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RE: Admiral's Edition Air War Thread

Posted: Sun Dec 16, 2007 9:44 pm
by Speedysteve
Any insights as to what caued Kami's to attack bases rather than ships?

RE: Admiral's Edition Air War Thread

Posted: Mon Dec 17, 2007 2:20 am
by jwilkerson
ORIGINAL: Speedy

Any insights as to what caued Kami's to attack bases rather than ships?

Invalid code statement!
[:D]

RE: Admiral's Edition Air War Thread

Posted: Mon Dec 17, 2007 4:28 am
by Sonny II
ORIGINAL: jwilkerson

ORIGINAL: Speedy

Any insights as to what caued Kami's to attack bases rather than ships?

Invalid code statement!
[:D]


Such insight! No wonder you're the leader![:D]

RE: Admiral's Edition Air War Thread

Posted: Mon Dec 17, 2007 2:50 pm
by Speedysteve
[:D]

RE: Admiral's Edition Air War Thread

Posted: Mon Dec 17, 2007 6:23 pm
by pauk

Thanks to Elf and Joe for explanations.

Anyway, I made my decision and will not buy AE for known reasons. Now i'm going out of this thread and will not polute it anymore.

RE: Admiral's Edition Air War Thread

Posted: Mon Dec 17, 2007 6:54 pm
by jwilkerson
ORIGINAL: pauk


Thanks to Elf and Joe for explanations.

Anyway, I made my decision and will not buy AE for known reasons. Now i'm going out of this thread and will not polute it anymore.


Hey Pauk - you can have any opinions and make any decisions you want - but you can't polute WITP threads - just not possible - by definition - for you are Pauk!!
[:)]


RE: Admiral's Edition Air War Thread

Posted: Mon Dec 17, 2007 7:19 pm
by NormS3
Thanks for all the info so far guys.  At least I have you all giving info to keep me from going completely crazy.  Couple more questions.
Will Napalm be available for late war use?
How about chemical bombs/weapons?
More Rockets?
 
Thanks again for everything that you all have done.

RE: Admiral's Edition Air War Thread

Posted: Mon Dec 17, 2007 8:29 pm
by Mark VII
Yea, will there be napalm? I love the smell of napalm in the morning.
ORIGINAL: Norm3

Thanks for all the info so far guys.  At least I have you all giving info to keep me from going completely crazy.  Couple more questions.
Will Napalm be available for late war use?
How about chemical bombs/weapons?
More Rockets?

Thanks again for everything that you all have done.

RE: Admiral's Edition Air War Thread

Posted: Tue Dec 18, 2007 1:21 am
by el cid again
ORIGINAL: pauk

ORIGINAL: TheElf
OTS. Kamikazes have not been touched. Read some AAR's later in the war, they work. One thing we did that may help is alter AAA so that during attacks only AAA in the quadrant being approached may fire.

No, they don't work. Only if you set Zekes on max altitude, above Hellcats ceiling...

I guess you tried to say that kamis not been touched, but with new A2A combat routine some of them will FINALLY get trough?

They also do not work in the sense AI sets EVERY AIR UNIT to kamakaze late in 1944 (starting in Aug, by November every air unit will convert to this form; a new unit converts in one day). It means Japan has NO fighters for CAP or Escort, no transports, no recon, no land bombers ... the list goes on and on. It means Japanese resistence collapses.
That part of kamakazes could be addressed - and IMHO it should be - or any game with AI controlling Japan is going to die in late 1944 - with unreasonable Allied victories.

Only a minority of units should ever convert. Not all units would do that - or should do that - and certainly nothing like most ever did.

RE: Admiral's Edition Air War Thread

Posted: Tue Dec 18, 2007 1:27 am
by el cid again
ORIGINAL: pad152

Blimps

What are they really good for?

What will they do in the game?

Does Japan get them?

IRL blimps are a USN West Coast defensive ASW creature. They operated from special (gigantic) facilities - at Tillimook Oregon - in Los Angelus - and in San Francisco. They could - but did not - operate from ships at sea. They were armed uniformly with a nose .50 cal and 2 depth charges. They could - and at least one was - be shot down by an enemy submarine! They are good assets for patrol because they stay in the air a long time - up to two days - and cover a great distance with the advantage of air observation - from an altitude that makes spotting subs possible (up high it ain't). They eventually were fitted with sonabouys, MAD and radar as well.

