mdiehl wrote:That leaves the canal. Zekes had about 15 minutes of air time over the canal prior to their fly-back point. In contrast, a typical air engagement for any given encounter for a specific pilot rarely lasted more than a couple minutes. Moreover, on one of these occasions, owing to good timing, bad observation or whatever, the 25th AF bounced the cactus guys with very successful results. They had air time enough TO WIN on a couple of occasions. If they were that much better as pilots, or if their planes were that much better, it does not show in the data.
When we look at specs for fighters and see a figure like 1000 miles operating radius what this wants to imply is two-legged flight of 500 miles
maximum at
cruising speed at
nominal altitude (not service ceiling) assuming
good weather conditions (e.g., no head winds, storms to fight through) with an endurance time (for combat) over target of
roughly 30 minutes. (
NOTE: Mdiehl, I don't have any problem with your given figure of 15 minutes over target as this would in all probability more closely approximate the operational effectiveness of any given fighter on station in the real world; I just wanted to be on record with my preamble for other reasons.)
In game terms, the operational radius of "Zekes" is outrageously optimistic of their true capabilities when they encountered opposition. The Japanese moved into Munda to establish an airfield in recognition of this real-world limitation to their "super" fighter based on unhappy experience to date with the "Zeke" in air battles over Guadacanal--the A6M had proven itself to be at too great a disadvantage to Allied fighters due directly to this lack of endurance in the air space over and around that island, especially when escorting bombers.
It's hard to give a hard figure expressed in game terms, but for our purposes (especially considering how far everything else in this model is off) an educated guess would be that
UV "Zekes" are over-rated with regard to their true operational range by some 20%.
BTW, my kill ratios counts F4Fs at Cactus that were forced to abort (landed due to battle damage) as kills, even if the pilot successfully landed the plane in repairable condition.
Yes, you were generous.
Fatigue may have been a factor in the long range strikes from Rabaul. The Japanese pilots who lived to write about it explicitly mention fatigue from prolonged combat, not fatigue resulting from a long flight. In any case, when I hear of very favorable (to the Japanese) raids being staged against PM or G'canal from Rabaul, I know that one way or the other fatigue is not being counted against the Japanese in the game.
Fatigue certainly was a factor. How much due to the long flights themselves as opposed to actual combat time over Guadacanal is anyone's guess and rather moot when one considers the way fatigue and aircraft wear and tear is modeled in the game.
RE fatigue in general: it is apparently the case that Japanese fatigue does not equal Allied fatigue and I guess what I ought to do is spend some time playing the Japanese side. As it's worked out to date
all of my PBEM opponents have chosen to play the Japanese side of the table (I wonder why

) and as I've limited time for games I haven't studied the model from that perspective much to date. Of course I've seen plenty of effects from the USN point of view which lead me to believe that not very much is "right" over there.
What I have seen as the Allied player is not encouraging. Flights of Japanese "Zero" fighters on sweep missions from both Rabaul and Kavieng attack my ports PM and GG regularly in one of my PBEM games. Bombers from both these Japanese sites also fly often, with ahistorically-high results being the general rule--much more often and much more effectively, of course, than any possible retaliation I as the Allied player could ever dream of.
Turn after turn with no letup whatsoever the Japanese fighters sweep, and that's
two sweeps per turn mind you, not just once but
twice.
Talk about idiocy.
As the Allied player my pilots routinely are dinged 30-40 fatigue points merely ferrying their aircraft from Queensland to PM. Fatigue for my pilots assigned to CAP is also outrageously high, though this is somewhat manageable if I set the CAP level to 10-20%. The problem there, of course, is there's no guarantee then how many of my fighters will actually intercept.
There also seems to be a bug for fighters set to night-time operations insofar as I've found on more than one occasion a FS ordered to fly CAP set to another mission the next day when I check. It also seems to be the case that fatigue is not accumulated as rapidly at night as during the day, my experience thus far being it's but a small fraction.
This system's air model is so far out of whack from reality, and so skewed in the Japanese favor I can hardly relate to it. I'll give you just one example quickly from the second of two current PBEM games I've going as the Allied player in scenario #14 "Hard Road Ahead."
The date is 5 August 1942 and my Guadacanal/Tulagi invasion fleet has sailed but eight hexes out of Segond Channel. My three carriers have all of their fighters standing down because all of these pilots start this scenario at various stages of exhaustion and so must be recuperated in order to be fresh for their long-range CAP and CAP duties around the 'Canal.
After four days of such rest here is where my carrier fighter pilots stand:
Saratoga: VF-2 0/66/79 (fatigue/morale/experience)
Enterprise: VF-6 0/64/77
Wasp 0/73/80
So what I've achieved in four days is to finally eliminate the fatigue these pilots are saddled with to start the scenario, yet I am still left with relatively low morale, which doesn't recoup as fast.
I asked before and I ask again, why do these pilots start fatigued? A realistic start fatigue-wise would be at "0" for the reason all of them had been resting (actually training) for some time. Also, why is their morale so low? These young men asked only that the Navy transport them to within range of the Japanese, close enough so that they might fly out and kill as many Japanese as fast as possible--they were revved up and raring to go. A morale of 99 would be more like it. On balance, this is just one more phoney-baloney aspect to the "simulation." Whether this was intended by the designer or a liberty taken by whoever authored this scenario I do not know. Even if it's the latter case the designer must bear ultimate responsibility for publication of such nonsense.
Scenario #14 USN (partial) errata: the actual fighter squadron serving on "Sara" was VF-5 (Lt. Cdr. Leroy C. Simpler) with 34 Wildcats not 36, and the errantly listed VT-3 was in reality VT-8 with 16 TBF-1 Avengers not 12 (Lt. Harold H. Larsen); on
Enterprise VS-6 ought to be VS-5 (Lt. Turner F. Caldwell Jr.), change VT-6 to VT-3 (Lt. Cdr. Charles M. Jett) and it contains 14 TBF-1 Avengers not the 15 Devastators listed, while VB-6 is incorrectly listed as having 19 bombers (actually just 18); for
Wasp substitute 15 Dauntless dive-bombers for the 16 listed ingame.
There are some other errors with regards to squadron commanders.
Enterprise was considered the best, most experienced carrier in the fleet (not reflected ingame) and its captain at Guadacanal was Arthur C. Davis (not G. Murray).
Finally, a reading of the
Enterprise Action Report shows that she did provide CAP over Noyes' carrier formation during the Guadacanal landings as well as
Wasp. Also, it would seem that at no time were more than 6 of her fighters patrolling over the transports off Lunga Point and Tulagi.
Miscellaneous: the
Enterprise log records 136 landings on 8 August for only 135 launchings, an oddity perhaps accounted for from a study of the other CV ARs; on 7 August she launched 237 aircraft and eventually recovered 230--a busy girl!