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RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 2:51 pm
by JohnDillworth
Wonder what happens if you try and game the system. If all torpedoes are dropped at 200 feet what happens if cap is set at 200 feet? If it's a massacre against the TB's you now have a war winning altitude

RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 3:05 pm
by BeastieDog
Wouldn't that reflect RL?

RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 3:16 pm
by castor troy
ORIGINAL: CT Grognard

Brilliant post, PaxMondo.

Let's look at the Battle of the Philippine Sea - the Great Marianas Turkey Shoot on 19 June 1944.

The first Japanese raid consisted of only 69 Zeroes, Judies and Graces - some of them flown by very green pilots.

Over 200 F6F-3 Hellcats with experienced naval pilots met this raid more than 50 miles out from TF58. Only 27 Japanese planes got through that first screen; a second fighter screen destroyed a further 16 Japanese planes. The remaining eleven Japanese aircraft attacked two US picket destroyers and some Judies managed to get through to the battleship line and landed a bomb hit on the South Dakota.

The second raid was 119 Japanese aircraft. They were also engaged more than 50m out by over 200 Hellcats. Despite being outnumbered and the distance from the US ships, twenty planes still managed to break through all the way to the carriers but were then decimated by AAA. Four Judies tried to bomb USS Wasp but she managed to elude them.

So we see that in June 1944, with poor quality Japanese pilots, facing an extremely well-layered and directed CAP with superior airframes, you still had about 15% of the Japanese attackers getting through to attempt a target run (and then being ineffectual and decimated by AAA).

I really don't think it's implausible then if the game engine has 50 Frances and 50 Franks being countered by 200 P-47s and 12% of the Frances bombers manage to get through for a target run.

I have said often that I think the air model in this game works very well (except for massive non-historical size raids over 300 or so aircraft) but that a concern in the stock scenarios is how ineffectual Allied ship AA is. Da Big Babes goes a long way towards addressing this.






well then put those rookie pilots into 200 Japanese aircraft and see all bombers still getting through.

RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 4:22 pm
by GreyJoy
ORIGINAL: PaxMondo

GJ,

Not sure what you're looking for here.  Nice tests, pretty much as expected IMO.  You are largely stopping the raid with 2:1 ... "largely" means a few hits though.  It doesn't suggest no damage.

Let's start at the beginning and let's stay focused.  If you are looking to get historical results from any model, you need to first input historical data.  Your game is NOT historical.  Not close.  Not by any stretch of the imagination.  So to start, you can't expect to anything close to historical results in your testing.

What is not historical?

Let's start with the IJ pilots.  The air groups are not the combination of low morale, desperate, burned out, experienced few pilots filled out with 18 yo kamikazes that pretty much defined end of war IJ air groups.  Instead you are facing well trained, high morale groups.  Ask any pilot how big a deal this is.  Huge.  And we know in the model this is also huge.  LoBaron, Damian, any of the air model experts will confirm this.

Second: air frames.  You are not facing the hordes of early war air frames that was historically the case.  The A6M2 is not in play, as it actually was.  Instead you are facing far better, although still not on par with allied, air frames.  Again, huge.  Instead of a +100 knot speed advantage, you have on average more like only 50 knots.  Still large, but far less than historical.  And the bombers instead of being Ronson's now have armor ... again, big change.

Quality: You are facing air craft from well supplied LAND BASES than there is any historical comparative.  The closest you have is the Phllipines, but the numbers were still smaller and the supply wasn't as good.  Meaning, some not insignificant numbers of the aircraft sortied those days with: not all armaments loaded or functioning, not fully functioning airframes ...  This aspect isn't modelled well in the game, but it is a large factor in your comparison to historical results.

Now go look at the actual combat records of the late war great air battles.  The allied fighter cover had 2:1 or better advantage in numbers in those fights.  If you expectation isn't at least that, it needs to be reset.  Now, take that 2:1 and modify it further for the above 3 factors.  How high do you need to be?  Pure speculation of course, but way above 2:1 is pretty safe.

Now, go back and read up on the planning for the invasion of Japan.  The projected losses were horrific.  The 1945 analysis was that they could NOT completely defend the fleet against an all out attack, there were going to be substantial losses, and only ONE chance to make a landing.  Far higher risk than Normandy.  This is what compelled Truman to use the nuke(s).  Agree or not with the analyses, but that is what they were. 

