Here come the Rebels! (Canoe v. Q-Ball)

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JohnDillworth
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by JohnDillworth »

4. Train - arg! - pilots. Nearly every squadron on the map is training and I think I understand the difference between level 50 experience and level 70 skill, how to train pilots to those levels, and how to move pilots around once they are trained. Try not to commit pilots until experience is 50 and the needed skill is 70. Do not engage in an air war of attrition unless the results are satisfactory (unlike WitP in which any results were satisfactory because the Japanese air force was eroded by each pilot lost).
I started a game against the AI with the sole purpose of learning how to train pilots. it pretty much is as you say. Everybody at 100. I am in April and it is starting to pay off. I have a bunch of fighter pilots with high 60 low 70 skill and experience and a bunch og bomber with high 60 skill in low level naval bombing. I am starting to pick off the odd Ak with 100ft bombing attacks from B-26's. Can't wait for the B-25d1's . Never had much luck with these before so I am anxious to see if I can make the medium bomber the ship killer it really was.
BTW, all I am training all those small float planes in the states on low level naval and their skills should make them decent bomber replacements later.
I got a lot to learn but I am already in much better shape than my last game. Goal is to have excellent B-29 pilots for late in the war
Today I come bearing an olive branch in one hand, and the freedom fighter's gun in the other. Do not let the olive branch fall from my hand. I repeat, do not let the olive branch fall from my hand. - Yasser Arafat Speech to UN General Assembly
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crsutton
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by crsutton »

ORIGINAL: JohnDillworth
4. Train - arg! - pilots. Nearly every squadron on the map is training and I think I understand the difference between level 50 experience and level 70 skill, how to train pilots to those levels, and how to move pilots around once they are trained. Try not to commit pilots until experience is 50 and the needed skill is 70. Do not engage in an air war of attrition unless the results are satisfactory (unlike WitP in which any results were satisfactory because the Japanese air force was eroded by each pilot lost).
I started a game against the AI with the sole purpose of learning how to train pilots. it pretty much is as you say. Everybody at 100. I am in April and it is starting to pay off. I have a bunch of fighter pilots with high 60 low 70 skill and experience and a bunch og bomber with high 60 skill in low level naval bombing. I am starting to pick off the odd Ak with 100ft bombing attacks from B-26's. Can't wait for the B-25d1's . Never had much luck with these before so I am anxious to see if I can make the medium bomber the ship killer it really was.
BTW, all I am training all those small float planes in the states on low level naval and their skills should make them decent bomber replacements later.
I got a lot to learn but I am already in much better shape than my last game. Goal is to have excellent B-29 pilots for late in the war



The kingfisher squadrons are all Navy pilots. You won't be able to use them in Army bombers. They will be useful later on when you get venturas and PBY liberators. You will need to train some of them on regular bombing as they are the source for you SBD replacements on your carriers. Actually, they are the training source for every kind of naval mission except torpedo bombing.
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Galahad78
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by Galahad78 »

ORIGINAL: JohnDillworth
4. Train - arg! - pilots. Nearly every squadron on the map is training and I think I understand the difference between level 50 experience and level 70 skill, how to train pilots to those levels, and how to move pilots around once they are trained. Try not to commit pilots until experience is 50 and the needed skill is 70. Do not engage in an air war of attrition unless the results are satisfactory (unlike WitP in which any results were satisfactory because the Japanese air force was eroded by each pilot lost).
I started a game against the AI with the sole purpose of learning how to train pilots. it pretty much is as you say. Everybody at 100. I am in April and it is starting to pay off. I have a bunch of fighter pilots with high 60 low 70 skill and experience and a bunch og bomber with high 60 skill in low level naval bombing. I am starting to pick off the odd Ak with 100ft bombing attacks from B-26's. Can't wait for the B-25d1's . Never had much luck with these before so I am anxious to see if I can make the medium bomber the ship killer it really was.
BTW, all I am training all those small float planes in the states on low level naval and their skills should make them decent bomber replacements later.
I got a lot to learn but I am already in much better shape than my last game. Goal is to have excellent B-29 pilots for late in the war

Sorry for the offtopic but, could you explain a bit how do you do all of this? I mean, train pilots in general, train specific skills, etc. I'm beginning my first grand campaign and feel a bit lost on this matter. Thanks a lot.
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by JohnDillworth »

Plenty of threads on it but as the Allies, train everybody you are not using at 100% range 0. Don't do general training but pick a specific skill appropriate to what the unit will upgrade to (b-24=airfield bombing, B-25, naval attack at 100 feet, fighters, escort or sweep, float planes recon or naval attack). use some of restricted squadrons in the states as strictly training squadrons. Once a pilot gets to a high enough skill level (months and months) right click or left click to put them in the reserve pool. lather , rinse, repeat.
Today I come bearing an olive branch in one hand, and the freedom fighter's gun in the other. Do not let the olive branch fall from my hand. I repeat, do not let the olive branch fall from my hand. - Yasser Arafat Speech to UN General Assembly
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by JohnDillworth »

