Page 179 of 708

RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 2:22 pm
by JohnDillworth
With realistic pools the Allies can't mount 2 major offensives in 1942 (Ramtree Island counts as an offensive). A game with realistic Japanese pools would be short and predictable. As the balance has shifted to the Japanese, perhaps too heavily. Dan has played a lot of WITP and perhaps has grown war weary. I suspect if you had a mod that doubled Allied air production an Allied fan boy might be more anxious to sign on. Lets face it, how many AAR's have we read with the Japanese just being able to reload time after time? It gets kind of dull

RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 3:19 pm
by obvert
ORIGINAL: JohnDillworth

With realistic pools the Allies can't mount 2 major offensives in 1942 (Ramtree Island counts as an offensive). A game with realistic Japanese pools would be short and predictable. Os the balance has shifted to the Japanese, perhaps too heavily. Dan has played a lot of WITP and perhaps has grown war weary. I suspect if you had a mod that doubled Allied air production an Allied fan bot might be more anxious to sign on. Lets face it, how many AAR's have we read with the Japanese just being able to reload time after time? It gets kind of dull

I completely agree the Japanese CAN make more planes than in the war, even in the Scen 1 games I have been playing. If I made a lot more though I'd feel it economically (even more than I do now, and it is straining the Empire as supply and oil/fuel wain. I hear this from most games that go late). Right now I can still continue because the early war was relatively successful and in the late war I turned off a lot of stuff the Japanese made (ships especially).

Still, as shown in the 'average' Japanese production thread I made, what is being made through 44 in most Scen 1 games is not much more than in the war. In late 44 and 45 it all depends on the amount of HI stored and the amount of bombing of industry. Players CAN make more, but give up something else if they do.

http://www.matrixgames.com/forums/tm.asp?m=3359966

There is a difference between the real capabilities of the Allies in game and those in the war as well though. There were few if any daily raids of 300+ 4E bombers in the CBI or the Pacific. I see at least that many in BOTH and have for a very long time, every day. (In fact throughout 43 in the CBI there were few raids larger than 30 4E, mostly because of a shortage of air crews and logistical support, and later enough escort).

Losses are also more extreme for both sides, often due to this pace. The thread in the main forum by Don Bowen linking to kills for the Allies in all theatres shows nowhere near the number of kills Jocke already has in late 44. The totals on the chart are 14,174.67 for both theatres. My losses (of course including ops and ground losses) on Oct 31 1944 were 29,207!!!

http://www.warbirdsandairshows.com/aircraftvictorieswwii.htm

With a bunch of pilots of equal skill and exp to the best of the war there will be more kills by both sides. Training this highly by both sides is affecting the Allied pools as much as having streamlined production and higher than historical numbers. If pilot training quality was lower for both sides the Allied advantage would likely grow more in this area throughout the war due to more saved pilots, better aircraft quality and the added advantage of having defensive fire shoot down fighters (which simply doesn't happen for the Japanese side at all).

These games with endless Japanese planes are predominantly either Scen 2 or a similar enhanced mod that allows for more air groups and production, like RA. If you play that as Allies you know what to expect.

RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 4:32 pm
by Cribtop
Sorry you need a break Dan. Love your AARs and general participation in the boards. [:(]

RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 4:58 pm
by Miller
In scn 2 the IJN player can produce a limitless number of planes and trained pilots. That's bad enough for an Allied player to contend this, but this "RA" mod also throws into the mix 3 extra Shokaku class CVs and more BBs/CAs from what I can see. Meanwhile the Allies get a few merchants that can be converted into CVEs.....well whoop-de-do!

I would only play as the Allies in this mod if the IJN player was new to the game, which John clearly isn't. This mod is a fantasy wet dream for an IJN player, simple as that.

RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 7:01 pm
by KenchiSulla
ORIGINAL: Canoerebel

I think I need a break from the forum; I think I need a break from the game.

Dan, you can't quit. What will happen with the world if all these people are released from this AAR and forum?

You need to keep them occupied...

RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 7:20 pm
by HansBolter
ORIGINAL: Cannonfodder

ORIGINAL: Canoerebel

I think I need a break from the forum; I think I need a break from the game.

Dan, you can't quit. What will happen with the world if all these people are released from this AAR and forum?

You need to keep them occupied...

This is without a doubt the best post to this thread in some time!

+100

RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 7:28 pm
by AcePylut
You’ve pursued an extremely aggressive early war approach for the Allies. Are you surprised your pools are empty? Perhaps you’ve just exposed the problem with the early war aggression of the Allies: come ’43, you find your pools of crap planes empty. This could be an AAR to ‘prove’ that the best early war Allied strategy is to be moderately aggressive. Too sir robin, and you are just giving Japan free points. Too aggressive, and you find yourself fighting an attrition war before the Allies are ready.

The biggest problem I see in Sumatra, is that while the Sumatra invasion is “cool to do in forty-two” – there isn’t really a defense in depth at this location. Everything is at Sabang. No rearward airbases to R&R beatup airgroups, or play cat-n-mouse with sweeps and cap. No “not quite front line” bases to house 4Es to engage in IJ airfield suppression. Results of the last few days combat over Sabang show that Japan doesn’t need 1000 fighters, only a couple hundred. Where are the rest of his air groups? Are you sure that he hasn’t put “most” of his eggs in the Sumatra Cauldron? After all, there’s been very intense action in this area between Burma and Sumatra – not much of a problem to shift forces back and forth.

With the losses you state – don’t forget to factor in FOW and pilot-exaggeration. Whenever I see results from ’42, I always cut the IJ losses I see in half, and that’s usually more accurate (this isn’t empirical. This is from running a game against the AI, and occasionally flipping to the other side to see if the losses claimed match actual losses. It never does, and enemy losses are always over-stated.

If you haven’t been in combat for 2 months and your pools are empty – where and how are you hemorrhaging aircraft? Do you have some backwater groups with “replacements on”? Are you losing them via training? Ops losses flying CAP in front line bases?

All those restricted P38’s that you can’t get because you don’t have the frames. Buckup my friend, here’s what I do. I take an unrestricted group of planes in a well-supplied base (say, a group of P39’s or P40’s) and disband or withdraw them. Those planes will go into your pool. Wait a couple days, then you can switch out the P38’s in the restricted airgroup with those P-crappys from the recently withdrawn airgroup. Wait a few more days, and those P-38s will show up in your pools.

You know – I think, strategically, this move toward Sumatra was great. You stopped any and all expansion. But now you find yourself mucking through an attrition war about 6 months before the Allies are really ready to do it. You need to grind it out as best as possible. Make Sumatra into Fortress Sumatra. Work on restoring your pools. In a few months time, you should have enough men and mat’ls to open another front. Hopefully you can hold out in Sumatra until then.

Remember when you first hit Sabang – and everyone (probably myself included) was crowing how “John will throw in the towel, this is a dagger into Japans heart, war will be over in ‘43”. Well maybe not  Don’t quit now… this war just got interesting  You need a second front, and you don’t have one that you can create by Sea (as you’ve stated).. which leaves Burma. Start pushing hard in Burma – open a path to China, then bring in the 4E’s and start plastering everything in sight. Like Japan’s industry.

So a few things to consider – there’s currently no second front for the Allies. Your best weapon in ’42 – the 4E’s – are too far away to support your invasion of Sumatra. And play jiggly-wiggly with the airgroups to free up those restricted P38’s!


And this is, as always, my opinion... one generated by hindsight which is always crystal-clear.

RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 7:53 pm
by ny59giants
??

RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 8:03 pm
by obvert
ORIGINAL: ny59giants
In scn 2 the IJN player can produce a limitless number of planes and trained pilots. That's bad enough for an Allied player to contend this, but this "RA" mod also throws into the mix 3 extra Shokaku class CVs and more BBs/CAs from what I can see. Meanwhile the Allies get a few merchants that can be converted into CVEs.....well whoop-de-do!

I would only play as the Allies in this mod if the IJN player was new to the game, which John clearly isn't. This mod is a fantasy wet dream for an IJN player, simple as that.

I've done some work on RA, but not like the amount John and FatR have done over the years. It was based on Scenario 1 with the positives from DaBabes added in by JWE/Symon. There is a trade off in Japanese CVs. They get fewer than in stock, but the better Shokaku Class and earlier. Some Naval Guards and SNLF are now in brigades with some better defensive capabilities thrown in. The IJN gets some ships better and has some foreknowledge thrown in. The IJA is not much different than stock except the air is slightly better. The army is unchanged.

In RA 6.0 Japan is tamed down some more while I've advocated for a few more positives for the Allies vs this version which is 5.7.

I agree with others that the Allies can be aggressive, but not too super aggressive this early in the war.

How about air groups? Are there extra air groups for Japan? That is what creates the difference in capabilities.


RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 8:12 pm
by Miller
ORIGINAL: obvert

ORIGINAL: ny59giants
In scn 2 the IJN player can produce a limitless number of planes and trained pilots. That's bad enough for an Allied player to contend this, but this "RA" mod also throws into the mix 3 extra Shokaku class CVs and more BBs/CAs from what I can see. Meanwhile the Allies get a few merchants that can be converted into CVEs.....well whoop-de-do!

I would only play as the Allies in this mod if the IJN player was new to the game, which John clearly isn't. This mod is a fantasy wet dream for an IJN player, simple as that.

I've done some work on RA, but not like the amount John and FatR have done over the years. It was based on Scenario 1 with the positives from DaBabes added in by JWE/Symon. There is a trade off in Japanese CVs. They get fewer than in stock, but the better Shokaku Class and earlier. Some Naval Guards and SNLF are now in brigades with some better defensive capabilities thrown in. The IJN gets some ships better and has some foreknowledge thrown in. The IJA is not much different than stock except the air is slightly better. The army is unchanged.

In RA 6.0 Japan is tamed down some more while I've advocated for a few more positives for the Allies vs this version which is 5.7.

I agree with others that the Allies can be aggressive, but not too super aggressive this early in the war.

How about air groups? Are there extra air groups for Japan? That is what creates the difference in capabilities.


Well he has the original 6KB CVs, Junyo/Hiyo and the 6 Unyru's to come, so how can he have less than stock?

RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 8:18 pm
by obvert
ORIGINAL: Miller

ORIGINAL: obvert

ORIGINAL: ny59giants



I've done some work on RA, but not like the amount John and FatR have done over the years. It was based on Scenario 1 with the positives from DaBabes added in by JWE/Symon. There is a trade off in Japanese CVs. They get fewer than in stock, but the better Shokaku Class and earlier. Some Naval Guards and SNLF are now in brigades with some better defensive capabilities thrown in. The IJN gets some ships better and has some foreknowledge thrown in. The IJA is not much different than stock except the air is slightly better. The army is unchanged.

In RA 6.0 Japan is tamed down some more while I've advocated for a few more positives for the Allies vs this version which is 5.7.

I agree with others that the Allies can be aggressive, but not too super aggressive this early in the war.

How about air groups? Are there extra air groups for Japan? That is what creates the difference in capabilities.


Well he has the original 6KB CVs, Junyo/Hiyo and the 6 Unyru's to come, so how can he have less than stock?

I mean extra LBA groups.

RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 8:39 pm
by JohnDillworth
You’ve pursued an extremely aggressive early war approach for the Allies. Are you surprised your pools are empty?
so point me to the AAR's when all the Japanese fighter pools are completely dry? Even in 1945. It never happens. not even close I've seen allied pools pretty thin in 1945 but never the Japanese. Look, these are mods, so they are not realistic, but unlimited, advance aircraft for one side is just dull. So here you have two very, very good players. One makes a bold aggressive move hitting a weak spot his very good opponent should have had covered. Absolute complete surprise, a legendary masterpiece in this forum and the result?.........The mod wins because of unlimited Japanese aircraft and empty pools for the better opponent. Best thing I can say is the mod is so far out of balance that it unplayable by match opponents. Fun against the AI but a waste of electrons between real people

RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 8:42 pm
by ny59giants
??

RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 8:46 pm
by ny59giants
??

RE: The Good The Bad & The Indifferent

Posted: Thu Sep 12, 2013 10:53 pm
by Cpt Sherwood
As far as I can tell as an Allied player of this mod, the Allies are no worse off than in a scenario 2 game.
I want a challenge when I play and this mod does give it.

RE: The Good The Bad & The Indifferent

Posted: Fri Sep 13, 2013 12:32 am
by crsutton
ORIGINAL: Bullwinkle58

ORIGINAL: JocMeister
ORIGINAL: Bullwinkle58

I know I sound like a broken record (young guys: look it up), but there is something holding Japan back if only it were observed: VPs. Play the design; it's in there. If CR has destroyed a vast number more aircraft as he says he's "winning" to an extent already if the design is respected.

Looks like this AAR is about to go dark, but perhaps this point can be a final take-away.

Yes, VPs are of course something to take into consideration. But from the AARs I follow and my own game a 1:1 ratio is quite common at this period? So the Japanese player isn´t losing points. He is breaking even. Of course this is a generalisation but you have to look at the loss ratio and not production when it comes to VPs. Right? While this might have a small effect on Japanese auto victory I don´t think any Jap player would consider a 1:1 VP ratio in exchange for completely removing the allied air force to mid 43 as a bad exchange?

The problem lies in human nature. One side is given the ability to completely alter the production system and tailor it to perfection. Optimising it to something far beyond what possible in the real war. Of course any self respecting Japanese player would do this. Why limit yourself to historical boundaries when you can do far better? And over the years Japanese players has become REALLY good at this so they can squeeze every little drop out of it.

This while the other side is shackled by historical restraints and the actual happenings in the war. Of course things are going to go bonkers? I think CR has a very valid point when it comes to the fun factor. There is a reason for many players pulling a "sir robin" in one way or another. Its just counter productive to stand and fight at most locations. Allied pools can´t sustain it and you can lose 2-3 months of replacements in a single Tojo sweep. Then the Japanese players complain that the allied player pulled a "sir robin". Doesn´t sound like much fun for either side?

Same thing holds true for on map pilot training. Basically that gave BOTH sides unlimited pilots far better trained than was ever possible. Was the engine built around pilots having a MINIMUM of 70 as their major skill? And true to human nature both sides squeeze every little drop out of the system. The game is built around historical events and limitations yet both sides contribute to driving things to its very edge by squeezing every drop out what we can customize. And then we all sit down and complain when the engine falls apart around us? [:D]

My bet is that if you scale everything back to more "normal" levels both sides will have a more enjoyable experience. Find that spot where the devs said "this is our baseline" and stay there. Personally as I said before I think PDU ON is disruptive for the game as a whole. I think the game is meant to be played with it OFF and I think thats how it should be played (I think this was even confirmed by one of the devs?). But for some reason PDU ON has become the norm. So we sit down and moan about the game getting weird when we are in reality playing it in a way the devs never intended for us to do.


In my game in late July 1942 I've destroyed about 660 more planes than Japan has. They have equal VP ratings for each side: 2 for heavy bombers (I actually don't know if Japanese 2Es are considered "heavy") 1 for fighters. CR has said many times he's way, way ahead of John in pure numbers of destroyed planes. That may not get all the way back to equity, but it's not nothing. IF the players respect and play for VPs. An "it's just a journey" Japan player won't care how many planes/VPs he throws away and it can become the "Hulk smash!" hour.