I'm not suggesting there isn't a problem with very large air combats.  Of course there is.  My testing last year proved it to me.  When I raised the issue, I got no response.  So then I did some searching and found out why.  There are several threads (search back a couple years ago when they were trying to fix the uber-CAP) with the devs well knowing this issue and working to mitigate it.  The thread's don't have all the conclusions as to what was actually done, but pretty clear that it was known and being worked on.  JWE has shared his HR's in rader's AAR to further mitigate this, which by now you also have.

So what's the bottom line here?  The good news is that as a PBEM player, you actually can install HR's to mitigate this somewhat.  It might very well take 4:1 fighter or higher CAP to provide "air tight" results, but you can get there.  At 2:1, you get some losses, but knowing this you can mitigate the effects nicely.  All of this cuts both ways: it is not one sided at all.  IJ faces exactly the same challenges, so this is not a game balance issue.


Me?  I'm an AI player, there aren't any HR's, and I haven't quite figured this one out yet.  I already know from my Downfall testing the AI is going to send in 100's of B-29's at 6000 ft at night as soon as it has the opportunity.  I know, and you do too, that there is no CAP / AA defense against this.  They will destroy all industry at the targetted base in 2 - 4 turns and then move onto the next base.  My only defense is to never allow that to happen ... ok, a good challenge.  [;)]

PS: If you want to do a "historical" test, change the IJ units to A6M2 with Betty's.  Set the pilot exp to about 40, morale to about 40, move in a good leader and 2 - 3 high exp pilots into each group and let it go.  See your results then.  Bet you get quite close to historical results with air combat of less than 200 total a/c (i.e. complete destruction of the IJ units and maybe 2 - 3 kami hits)

Just my thoughts ...


Pax (and you guys all) don't get me wrong. My intent wasn't to recreate historical situations...i started these tests just because there was still something unclear to my eyes about how the CAP works.
So everything started to see the efficiency of large CAP umbrellas. Then i started to try smaller CAPs because people asked me to...and also because i was trying to figure out which would be the best HR to workaround the problem (and no, nobody told me about JWE's suggestions...).

However, i'm far from having understood how CAP really works, however i learnt something from these tests.

Let's try to summerize what i think to have learnt:

1. "fighters being recalled" (so to say "fighters out of position and not able to engage"): What effects this variable is the range of fighters on CAP. 0 range means all the fighters will loither (sp!?) in the given hex. The more you encrease this value (range) the more fighters will get caught while CAPping another hex inside the range-arc set.

2. "scrambing fighters": tests didn't give me a decisive answer but it seems that there's a dice and roll about the chance that those fighters not devoted directly to CAP can scramble. my tests show a % % of 20 out of 100...not that much, so don't rely too much in scrambling fighters. There also seems to be another hard code inner limit concerning the numbers of fighters that can be scrambled...above a certain limit of fighters devoted on CAP it seems that they never scramble (but this may also be connected with the consistency of the incoming strike).

3. "Firing passes limit": we already knew that this limit existed. These tests have only showed me that it is absolutely useless to have more than 300 fighters at 100% CAP on a given hex...above that number the other fighters simply don't engage.

4. "Escort vs. CAP": again we've seen that CAP can be easily overwhelmed. You basically need 4 times the number of engaging fighters to overcome the escort. So, given the 200 (300) firing passes limit, probably any strike with more than 50 escort will enable the bombers to get through without much of a problem.

5. "CAP altitude and efficiency": obviously the closer to the bomber altitude, the better. But there's something more: a GAP in altitude of 9,000 feet between the CAP and the incoming bombers is treated by the code as a HUGE altitude...often enough to let the bombers easily slip below the CAP.

6. "Radar": basically CV/CVLs have radars that gives (at best) you some 35-40 minutes of warning, while surface ships and CVEs give you an avg of 25/28 minutes... often the time needed to get a group to dive from 15k feet to 8k feet (escort altitude) is between 22 and 30 minutes... so be aware that time is not on your side when LRCAPPING amphib TFs....

DISCLAIMER: these tests didn't try to simulate more elaborated strikes (like high altitude mixed with low altitude bombers or heavy escort or light escort and big bomber formations etc etc)...


RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 4:31 pm
by GreyJoy
ORIGINAL: castor troy

ORIGINAL: CT Grognard

Brilliant post, PaxMondo.

Let's look at the Battle of the Philippine Sea - the Great Marianas Turkey Shoot on 19 June 1944.

The first Japanese raid consisted of only 69 Zeroes, Judies and Graces - some of them flown by very green pilots.