They are difficult in WITP I because (a) aircraft are limited to 24 hours; (2) a shortage of aircraft slots; (3) there is no way to put "sonar" on them. I cheated - and created a 'simulated blimp' - one type (K type) - but they really are misnamed PCs - so they can stay at sea two days - have sonar - etc. It will be better to have "real" blimps in AE.

RE: Admiral's Edition Air War Thread

Posted: Tue Dec 18, 2007 9:26 pm
by TheElf
ORIGINAL: el cid again

ORIGINAL: pad152

Blimps

What are they really good for?

What will they do in the game?

Does Japan get them?

IRL blimps are a USN West Coast defensive ASW creature. They operated from special (gigantic) facilities - at Tillimook Oregon - in Los Angelus - and in San Francisco. They could - but did not - operate from ships at sea. They were armed uniformly with a nose .50 cal and 2 depth charges. They could - and at least one was - be shot down by an enemy submarine! They are good assets for patrol because they stay in the air a long time - up to two days - and cover a great distance with the advantage of air observation - from an altitude that makes spotting subs possible (up high it ain't). They eventually were fitted with sonabouys, MAD and radar as well.

They are difficult in WITP I because (a) aircraft are limited to 24 hours; (2) a shortage of aircraft slots; (3) there is no way to put "sonar" on them. I cheated - and created a 'simulated blimp' - one type (K type) - but they really are misnamed PCs - so they can stay at sea two days - have sonar - etc. It will be better to have "real" blimps in AE.
They are chrome, and restricted to West Coast. But they existed and as Cid said performed a valuable service on ASW patrol. Now you can use them that way too.

RE: Admiral's Edition Air War Thread

Posted: Wed Dec 19, 2007 5:06 am
by 1275psi
ORIGINAL: tabpub

ORIGINAL: pauk

ORIGINAL: TheElf
OTS. Kamikazes have not been touched. Read some AAR's later in the war, they work. One thing we did that may help is alter AAA so that during attacks only AAA in the quadrant being approached may fire.

No, they don't work. Only if you set Zekes on max altitude, above Hellcats ceiling...

I guess you tried to say that kamis not been touched, but with new A2A combat routine some of them will FINALLY get trough?
Never say never; I have been hit by the bloody things, Herbie has been able to sneak some in. An LRcap is an iffy proposition, as weather can mess it up on occasion.
I just have to ask, do any of you (I haven't played IJ) tried a high/low split on the attacking groups? Works for me on conventional bombing runs most of the time it seems. Perhaps the altitude settings in AE will also help in this regard.


Hi guys - yes -they DO work -and I have noticed something -sometimes Kamis coming in very high, and very low at the same time does help.
But what really matters is pilot experience

have not posted the AAR yet -but against LRCAP? I just had some Lillies get through -some were high, some low -and 3 hit a CA -and 1 bounced off a battle cruiser.
Low experienced zekes all missed[8|]

Kamis do work -you just have to be very, very selective when you deploy, and use (gulp) good pilots...........
I think that inn our game the threat of them is certaintly real enough to force tabpub to take measures......

RE: Admiral's Edition Air War Thread

Posted: Wed Dec 19, 2007 10:03 am
by Kereguelen
ORIGINAL: 1275psi

ORIGINAL: tabpub

ORIGINAL: pauk




No, they don't work. Only if you set Zekes on max altitude, above Hellcats ceiling...

I guess you tried to say that kamis not been touched, but with new A2A combat routine some of them will FINALLY get trough?
Never say never; I have been hit by the bloody things, Herbie has been able to sneak some in. An LRcap is an iffy proposition, as weather can mess it up on occasion.
I just have to ask, do any of you (I haven't played IJ) tried a high/low split on the attacking groups? Works for me on conventional bombing runs most of the time it seems. Perhaps the altitude settings in AE will also help in this regard.


Hi guys - yes -they DO work -and I have noticed something -sometimes Kamis coming in very high, and very low at the same time does help.
But what really matters is pilot experience

have not posted the AAR yet -but against LRCAP? I just had some Lillies get through -some were high, some low -and 3 hit a CA -and 1 bounced off a battle cruiser.
Low experienced zekes all missed[8|]

Kamis do work -you just have to be very, very selective when you deploy, and use (gulp) good pilots...........
I think that inn our game the threat of them is certaintly real enough to force tabpub to take measures......

Yes, Kamis did always work. At least for me and I never used the ground-training method to improve the quality of my Japanese pilots. Attacking with (lots of) airgroups from 3-4 (or more) airbases at various altitudes always did the trick. It does not work with 1-2 big strikes when facing strong CAP, of course. Actually quite simple[;)]

RE: Admiral's Edition Air War Thread

Posted: Wed Dec 19, 2007 10:33 am
by Apollo11
Hi all,

I don't think this was asked before regarding upcoming WitP AE...


