, on fire
AP Anyo Maru, Bomb hits 3, on fire
TK Eiyo Maru, Bomb hits 1
AP Astuga Maru, Bomb hits 1
AK Akagi Maru, Bomb hits 1, on fire
AP Anrugu Maru, Bomb hits 1
AK Asahisan Maru, Bomb hits 1, on fire
AO Takasaki, Bomb hits 3, on fire, heavy damage
TK Akatuki Maru, Bomb hits 2, on fire
TK Fujisan Maru, Bomb hits 1
AK Akiura Maru, Bomb hits 1, on fire
AK Akasisan Maru, Bomb hits 1, on fire
AP Aiyo Maru, Bomb hits 1, on fire
AK Amagisan Maru, Bomb hits 1
AK Akibasan Maru, Bomb hits 1, on fire
AO Shiriya, Bomb hits 1
TK Arima Maru, Bomb hits 1, on fire
AO Sunosaki, Bomb hits 1, on fire
AK Aobasan Maru, Bomb hits 1
Japanese ground losses:
670 casualties reported
Guns lost 28
Port hits 11
Port fuel hits 5
Port supply hits 3
Aircraft Attacking:
36 x B-29 Superfortress bombing at 10000 feet
27 x B-29 Superfortress bombing at 10000 feet
13 x B-29 Superfortress bombing at 10000 feet
3 x B-29 Superfortress bombing at 10000 feet
6 x B-29 Superfortress bombing at 10000 feet
3 x B-29 Superfortress bombing at 10000 feet
********************************************************************************
AFTER ACTION REPORTS FOR 06/01/42
--------------------------------------------------------------------------------
Day Air attack on Wake Island , at 82,63
Allied aircraft
B-29 Superfortress x 85
Allied aircraft losses
B-29 Superfortress: 1 destroyed, 15 damaged
Japanese Ships
AP Aiyo Maru, Bomb hits 1, on fire
AP Arizona Maru, Bomb hits 2, on fire, heavy damage
AP Arugun Maru, Bomb hits 1
AP Atsuta Maru, Bomb hits 3, on fire, heavy damage
AP Akashisan Maru, Bomb hits 2, on fire
TK Akatuki Maru, Bomb hits 1, on fire
AK Amagisan Maru, Bomb hits 2, on fire
AK Akagi Maru, Bomb hits 1, on fire
TK Azuma Maru, Bomb hits 3, on fire, heavy damage
AO Shiretoko, Bomb hits 2, on fire
AO Shioya, Bomb hits 2, on fire, heavy damage
AP Arabia Maru, Bomb hits 2, on fire
AK Asahisan Maru, Bomb hits 1, on fire
AP Anzan Maru, Bomb hits 1, on fire
AP Aikoku Maru, Bomb hits 1, on fire
AP Argentina Maru, Bomb hits 2
TK Choran Maru, Bomb hits 3, on fire, heavy damage
AP Ayaha Maru, Bomb hits 2, on fire, heavy damage
TK Arima Maru, Bomb hits 1, on fire
TK Eiyo Maru, Bomb hits 1, on fire
AK Akibasan Maru, Bomb hits 1, on fire
AP Anrugu Maru, Bomb hits 1, on fire, heavy damage
AO Shiriya, Bomb hits 1
AP Africa Maru, Bomb hits 2, on fire, heavy damage
TK Akebono Maru, Bomb hits 2, on fire
AO Tsurumi, Bomb hits 2, on fire
AP Aratama Maru, Bomb hits 1
AP Anyo Maru, Bomb hits 1, on fire
AP Aki Maru, Bomb hits 1, on fire
AO Takasaki, Bomb hits 1, on fire
AP Achou Maru, Bomb hits 1
AO Notoro, Bomb hits 1
AP Asama Maru, Bomb hits 1
AP Atuta Maru, Bomb hits 1
Japanese ground losses:
265 casualties reported
Guns lost 13
Port hits 8
Port fuel hits 1
Aircraft Attacking:
27 x B-29 Superfortress bombing at 10000 feet
19 x B-29 Superfortress bombing at 10000 feet
15 x B-29 Superfortress bombing at 10000 feet
8 x B-29 Superfortress bombing at 10000 feet
6 x B-29 Superfortress bombing at 10000 feet
3 x B-29 Superfortress bombing at 10000 feet
3 x B-29 Superfortress bombing at 10000 feet
3 x B-29 Superfortress bombing at 10000 feet
********************************************************************************
AFTER ACTION REPORTS FOR 06/01/42
--------------------------------------------------------------------------------
Day Air attack on Wake Island , at 82,63
Allied aircraft
B-29 Superfortress x 83
Allied aircraft losses
B-29 Superfortress: 1 destroyed, 13 damaged
Japanese Ships
AP Atsuta Maru, Bomb hits 1, on fire
AP Atuta Maru, Bomb hits 1
TK Akebono Maru, Bomb hits 1, on fire
TK Eiyo Maru, Bomb hits 1, on fire
AO Shioya, Bomb hits 3, on fire, heavy damage
TK Eiho Maru, Bomb hits 2
AP Aki Maru, Bomb hits 2, on fire
TK Akatuki Maru, Bomb hits 1
AK Aden Maru, Bomb hits 3, on fire, heavy damage
AO Notoro, Bomb hits 1, on fire
AK Akasisan Maru, Bomb hits 1, on fire
AK Akibasan Maru, Bomb hits 1, on fire
AP Anrugu Maru, Bomb hits 2, on fire, heavy damage
AO Naruto, Bomb hits 1
AP Arugun Maru, Bomb hits 1, on fire
AP Arizona Maru, Bomb hits 2, on fire
AO Ondo, Bomb hits 1, on fire
AO Shiretoko, Bomb hits 1
AK Akiura Maru, Bomb hits 2, on fire
AO Shiriya, Bomb hits 2, on fire
TK Choran Maru, Bomb hits 1, on fire
AP Africa Maru, Bomb hits 1
AP Achou Maru, Bomb hits 1, on fire
AP Arizana Maru, Bomb hits 1, on fire
AP Akashisan Maru, Bomb hits 1, on fire
AP Anzan Maru, Bomb hits 2, on fire
AO Sunosaki, Bomb hits 1, on fire
AK Akagisan Maru, Bomb hits 1, on fire
Japanese ground losses:
399 casualties reported
Guns lost 19
Port hits 5
Port fuel hits 2
Port supply hits 3
Aircraft Attacking:
27 x B-29 Superfortress bombing at 10000 feet
8 x B-29 Superfortress bombing at 10000 feet
10 x B-29 Superfortress bombing at 10000 feet
6 x B-29 Superfortress bombing at 10000 feet
5 x B-29 Superfortress bombing at 10000 feet
13 x B-29 Superfortress bombing at 10000 feet
10 x B-29 Superfortress bombing at 10000 feet
3 x B-29 Superfortress bombing at 10000 feet
********************************************************************************
1 run of scenario in day (i.e. night bombings) for comparison only:
********************************************************************************
AFTER ACTION REPORTS FOR 06/02/42
--------------------------------------------------------------------------------
Night Air attack on Wake Island , at 82,63
Allied aircraft
B-29 Superfortress x 54
Allied aircraft losses
B-29 Superfortress: 3 damaged
Japanese Ships
AK Akita Maru, Bomb hits 1, on fire
AO Shioya, Bomb hits 1, on fire
AP Anyo Maru, Bomb hits 1, on fire
Japanese ground losses:
77 casualties reported
Guns lost 6
Port hits 1
Port supply hits 2
Aircraft Attacking:
27 x B-29 Superfortress bombing at 10000 feet
27 x B-29 Superfortress bombing at 10000 feet
********************************************************************************
Discussion:
The devastation of ships in port is enormous... it's like shooting duck in a bathtub.. the only (possibly) good thing is that night time attack produced "only" 3 hits...
Note that Japanese AAA units consist of:
Heavy AA Rgt (5 units used):
105mm AA Gun x12
75mm AA Gun x12
13 mm AAMG (2) x 8
Thus there were (in total):
105mm AA Gun x60
75mm AA Gun x60
13 mm AAMG (2) x40
This is _TREMENDOUS_ number of muzzle power and large and relatively slow bombers flying at 10000 ft (= 3000 m = 3 km) should be easy easy targets...
Leo "Apollo11"
P.S. [EDIT]
Added coloration to important info.