Over 200 F6F-3 Hellcats with experienced naval pilots met this raid more than 50 miles out from TF58. Only 27 Japanese planes got through that first screen; a second fighter screen destroyed a further 16 Japanese planes. The remaining eleven Japanese aircraft attacked two US picket destroyers and some Judies managed to get through to the battleship line and landed a bomb hit on the South Dakota.

The second raid was 119 Japanese aircraft. They were also engaged more than 50m out by over 200 Hellcats. Despite being outnumbered and the distance from the US ships, twenty planes still managed to break through all the way to the carriers but were then decimated by AAA. Four Judies tried to bomb USS Wasp but she managed to elude them.

So we see that in June 1944, with poor quality Japanese pilots, facing an extremely well-layered and directed CAP with superior airframes, you still had about 15% of the Japanese attackers getting through to attempt a target run (and then being ineffectual and decimated by AAA).

I really don't think it's implausible then if the game engine has 50 Frances and 50 Franks being countered by 200 P-47s and 12% of the Frances bombers manage to get through for a target run.

I have said often that I think the air model in this game works very well (except for massive non-historical size raids over 300 or so aircraft) but that a concern in the stock scenarios is how ineffectual Allied ship AA is. Da Big Babes goes a long way towards addressing this.






well then put those rookie pilots into 200 Japanese aircraft and see all bombers still getting through.


I agree CT Gro... with low numbers (say 50+50 against 2/300) everything works well...and it's plausible.
The problem is simply that these numbers probably reflect only a small % of our games and only in early war stages.

Just to be clear, in my game We started to have massive air battles (meaning 2000 against 5/600) already by june 42 (the air siege of Karachi).
Now, in late 44, probably due to the fact that planes are better and faster on both sides (in 42 the fastest allied plane was the P-40K with 376 mhp against the Tojo IIb, now the avg of our planes speed is defently close to 400 mhp), the problems related to an overwhelmed CAP are much much more serious....

I mean...i hate to be the one to say that but...i lost the whole allied CV DS against a single strike of 400 torpedo bombers who got thorugh without a single scratch...

RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 4:35 pm
by GreyJoy
ORIGINAL: EUBanana

ORIGINAL: CT Grognard

Understood, which is why I've proposed that coordination penalties above a certain raid size should be seriously ramped up to avoid non-historical raid sizes.

Carrier-launched strikes already have their chances of uncoordination doubled if the TF has more aircraft than 200 + RND(200). You could do the same with land-based strikes!

Indeed.

Though its a bit more than that... if you have lots of separate carrier TFs you might see a 1000 plane strike. Different bases or TFs can coordinate with one another.

If the CAP has a hardcoded limit it seems only fair to me that the bombers also have a hardcoded limit. However thats me from my armchair, god knows what the code actually looks like. Maybe one day the source will be released... [:)]


agree. But then we'll find the other problem which will be having an impenetrable CAP (considering also how escort is treated compared to CAP)...and considering that you cannot sweep the TFs...this will mean that CV TFs will be able to steam around without any risk...which is not what we want i guess...

RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 5:40 pm
by EUBanana
ORIGINAL: GreyJoy
4. "Escort vs. CAP": again we've seen that CAP can be easily overwhelmed. You basically need 4 times the number of engaging fighters to overcome the escort. So, given the 200 (300) firing passes limit, probably any strike with more than 50 escort will enable the bombers to get through without much of a problem.

If this was true IRL the Luftwaffe would've won the BoB.

The escorts needed to outnumber the interceptors 2 to 1 to provide good protection to the bombers in that conflict, not the other way around...


Fascinating tests though, very informative, thank you. I shall be modifying orders the very next turn. [:D]

RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 7:53 pm
by PaxMondo
ORIGINAL: GreyJoy

Pax (and you guys all) don't get me wrong. My intent wasn't to recreate historical situations...i started these tests just because there was still something unclear to my eyes about how the CAP works.
So everything started to see the efficiency of large CAP umbrellas. Then i started to try smaller CAPs because people asked me to...and also because i was trying to figure out which would be the best HR to workaround the problem (and no, nobody told me about JWE's suggestions...).
Ahh, ok. Cool. Understood.

So, according to the posts on this long, long ago, (2005!) these are all known issues and there is a TON of test data. Folks who can trace their ancestory here back to those days are "in the know". Likely why those people aren't participating here ...