Sorry for the offtopic but, could you explain a bit how do you do all of this? I mean, train pilots in general, train specific skills, etc. I'm beginning my first grand campaign and feel a bit lost on this matter. Thanks a lot.
start with this thread:
http://www.matrixgames.com/forums/tm.asp?m=2305072

BTW, if you are starting a grand campaign for the first 2 2 bits of advice. Turn off upgrades for all your squadrons and just turn them on for the units that will be in contact with the enemy. no difference if you train on a Bolo or a B-17, but you need that B-17 at the front. and for goodness sake get your tankers & AO's out of harms way but transporting fuel. After CV's they are your most valuable ships until 1943. Forget the fuel in the DEI, let the AK's get it. You lose to many tankers you delay your future offensive actions. lose enough, you lose your future
Today I come bearing an olive branch in one hand, and the freedom fighter's gun in the other. Do not let the olive branch fall from my hand. I repeat, do not let the olive branch fall from my hand. - Yasser Arafat Speech to UN General Assembly
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by Canoerebel »

1/21/42

Singapore: The Japanesee cross the causeway en masse and in good order (I would expect nothing else from Q-Ball) and manage a 1:1 attack that drops forts from 3 to 2, inflicting somewhat higher casualties on the Japanese. Enough Japanese troops were left disorganized that I hope it might be three or four or five days before Brad tries again. this attack includes Imperial Guards and 2nd Divsion. Each day is important, because it gives my troops in Burma that much more time as they make their way toward NE India.

Clark Field: In a bit of a shocker, the Japanese got treated badly when they tried a deliberate attack after resting since the 16th. It came off at 1:2 and cost the Jpaanese 4,721 casualties (30 squads destroyed) to 1,212 (15 destroyed). This attack includes 4th, 38th and 48th Divisions. Brad may have to reinforce to make satisfactory progress (or increase his aerial bombing efforts).

Japanese Advances: Luganville falls. The Japanese land at Boela and Milne Bay.

Sub Wars: I-24 picked off another xAKL near Auckland and I-168 did the same off the SE cape of Oz. Saury hit an xAKL near Ominato, but the torp was a dud.

P.S. It's three weeks from Balboa to Capetown for a fleet carrier (not two as I had posted previously).
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by vettim89 »

Thanks Dan. Would like to know what if any SYS damage builds up on the trip
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by Capt. Harlock »

Clark Field: In a bit of a shocker, the Japanese got treated badly when they tried a deliberate attack after resting since the 16th. It came off at 1:2 and cost the Jpaanese 4,721 casualties (30 squads destroyed) to 1,212 (15 destroyed).

The Yanks are holding! I assume that all air units have been evacuated anyway?
Civil war? What does that mean? Is there any foreign war? Isn't every war fought between men, between brothers?

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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by Canoerebel »

Yes, all eligible base force personnel have been evacuated by air. Now I'm working on the Asiatic Fleet HQ unit.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by Canoerebel »

1/22/42

Japanese Advances: Darby and Milne Bay fall, and now the Japanese are landing at Efate. Other than that it was a quiet turn with the Japanese armies at Clark and Singapore resting (and I think they'll continue to rest for two or three more days).

Japanese Intentions: So, where will Q-Ball head next? Right now all the activity is around Oz, which is ominous indeed. This could be the real thing or, in the hands of a clever deceiver, noise to disguise his real objective. There hasn't been any enemy activity to speak of around Hawaii (including the Line Islands and Midway), nor any particularly threatening around India and Ceylon. All three of these are getting as much attention as I can give at the moment.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by Cribtop »

I suspect that whatever his real objective is he will at least seize NW Oz. The question is whether he goes farther than that in Oz or moves elsewhere.
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by Canoerebel »

1/23/42

KB: A scouting xAKL moving into the waters between Noumea and Suva found the KB and vice versa, and was dispatched for it's efforts. This element of the Japanese carrier force is providing protection for the Japanese landing at Efate.

Allied Carriers: Both US and RN carriers are making for Capetown. My hope is to employ them against a weaker Japanese force if and when Miller makes a move on Ceylon, India, or Addu Atoll. Any such attack would reveal their position and make it clear that the Pacific Ocean is unprotected, so I'll only act if I really think it's worth it. Otherwise, I'll keep the position of the carriers a secret to serve "force in being" purposes. From my other WitP and AE AARs, Q-Ball knows I will use my carriers, so this should be an effective, low-risk deterrent.