Is there any modification to airbase overstacking rule?

If yes are there any modifications that differ 1-engine planes from 2-engine and 4-engine aircraft (all regarding stacking rules of airbases)?


Thanks in advance (and sorry [;)] for asking thsi again but I think it is important question)!


Leo "Apollo11"

RE: Admiral's Edition Air War Thread

Posted: Wed Dec 19, 2007 2:05 pm
by jwilkerson
ORIGINAL: Apollo11

Hi all,

I don't think this was asked before regarding upcoming WitP AE...


Is there any modification to airbase overstacking rule?

If yes are there any modifications that differ 1-engine planes from 2-engine and 4-engine aircraft (all regarding stacking rules of airbases)?


Thanks in advance (and sorry [;)] for asking thsi again but I think it is important question)!


Leo "Apollo11"

Yes and yes. This is still an evolving area, the air team can comment further.



RE: Admiral's Edition Air War Thread

Posted: Wed Dec 19, 2007 2:14 pm
by Apollo11
Hi all,
ORIGINAL: jwilkerson
ORIGINAL: Apollo11

I don't think this was asked before regarding upcoming WitP AE...


Is there any modification to airbase overstacking rule?

If yes are there any modifications that differ 1-engine planes from 2-engine and 4-engine aircraft (all regarding stacking rules of airbases)?


Thanks in advance (and sorry [;)] for asking thsi again but I think it is important question)!

Yes and yes. This is still an evolving area, the air team can comment further.

FANTASTIC!!!

Thank you guys! [&o][&o][&o]


Leo "Apollo11"

RE: Aircraft Fragments

Posted: Wed Dec 19, 2007 3:20 pm
by el cid again
ORIGINAL: Brady

Baloon Bomb's: The only thing these devices managed to do was tie down a number of Fighter squadrons in the US for a perioud of time, is this acounted for in game?

I don't think they even did that. We were pretty much unaware of them - and are still discovering crash sites. The only place cataloging them is Burt Webers Silent Siege - a horrible book in terms of writing quality - more like a scrapbook - but full of data - of various quality. University of Oregon sponsors it as it thinks we need a record.

There was only one case involving actual casualties - after landing - a baloon bomb was set off by a teacher and students - and she died.

What is not understood is that these weapons were a test - of the first wmd system of all time with technical overkill capability (theoretically - not practically - as all overkill is theoretical and not practical - because you cannot deliver it to the entire population). The balloons were to deliver anthrax vectored by fleas in ceramic bombs. When the Soviets invaded Manchukuo - the commander, Kwangtung Army called Gen Ichi - chief of Pengfan BW station - and asked "should we launch the attack?" They decided - no. It would not do any good - and might cause horrible reprisals. They decided to destroy all the evidence instead. See Factories of Death, Unit 731, and A Higher Form of Killing. IJN officers disclosed to Webber that they had their own plan - to use submarines with aircraft hangers for balloon launches - but the program was cancelled when some high official got wind of it. This would have permitted attacks precise enough to hit a big urban target - say San Francisco - the favorite target. There was 16 tons of anthrax at Pengfan - enough to kill the entire population of the planet if it could be delivered to them all - the first such instance in wmd history.

RE: Aircraft Fragments

Posted: Wed Dec 19, 2007 10:45 pm
by Mike Solli
1 - If you want to transfer a pilot from an operational unit to duty as an instructor, does the the air unit have to be in a specific base?  If not I can see abuse.  Some air unit is at a besieged base.  All the pilots are transferred to the instructor pool and then transferred to another unit.
 
2 - Which instructor pilot stats affect the trainees? 
 
3 - Not sure if it belongs here but - Can air units with no planes be loaded on AK?  Any other ship types?
 
Thanks.

RE: Aircraft Fragments

Posted: Wed Dec 19, 2007 10:51 pm
by spence
The balloons were to deliver anthrax vectored by fleas in ceramic bombs

Don't think anthrax spores need a vector...one just needs to inhale them...more akin to breathing a poison gas in that respect. You are confusing anthrax with bubonic plague for which fleas are the vector. It is my understanding that the Japanese used the fleas/plague combo on at least one Chinese city.

RE: Aircraft Fragments

Posted: Thu Dec 20, 2007 1:03 am
by JeffroK
Can we drop red paint on Mt Fuji[:'(]