JWE's HR's that he shared. I'm re-posting here, hopefully he is ok with it.
ORIGINAL: jwilkerson
201 - HR to mitigate?

201.1 - Only allow B-29 to base more than one 4EB group per base.
My recent games have used this house rule.
The number of multi-group 4EB raids historically in the Pacific is tiny. The Balikpapan B-24 raids in October 1944 and the B-29 attacks are the exceptions.

201.2 - Only allow 50 planes per airbase level.
This is a tough rule to enforce as each player is "on his own" to enforce. We use this in my current games, but I would say it is the most "abused" or "overlooked" rule, because it is tough to remember. But it is still a good goal and I think the intent of both the WITP and AE design. We just haven't been able to figure out how to make it work!

Note, no one suggests that these are a complete fix. But, I can see pretty readily that they "fix" most of the issues for a PBEM game up until about mid-'44. As I stated earlier, isn't going to help me in an AI game as my opponent will "gleefully" ignore all of the HR's that I put in place. [;)]

Now, for you at the point of the game you are in ...

First, I suggest that you think through the impact that these two HR's would have. Both are fairly big and would greatly change a lot for both of you. You need to see what the implications these would be to you, your opponent, and then what stategies are available within the context of these. Given the source of these HR's, I feel they are the very best starting point.

I've done only a couple hours of testing in Downfall imposing these restraints on both sides. My initial results are positive, but I have not done any "Nemo-ing" (HR compliant work-around analysis) yet.


RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 8:17 pm
by denisonh
I think that allowing only allowing 1 4E BG per base is a good idea except at places with level 10 AFs. That equates to ~40 a/c early war to 72 towards the end of the war. The fact that most of the B-29s were on Tinian, the largest airfield in the world at that time, is a good exception as well, assuming it is AF level 7 or higher.

RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 9:05 pm
by AW1Steve
I'm not sure I buy that one bomb group on base "stuff". Here's an example. In the Marianas there were 5 B-29 bases, each capable of handling a Bomb Wing, that is to say 4 bomb groups. Those are not the only bases present however. On Guam alone you had three more bases, "Harmon" a USAAF base , Oroyte , a USN/USMC base and What later became the Main USN airbase (and today is Won Pat International). I'll have to check the game, but I don't belive that ANY of those three islands reach level 10. I've been to each of those bases and any of them (even little Oroyte , the carrier type plane base) could handle a heck of a lot more than one group of bombers.

Once again, my gut tells me that house rules are running amuck over what was reality. Because no one really can get a handle on just how lopsided against Japan things were near the end of the war.

RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 9:24 pm
by GreyJoy
ORIGINAL: PaxMondo
ORIGINAL: GreyJoy

Pax (and you guys all) don't get me wrong. My intent wasn't to recreate historical situations...i started these tests just because there was still something unclear to my eyes about how the CAP works.
So everything started to see the efficiency of large CAP umbrellas. Then i started to try smaller CAPs because people asked me to...and also because i was trying to figure out which would be the best HR to workaround the problem (and no, nobody told me about JWE's suggestions...).
Ahh, ok. Cool. Understood.

So, according to the posts on this long, long ago, (2005!) these are all known issues and there is a TON of test data. Folks who can trace their ancestory here back to those days are "in the know". Likely why those people aren't participating here ...

JWE's HR's that he shared. I'm re-posting here, hopefully he is ok with it.
ORIGINAL: jwilkerson
201 - HR to mitigate?

201.1 - Only allow B-29 to base more than one 4EB group per base.
My recent games have used this house rule.
The number of multi-group 4EB raids historically in the Pacific is tiny. The Balikpapan B-24 raids in October 1944 and the B-29 attacks are the exceptions.

201.2 - Only allow 50 planes per airbase level.
This is a tough rule to enforce as each player is "on his own" to enforce. We use this in my current games, but I would say it is the most "abused" or "overlooked" rule, because it is tough to remember. But it is still a good goal and I think the intent of both the WITP and AE design. We just haven't been able to figure out how to make it work!

Note, no one suggests that these are a complete fix. But, I can see pretty readily that they "fix" most of the issues for a PBEM game up until about mid-'44. As I stated earlier, isn't going to help me in an AI game as my opponent will "gleefully" ignore all of the HR's that I put in place. [;)]

Now, for you at the point of the game you are in ...

First, I suggest that you think through the impact that these two HR's would have. Both are fairly big and would greatly change a lot for both of you. You need to see what the implications these would be to you, your opponent, and then what stategies are available within the context of these. Given the source of these HR's, I feel they are the very best starting point.