Second, at this point in the game's lifespan it's not realistic for any Allied player to bewail his pools. We all know how they are and how they work. Same with what we face.

Third, the game and the victory conditions are balanced on the models. You can't just throw in, say, 30% more Allied air metal and expect not to break the thing.

Fourth, I think there is too much reliance on the air side of the game. My fighter pools are as flat as CR's. I have not spared them, I have not Sir Robined. But look in my AAR at the situation in Burma. Japan has total air superiority. I take losses on the ground, but the battle is not lost. If the Allied player uses terrain, local forts, built forts, AA LCUs, internal LCU AA devices, and pays attention to LCU leadership and mode (Reserve is woefully underused I think) he can stand--for awhile--on a location and take the rain of death from the skies. Air is one leg of three in the game, but GG put the most detail there so a lot of players focus on it. It's better to have air superiority of course, but if you don't you have more options than run or die. IMO of course.

I think you have excellent points on training. It's too fast IMO, and moreover it's too uniform. Not every pilot can be Chuck Yeager no matter how much he practices. Some guys are just average or below (50% in fact.) But your best point is the one on PDU. Well, PDU and Scen 1. THOSE ARE THE HISTORIC NORMS. But nobody plays them. They aren't "fun." That's not the devs' fault. They put them in, they put in the option to go around them. With the editor the option to REALLY go around them.

Count the number of Opponents Wanted ads with Scen 1, PDU Off. It won't take you long.


Pretty much agree with the Bullwanker here. I have played about all the way through with Viberpol (just ask JohnIII about how good he is) Scen 2 with none of the late super E tweaks as well. It is a rough road for the Allies in 42 but is a much better game for it.

I know from experience and have shared this before.

Allied player is going to win if he just does not lose his head in 42.

Japanese aircraft numbers are only a concern until mid 1943

By 1944 regardless of numbers the Allied air force is going to win at the point of attack. Allied aircraft are better.

By mid 44 as the Allied player you are going to be embarrassed at your riches. Everything you have is better than Japan has. You will really regret bitching about 1942. I know I do..[;)]

Give these poor deluded JFBs a break and throw them a bone. Let them have some fun in 42. It is a long war.

RE: The Good The Bad & The Indifferent

Posted: Fri Sep 13, 2013 1:17 am
by PaxMondo
ORIGINAL: crsutton
Allied player is going to win if he just does not lose his head in 42.

Japanese aircraft numbers are only a concern until mid 1943

By 1944 regardless of numbers the Allied air force is going to win at the point of attack. Allied aircraft are better.

By mid 44 as the Allied player you are going to be embarrassed at your riches. Everything you have is better than Japan has. You will really regret bitching about 1942. I know I do..[;)]

Give these poor deluded JFBs a break and throw them a bone. Let them have some fun in 42. It is a long war.
+1

and the more the IJ builds in 42/43, the less he will be able to build in 45 when he gets a few decent planes.

RE: The Good The Bad & The Indifferent

Posted: Fri Sep 13, 2013 5:30 am
by GreyJoy
Dan, this AAR is growing in posts count so fast that I couldn't even understand what happened that upset you so much. You're defenetly winning our private match[;)]

However I've faced your very same problem against Rader... during the battle of Karachi my pools were completely empty...and I mean completely. I had to abandon the airfields to their destiny. But I had enough AA there to prevent his Helens from doing anything without suffering crushing losses... and that buyed me time...time for the forts to go up...so, i'd say, you still have chances here. Don't give up.

Anyway it seems to me that you got a bit tired with the game/forum etc... I know how it feels. You probably devoted too many energies to the game/AAR and now feel a bit "emptied". Relax a bit. Take a break...and then see how you feel about the game in general. Been there too[:)]

RE: The Good The Bad & The Indifferent

Posted: Fri Sep 13, 2013 6:49 am
by JocMeister
ORIGINAL: Bullwinkle58

In my game in late July 1942 I've destroyed about 660 more planes than Japan has. They have equal VP ratings for each side: 2 for heavy bombers (I actually don't know if Japanese 2Es are considered "heavy") 1 for fighters. CR has said many times he's way, way ahead of John in pure numbers of destroyed planes. That may not get all the way back to equity, but it's not nothing. IF the players respect and play for VPs. An "it's just a journey" Japan player won't care how many planes/VPs he throws away and it can become the "Hulk smash!" hour.

Second, at this point in the game's lifespan it's not realistic for any Allied player to bewail his pools. We all know how they are and how they work. Same with what we face.

Third, the game and the victory conditions are balanced on the models. You can't just throw in, say, 30% more Allied air metal and expect not to break the thing.

Fourth, I think there is too much reliance on the air side of the game. My fighter pools are as flat as CR's. I have not spared them, I have not Sir Robined. But look in my AAR at the situation in Burma. Japan has total air superiority. I take losses on the ground, but the battle is not lost. If the Allied player uses terrain, local forts, built forts, AA LCUs, internal LCU AA devices, and pays attention to LCU leadership and mode (Reserve is woefully underused I think) he can stand--for awhile--on a location and take the rain of death from the skies. Air is one leg of three in the game, but GG put the most detail there so a lot of players focus on it. It's better to have air superiority of course, but if you don't you have more options than run or die. IMO of course.

I think you have excellent points on training. It's too fast IMO, and moreover it's too uniform. Not every pilot can be Chuck Yeager no matter how much he practices. Some guys are just average or below (50% in fact.) But your best point is the one on PDU. Well, PDU and Scen 1. THOSE ARE THE HISTORIC NORMS. But nobody plays them. They aren't "fun." That's not the devs' fault. They put them in, they put in the option to go around them. With the editor the option to REALLY go around them.

Count the number of Opponents Wanted ads with Scen 1, PDU Off. It won't take you long.

Yes, but how many of those are japanese OPS losses? The 1:1 ratio I was talking about was meant as 1:1 air vs air ratio. I´m not sure but I don´t think the Japanese have any planes considered "heavy" but only the allied 4Es get this designation?

I do agree with you on what you say about VPs. But I´m just not so sure a Japanese player considers this a stopping block or hindrance to throw everything he has against the allied air force. Thats what I meant about getting a 1:1 VP ratio for knocking out the allied air force. Some Japanese input on this would be interesting! [:)]

I certainly agree with you on the point of more allied planes. That is not the way to go. As with many things even a small increase can have huge ramifications. Thats why I think it would be better to tackle the abundance of Japanese pilots. At least early game. And I agree with you 100% on the points you bring up on training.

I think its a shame that almost nobody plays SCEN 1 PDU OFF. I think it might bring a more balanced and fun experience for both players. Especially 41-43. I certainly understand why Japanese players shun it. If I could choose between having unlimited resources or not. Of course I would go for the option of having them. But if I was a japanese player I would also probably rather face 2000 Wildkittens than 2000 Hellcats?

I think its that "HULK SMASH" mentality. The Japanese side want lots and lots of stuff because they think they must have them to stay competitive. I think in 90% of the cases these extra toys only leads to overextension and a premature ending of the game. There are a few SCEN 1 games running where the Japanese player have done very well. So the SCEN 2 option isn´t a requirement for a successful Japanese campaign.


RE: The Good The Bad & The Indifferent

Posted: Fri Sep 13, 2013 7:21 am
by GreyJoy
ORIGINAL: JocMeister
ORIGINAL: Bullwinkle58

In my game in late July 1942 I've destroyed about 660 more planes than Japan has. They have equal VP ratings for each side: 2 for heavy bombers (I actually don't know if Japanese 2Es are considered "heavy") 1 for fighters. CR has said many times he's way, way ahead of John in pure numbers of destroyed planes. That may not get all the way back to equity, but it's not nothing. IF the players respect and play for VPs. An "it's just a journey" Japan player won't care how many planes/VPs he throws away and it can become the "Hulk smash!" hour.