Japanese Advances: Efate, Boela, and Legaspi fall. All is quiet at Clark Field and Singapore while the Japanese rest in preparation for their next attacks.

"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by wpurdom »

An interesting choice going against your early activity reputation.
 
What have you settled on in terms of pilot management techniques you can live with?
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RE: Here come the Rebels! (Canoe v. Q-Ball)

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I'm trying to learn the pilot training system.  I'm taking it step by step.  Thus far I have set nearly every squadron on the map to 100% training; I've begun changing them to range zero (at JohnDillworth's suggestion); I am considering changing the fighters to 90% train and 10% CAP (based on something I read somewhere in the forums over the past day or two).  I haven't reached the point where I have pilots ready to go to reserve or TRACOM, but I'll learn the ins and outs of that when the time comes.
 
Although I don't like pilot training micromanagement, I somewhat reluctantly decided I had better suck it up and learn the system if I want to give Q-Ball a good game.
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
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RE: Here come the Rebels! (Canoe v. Q-Ball)

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I strongly second the recommendation to set range to "0" on training groups. Seems to lower ops losses and prevents rookies from launching suicide attacks if something shows up unexpectedly.
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by perkinh »

Excellent read..i am really enjoy the commentary. Very informative, and my only problem right now is that i also like Q-Balls style, and i am trying hard not to read both. I generally will read both, but i have made a desicion on this PBEM to just read one, and to sweat out the waiting with just one combatant. Adds some tension and makes the wait for posting painfull.

Dont slack off when the season starts, oh well go ahead because i am sure my reading will slow down. Bulldog or Yellowjacket fan? Maybe you cross the border and are a Bama fan, thank God..24 more days.
One of the serious problems in planning the fight against American doctrine.... is that the Americans do not read their manuals, nor do they feel any obligation to follow their doctrine
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by Canoerebel »

Thanks, Gebe, for the encouraging words.
 
My wife and I graduated from the University of Georgia as did my father-in-law, brother-in-law, and nephew.
 
We do have friends who attended Georgia Tech, Auburn, Tennessee and even - gasp! - Clemson.
 
But we do not have ANY friends that attended the University of Florida.
 
"Rats set fire to Mr. Cooper’s store in Fort Valley. No damage done." Columbus (Ga) Enquirer-Sun, October 2, 1880.
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by Cribtop »

Wherever we're from, we can all be thankful that the blessed season is upon us. High School and College football are the two most ardently practiced religions in Texas.

For you SEC types, my family is from South Carolina, so I stubbornly (foolishly?) pull for the Gamecocks just to keep Dad happy (unless they ever play the Longhorns, of course).
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by crsutton »

ORIGINAL: Canoerebel

I'm trying to learn the pilot training system.  I'm taking it step by step.  Thus far I have set nearly every squadron on the map to 100% training; I've begun changing them to range zero (at JohnDillworth's suggestion); I am considering changing the fighters to 90% train and 10% CAP (based on something I read somewhere in the forums over the past day or two).  I haven't reached the point where I have pilots ready to go to reserve or TRACOM, but I'll learn the ins and outs of that when the time comes.

Although I don't like pilot training micromanagement, I somewhat reluctantly decided I had better suck it up and learn the system if I want to give Q-Ball a good game.


I will say that range setting does not seem to be a factor in pilot training. From my experience anyways. I generally just set my planes to 100% training. Op losses to training are almost a non-factor so it does not seem to matter what the range setting is. Of course, it does not hurt to set the range to 0, so why not? I just never bothered.
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RE: Here come the Rebels! (Canoe v. Q-Ball)

Post by JohnDillworth »

I will say that range setting does not seem to be a factor in pilot training. From my experience anyways. I generally just set my planes to 100% training. Op losses to training are almost a non-factor so it does not seem to matter what the range setting is. Of course, it does not hurt to set the range to 0, so why not? I just never bothered.
I agree the operational loses are not bad but they increase at full range. Also, at the beginning of the war, losing a B-17 or 3 operationally, is a big thing. In fact, you will be training with almost all your groups, and good bomber and fighters are pretty scare until you get further into 1942. I am having more luck getting skills up than experience. After the skills pick up I put the bombers on search and the fighters on CAP for a certain % and the experience and skill go up. I am also sending bombers on milk runs (lightly occupied, no air and close). It is a long slow process. My goal is to raise the avg experience 1 pt per pool per month and I am coming up a bit short, but close. so by the end of 42 my avg experience is up 10%, by the end of 43 maybe 20 % ect. Seems about right historically. Just hurts more when you nurture these guys and one gets shot down. Fighters pilots are definitely easier
Today I come bearing an olive branch in one hand, and the freedom fighter's gun in the other. Do not let the olive branch fall from my hand. I repeat, do not let the olive branch fall from my hand. - Yasser Arafat Speech to UN General Assembly
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