I've done only a couple hours of testing in Downfall imposing these restraints on both sides. My initial results are positive, but I have not done any "Nemo-ing" (HR compliant work-around analysis) yet.



Thanks you Pax.

So, the premise (sp!?) is that clearly (and i know that) I am not an objective observer. I do see "my side of the hill"... i know...probably it's normal...i see my problems as always bigger than my opponent's one...and that's for sure not true. Not at all.

However, that being said, i think the HR proposed doesn't solve anything.
50x every AF level means that Tokyo can have 500 planes, and 450 more can be based in every hex sorrounding Tokyo...which mean that strikes of 450 bombers escorted by 400+ fighters can be easily launched even maintaining a strong CAP over japanese cities...and this means, as we know, that the allies can't have a fleet (and, so to say, an operative port) anywhere in range of japanese escort fighters...
Every single BB TF, every single CVTF, every single amphib TF will get mauled and destroy for the loss of......300 escort fighters piloted by rookies...a trade i'll made every day.
The suggested HR applies to the 4Es problem...which, in out particular game, has never been a real problem imho.
Rader has always managed to bleed every to death every strategic offensive of mine launched with the 4Es...
I started my strat bombing campaign with nearly 750 4Es...after two months i had destroyed 600 japanese a/c factories and my 4E numbers were down to 170...i had to stop...lost so many crack bomber pilots and so many a/c that i could not replace the losses...most of my B29 groups were with only 1 a/c.... by the time i reached back the critical number of 500 4Es in my pools most of those destroyed a/c industries were already repaired and were producing every day 4E killers (Ki.83, Shindens etc...).

The morale of this brief story is that The allies (at least untill the war in europe is over) cannot really use the "overwhelm the CAP" strategy, simply because they cannot sustain the losses that this strategy brings with it...while Japan in late war scenarios can easily replace a couple of those massive strike every week without suffering...and, as we know, a single one of those raid can bring the allied fleet back to PH days...

I'm sorry for being so harsh...didn't have a good day...sorry guys

RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 9:31 pm
by denisonh
Steve,

B-29s were excepted to the 1 BG per base if I read it right. It really applies to 42-43 for the B-17/24s where the logistics, engineering and locations did not really allow major complexes for multiple bomb squadrons like in Europe or the bases they constructed in the Marianas in 44. Still, there was a whole lot of engineering done to Tinian before it could handle the number of BGs it did.
ORIGINAL: AW1Steve

I'm not sure I buy that one bomb group on base "stuff". Here's an example. In the Marianas there were 5 B-29 bases, each capable of handling a Bomb Wing, that is to say 4 bomb groups. Those are not the only bases present however. On Guam alone you had three more bases, "Harmon" a USAAF base , Oroyte , a USN/USMC base and What later became the Main USN airbase (and today is Won Pat International). I'll have to check the game, but I don't belive that ANY of those three islands reach level 10. I've been to each of those bases and any of them (even little Oroyte , the carrier type plane base) could handle a heck of a lot more than one group of bombers.

Once again, my gut tells me that house rules are running amuck over what was reality. Because no one really can get a handle on just how lopsided against Japan things were near the end of the war.

RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 9:38 pm
by AW1Steve
ORIGINAL: denisonh

Steve,

B-29s were excepted to the 1 BG per base if I read it right. It really applies to 42-43 for the B-17/24s where the logistics, engineering and locations did not really allow major complexes for multiple bomb squadrons like in Europe or the bases they constructed in the Marianas in 44. Still, there was a whole lot of engineering done to Tinian before it could handle the number of BGs it did.
ORIGINAL: AW1Steve

I'm not sure I buy that one bomb group on base "stuff". Here's an example. In the Marianas there were 5 B-29 bases, each capable of handling a Bomb Wing, that is to say 4 bomb groups. Those are not the only bases present however. On Guam alone you had three more bases, "Harmon" a USAAF base , Oroyte , a USN/USMC base and What later became the Main USN airbase (and today is Won Pat International). I'll have to check the game, but I don't belive that ANY of those three islands reach level 10. I've been to each of those bases and any of them (even little Oroyte , the carrier type plane base) could handle a heck of a lot more than one group of bombers.

Once again, my gut tells me that house rules are running amuck over what was reality. Because no one really can get a handle on just how lopsided against Japan things were near the end of the war.

If by "a whole lot of engineering" paving over the whole bloody island, then I'll agree. But I honestly think that we are not taking into account just how organized the USAAF engineers where when it came to "shoehorning" planes on to an island. Look at French Frigate shoals for example. It's a dot base. They concreted over the whole island, then extended it into the sea.Or Cubi point in the Phillipines (it's an artificial island).

If a base can handle B-29's , why would B-17's and B-24's be any different?

RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 9:53 pm
by denisonh
The USAAF in mid 1944 was much more well informed and better resourced than in 1942 and 43. A combination of more abundant resources, lessons learned in the SWAPC as well as from Europe, and better engineering allowed the bases in the Marianas to be improved in a way that the could not have done earlier.

Look at the bases in NG and they were not the well engineered bomber bases in the Marianas for the reasons I referred to. It is hard to model how the the USAAF learned and adapted from multiple years at war in a model that spans the entire time.
ORIGINAL: AW1Steve

ORIGINAL: denisonh

Steve,

B-29s were excepted to the 1 BG per base if I read it right. It really applies to 42-43 for the B-17/24s where the logistics, engineering and locations did not really allow major complexes for multiple bomb squadrons like in Europe or the bases they constructed in the Marianas in 44. Still, there was a whole lot of engineering done to Tinian before it could handle the number of BGs it did.
ORIGINAL: AW1Steve

I'm not sure I buy that one bomb group on base "stuff". Here's an example. In the Marianas there were 5 B-29 bases, each capable of handling a Bomb Wing, that is to say 4 bomb groups. Those are not the only bases present however. On Guam alone you had three more bases, "Harmon" a USAAF base , Oroyte , a USN/USMC base and What later became the Main USN airbase (and today is Won Pat International). I'll have to check the game, but I don't belive that ANY of those three islands reach level 10. I've been to each of those bases and any of them (even little Oroyte , the carrier type plane base) could handle a heck of a lot more than one group of bombers.

Once again, my gut tells me that house rules are running amuck over what was reality. Because no one really can get a handle on just how lopsided against Japan things were near the end of the war.

If by "a whole lot of engineering" paving over the whole bloody island, then I'll agree. But I honestly think that we are not taking into account just how organized the USAAF engineers where when it came to "shoehorning" planes on to an island. Look at French Frigate shoals for example. It's a dot base. They concreted over the whole island, then extended it into the sea.Or Cubi point in the Phillipines (it's an artificial island).

If a base can handle B-29's , why would B-17's and B-24's be any different?

RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 10:40 pm
by TheLoneGunman_MatrixForum
Well now that we've learned that there are several variables that can contribute to completely ruining the ability to stop bombers, let's apply those lessons to a 1,000 CAP fighter force against 400 bombers and 200+ fighters and see if everything still looks broken.

RE: Let me know if i understood...

Posted: Thu Feb 09, 2012 10:45 pm
by denisonh
We are approachning ETO numbers versus PTO numbers. May be worhtwhile to look at instances in the ETO with those numbers invilved to inform us on the impacts and effects of such an engagement. Of course, then ensure that the differences in conditions are assessed before we make the comparison between theaters of operations......
ORIGINAL: TheLoneGunman

Well now that we've learned that there are several variables that can contribute to completely ruining the ability to stop bombers, let's apply those lessons to a 1,000 CAP fighter force against 400 bombers and 200+ fighters and see if everything still looks broken.

RE: Let me know if i understood...

Posted: Fri Feb 10, 2012 1:42 am
by ADB123
However, that being said, i think the HR proposed doesn't solve anything.
50x every AF level means that Tokyo can have 500 planes, and 450 more can be based in every hex sorrounding Tokyo...which mean that strikes of 450 bombers escorted by 400+ fighters can be easily launched even maintaining a strong CAP over japanese cities...and this means, as we know, that the allies can't have a fleet (and, so to say, an operative port) anywhere in range of japanese escort fighters...
Every single BB TF, every single CVTF, every single amphib TF will get mauled and destroy for the loss of......300 escort fighters piloted by rookies...a trade i'll made every day.
The suggested HR applies to the 4Es problem...which, in out particular game, has never been a real problem imho.
Rader has always managed to bleed every to death every strategic offensive of mine launched with the 4Es...
I started my strat bombing campaign with nearly 750 4Es...after two months i had destroyed 600 japanese a/c factories and my 4E numbers were down to 170...i had to stop...lost so many crack bomber pilots and so many a/c that i could not replace the losses...most of my B29 groups were with only 1 a/c.... by the time i reached back the critical number of 500 4Es in my pools most of those destroyed a/c industries were already repaired and were producing every day 4E killers (Ki.83, Shindens etc...).

The morale of this brief story is that The allies (at least untill the war in europe is over) cannot really use the "overwhelm the CAP" strategy, simply because they cannot sustain the losses that this strategy brings with it...while Japan in late war scenarios can easily replace a couple of those massive strike every week without suffering...and, as we know, a single one of those raid can bring the allied fleet back to PH days...

GJ - You are calling it right. No amount of HRs will solve the fundamental problem with Air Combat. The "some bombers will get through no matter what" design change for AE was a bad decision from the beginning and no HR is going to fix it.

All this baloney about 4Es is just ignoring the real problem.

RE: Let me know if i understood...

Posted: Fri Feb 10, 2012 2:41 am
by PaxMondo
ORIGINAL: GreyJoy


Thanks you Pax.

So, the premise (sp!?) is that clearly (and i know that) I am not an objective observer. I do see "my side of the hill"... i know...probably it's normal...i see my problems as always bigger than my opponent's one...and that's for sure not true. Not at all.

However, that being said, i think the HR proposed doesn't solve anything.
50x every AF level means that Tokyo can have 500 planes, and 450 more can be based in every hex sorrounding Tokyo...which mean that strikes of 450 bombers escorted by 400+ fighters can be easily launched even maintaining a strong CAP over japanese cities...and this means, as we know, that the allies can't have a fleet (and, so to say, an operative port) anywhere in range of japanese escort fighters...
Every single BB TF, every single CVTF, every single amphib TF will get mauled and destroy for the loss of......300 escort fighters piloted by rookies...a trade i'll made every day.
The suggested HR applies to the 4Es problem...which, in out particular game, has never been a real problem imho.
Rader has always managed to bleed every to death every strategic offensive of mine launched with the 4Es...
I started my strat bombing campaign with nearly 750 4Es...after two months i had destroyed 600 japanese a/c factories and my 4E numbers were down to 170...i had to stop...lost so many crack bomber pilots and so many a/c that i could not replace the losses...most of my B29 groups were with only 1 a/c.... by the time i reached back the critical number of 500 4Es in my pools most of those destroyed a/c industries were already repaired and were producing every day 4E killers (Ki.83, Shindens etc...).

The morale of this brief story is that The allies (at least untill the war in europe is over) cannot really use the "overwhelm the CAP" strategy, simply because they cannot sustain the losses that this strategy brings with it...while Japan in late war scenarios can easily replace a couple of those massive strike every week without suffering...and, as we know, a single one of those raid can bring the allied fleet back to PH days...

I'm sorry for being so harsh...didn't have a good day...sorry guys
Harsh, sorry, I don't read anything you've written as harsh, so no worries there at all. Am sorry to hear you had a bad day. Trust you can recover.

As to the game, I'm not really is a position to discuss what did and did not work in your game as I have not read your AAR and your opponents is a bit more "brief". [:D]

However, the 50xAF rule is a big one in that it prevents those overstacks in one field to allow really large attack formations. We know that having to use multiple fields can work, but we also know that this increases the odds of poor coordination (very much the reality of this era).

Regarding the "overwhelm the CAP" strategy ... first I've ever heard of it. Maybe the allies were able to do this in 1945, but then the situation then was a lot different than that in your game, correct? In '45 the IJ economy was teetering as they had not been able to extract as much resource from the DEI as they had hoped, and they had squandered a lot of that on a number of fruitless campaigns.

I'll have to finish my thoughts later ... I'm being booted off this machine by the WIFE. Sorry guys ....

RE: Let me know if i understood...

Posted: Fri Feb 10, 2012 5:03 am
by GreyJoy
ORIGINAL: PaxMondo

ORIGINAL: GreyJoy


Thanks you Pax.

So, the premise (sp!?) is that clearly (and i know that) I am not an objective observer. I do see "my side of the hill"... i know...probably it's normal...i see my problems as always bigger than my opponent's one...and that's for sure not true. Not at all.