Prior Preparation & Planning Prevents Pathetically Poor Performance!
A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
RE: The Flak Gap
Be careful what you wish for!
Think of how many bombs are involved with 85+/- B-29s. Now think of how many bombs are involved with 150+/- Vals and 150+/- Kates (1/3rd of which are putting the PH airfield out of action for 3 days). Shall we now turn to the infamous topic of BBs sunk in the PH attack.
If code is changed to neuter an 85+/- B-29 Port attack then the IJN Player should be happy with his PH attack when it sinks the PC Tiger and a PT boat (considering the relative amounts of ordnance).
Think of how many bombs are involved with 85+/- B-29s. Now think of how many bombs are involved with 150+/- Vals and 150+/- Kates (1/3rd of which are putting the PH airfield out of action for 3 days). Shall we now turn to the infamous topic of BBs sunk in the PH attack.
If code is changed to neuter an 85+/- B-29 Port attack then the IJN Player should be happy with his PH attack when it sinks the PC Tiger and a PT boat (considering the relative amounts of ordnance).
RE: The Flak Gap
Hi all,
This time I only [:D] used the above to show how AA sucks in WitP game... [8D]
Leo "Apollo11"
ORIGINAL: spence
Be careful what you wish for!
Think of how many bombs are involved with 85+/- B-29s. Now think of how many bombs are involved with 150+/- Vals and 150+/- Kates (1/3rd of which are putting the PH airfield out of action for 3 days). Shall we now turn to the infamous topic of BBs sunk in the PH attack.
If code is changed to neuter an 85+/- B-29 Port attack then the IJN Player should be happy with his PH attack when it sinks the PC Tiger and a PT boat (considering the relative amounts of ordnance).
This time I only [:D] used the above to show how AA sucks in WitP game... [8D]
Leo "Apollo11"

Prior Preparation & Planning Prevents Pathetically Poor Performance!
A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
RE: The Flak Gap
Hi all,
Shameless Friday BUMP (especially with new v1.806 patch out so that this is not overseen for, hopefully, some new patch)! [8D]
Leo "Apollo11"
Shameless Friday BUMP (especially with new v1.806 patch out so that this is not overseen for, hopefully, some new patch)! [8D]
Leo "Apollo11"

Prior Preparation & Planning Prevents Pathetically Poor Performance!
A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE




