ORIGINAL: SpitfireIX
Pry--
I'm a detail freak myself, but I wonder, in most cases, how much more control are you really gaining by modeling individual squadrons, than you could have by simply dividing groups? I haven't had a chance to look at your scenarios yet (I will after finals are over), but this was a question that occurred to me.
And a good question at that, let me explain my thinking on this.. in the stock game we are VERY limited as to how many groups can be broken down due to the way the stock data base is laid out, you have less splits available after 1.5 the you had in 1.4, one side can hogg them all and you are out of luck.
Second, my thinking went along these lines and it happens to be the way I tested these so far, I generally leave 1/3rd on combat ops, 1/3rd resting and the last 1/3rd refitting and training. Right off the bat players will not be flying as many aircraft each turn so Op losses will decrease also due to a bad roll of the dice you will no longer lose whole groups in one engagement that can and does cripple you in a stock game so by adding more squadrons you will fly them less, this should allow the Japanese player to preserve their airforce in fighting shape longer than can possiby be done in the stock scenarios, (The Japanese airforce should start showing signs of degrading in 8-9/42 not 1/42 as happens now) this tends to protract operations and further slow things down.
The US bombed Rabaul for nearly two years to subdue that base, with 64 plane groups you can put it totally out of action in one turn... and keep it closed the big groups have too much firepower for me... you can do the same thing by massing smaller groups but the effect is spread out as each group makes it own roll.
Another plus is that it allows better dispersal of forces and does not over load the 30 AV support base forces by simply dumping a 64 or 72 plane group in a 30 AV support base and losing half of them to damage right away.