However, that being said, i think the HR proposed doesn't solve anything.
50x every AF level means that Tokyo can have 500 planes, and 450 more can be based in every hex sorrounding Tokyo...which mean that strikes of 450 bombers escorted by 400+ fighters can be easily launched even maintaining a strong CAP over japanese cities...and this means, as we know, that the allies can't have a fleet (and, so to say, an operative port) anywhere in range of japanese escort fighters...
Every single BB TF, every single CVTF, every single amphib TF will get mauled and destroy for the loss of......300 escort fighters piloted by rookies...a trade i'll made every day.
The suggested HR applies to the 4Es problem...which, in out particular game, has never been a real problem imho.
Rader has always managed to bleed every to death every strategic offensive of mine launched with the 4Es...
I started my strat bombing campaign with nearly 750 4Es...after two months i had destroyed 600 japanese a/c factories and my 4E numbers were down to 170...i had to stop...lost so many crack bomber pilots and so many a/c that i could not replace the losses...most of my B29 groups were with only 1 a/c.... by the time i reached back the critical number of 500 4Es in my pools most of those destroyed a/c industries were already repaired and were producing every day 4E killers (Ki.83, Shindens etc...).

The morale of this brief story is that The allies (at least untill the war in europe is over) cannot really use the "overwhelm the CAP" strategy, simply because they cannot sustain the losses that this strategy brings with it...while Japan in late war scenarios can easily replace a couple of those massive strike every week without suffering...and, as we know, a single one of those raid can bring the allied fleet back to PH days...

I'm sorry for being so harsh...didn't have a good day...sorry guys
Harsh, sorry, I don't read anything you've written as harsh, so no worries there at all. Am sorry to hear you had a bad day. Trust you can recover.

As to the game, I'm not really is a position to discuss what did and did not work in your game as I have not read your AAR and your opponents is a bit more "brief". [:D]

However, the 50xAF rule is a big one in that it prevents those overstacks in one field to allow really large attack formations. We know that having to use multiple fields can work, but we also know that this increases the odds of poor coordination (very much the reality of this era).

Regarding the "overwhelm the CAP" strategy ... first I've ever heard of it. Maybe the allies were able to do this in 1945, but then the situation then was a lot different than that in your game, correct? In '45 the IJ economy was teetering as they had not been able to extract as much resource from the DEI as they had hoped, and they had squandered a lot of that on a number of fruitless campaigns.

I'll have to finish my thoughts later ... I'm being booted off this machine by the WIFE. Sorry guys ....

Pax, hate to say that but i don't completely agree.
Overwhelming CAP with escort means simply add 100,150 escort fighters to a strike...and voilà: the CAP is overwhelmed, meaning that the escort managed to suck up all its firing passage so to manage to get all the bombers getting through the CAP screen, no matter how many defending fighters were present.
The 50*AF level won't change anything for two reasons: 1st because 450 planes in a single AF is more than enough to launch a deqdly strike of 200 bombers + 200 escorts ( and we know that this kind of strike will always get all the bombers to t heir targets), 2nd because coordination penalities in launching from different AFs are not effective n late war scenarios. Place an air HQ in every lvl 9 base and voilà: your bombers will always get the needed escort from another AF. I'm doing this regularly from Sapporo, Hakodate, bihoro and kushiro airfields and never have a problem as long as you mess it up assigning more than one target to your bombers. The strike that killed my CVs was launched by 3 different AFs...
Coordination affetcts a lot sweep missions, but not that much striking missions afaik...



RE: Let me know if i understood...

Posted: Fri Feb 10, 2012 9:24 am
by TheLoneGunman_MatrixForum
GJ, for one, we're not sure about that yet as you haven't conducted any new tests using the insight you've gained on the optimum CAP settings.

Correct me if I'm wrong, but thus far this game you been deploying your CAP against Rader in a manner that we have determined to be inefficient at stopping him.

Obviously, having a limited number of firing passes is still going to affect this, but we don't know how bad the situation really is till there's more testing done.

And another thing, as the Allies, why would you try to overwhelm Japan's CAP to begin with? That's a Japanese tactic. You know that your fighter production cannot sustain the large losses that would be incurred. Your fighters are much better off performing sweeps, where they have the advantage and can kill a much higher number of enemy fighters for minimal losses.

Remember, another thing as well. If you can keep hitting the same AF with repeated sweeps over the course of a day, then by the end of the day you'll have a much reduced CAP. It's possible to get your bombers to attack a hex in the PM phase with the right know-how, so I'd probably plan to try and get several uncoordinated sweeps over the target (different AFs, different altitudes, different groups, will all contribute to the sweeps arriving at different times), and then follow it up with a PM bomber attack.

It's not perfect, but it's better than emulating tactics you know you cannot sustain. [;)]