Second, at this point in the game's lifespan it's not realistic for any Allied player to bewail his pools. We all know how they are and how they work. Same with what we face.

Third, the game and the victory conditions are balanced on the models. You can't just throw in, say, 30% more Allied air metal and expect not to break the thing.

Fourth, I think there is too much reliance on the air side of the game. My fighter pools are as flat as CR's. I have not spared them, I have not Sir Robined. But look in my AAR at the situation in Burma. Japan has total air superiority. I take losses on the ground, but the battle is not lost. If the Allied player uses terrain, local forts, built forts, AA LCUs, internal LCU AA devices, and pays attention to LCU leadership and mode (Reserve is woefully underused I think) he can stand--for awhile--on a location and take the rain of death from the skies. Air is one leg of three in the game, but GG put the most detail there so a lot of players focus on it. It's better to have air superiority of course, but if you don't you have more options than run or die. IMO of course.

I think you have excellent points on training. It's too fast IMO, and moreover it's too uniform. Not every pilot can be Chuck Yeager no matter how much he practices. Some guys are just average or below (50% in fact.) But your best point is the one on PDU. Well, PDU and Scen 1. THOSE ARE THE HISTORIC NORMS. But nobody plays them. They aren't "fun." That's not the devs' fault. They put them in, they put in the option to go around them. With the editor the option to REALLY go around them.

Count the number of Opponents Wanted ads with Scen 1, PDU Off. It won't take you long.

Yes, but how many of those are japanese OPS losses? The 1:1 ratio I was talking about was meant as 1:1 air vs air ratio. I´m not sure but I don´t think the Japanese have any planes considered "heavy" but only the allied 4Es get this designation?

I do agree with you on what you say about VPs. But I´m just not so sure a Japanese player considers this a stopping block or hindrance to throw everything he has against the allied air force. Thats what I meant about getting a 1:1 VP ratio for knocking out the allied air force. Some Japanese input on this would be interesting! [:)]

I certainly agree with you on the point of more allied planes. That is not the way to go. As with many things even a small increase can have huge ramifications. Thats why I think it would be better to tackle the abundance of Japanese pilots. At least early game. And I agree with you 100% on the points you bring up on training.

I think its a shame that almost nobody plays SCEN 1 PDU OFF. I think it might bring a more balanced and fun experience for both players. Especially 41-43. I certainly understand why Japanese players shun it. If I could choose between having unlimited resources or not. Of course I would go for the option of having them. But if I was a japanese player I would also probably rather face 2000 Wildkittens than 2000 Hellcats?

I think its that "HULK SMASH" mentality. The Japanese side want lots and lots of stuff because they think they must have them to stay competitive. I think in 90% of the cases these extra toys only leads to overextension and a premature ending of the game. There are a few SCEN 1 games running where the Japanese player have done very well. So the SCEN 2 option isn´t a requirement for a successful Japanese campaign.



Japan, even in a scenario 2 environement (and in RA, I think, it's the same) is a paper tiger. Strong, yes, but its strength has no depth. Once you start to lose some warships and your best navy pilots, it's a downhill. And it takes just few unlucky battles to cripple your navy or your pre-war pilots pool.
As CrSutton always says, if the allies do not do stupid things in 1942 and keep their CVs alive, they cannot lose. Simply cannot.
Even in a successful game, Japan won't be able to keep a strong extended perimeter too long. They can seem strong at certain points, but the map is so huge that the allies can decide easily to attack where the japs aren't strong enough...and believe me when I say that they CANNOT be strong everywhere.
I strongly suggest to any allied player to play, at least once, with Japan... you'll know its weaknesses and understand how tough is life on the other side of the hill [;)]