This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!
Re: Guadalcanal,
Until I played this campaign, I never knew Japanese midget subs were involved at Guadalcanal. Its not mentioned at all in most histories. Some good info about them at combinedfleet site "Midget Submarines in the Solomons 1942"
Yeah, I'm not familiar with their ops in the region. But all the restricted waterways in the neighborhood make for fertile grounds for their ops. Just as with PTs.
It is seldom that liberty of any kind is lost all at once. Hume
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
Re: Guadalcanal,
Until I played this campaign, I never knew Japanese midget subs were involved at Guadalcanal. Its not mentioned at all in most histories. Some good info about them at combinedfleet site "Midget Submarines in the Solomons 1942"
Yeah, I'm not familiar with their ops in the region. But all the restricted waterways in the neighborhood make for fertile grounds for their ops. Just as with PTs.
Midgets, PTs, ASW TF, mines, mine laying TF, minesweeping TF, barges TF... those waters are teeming with activity, the ideal place to use all those small ships.
I reloaded the scenario, in order to try the method used by "HarPlonked" on YouTube. He reorganizes the TFs at Luganville that are loaded and ready to go at scenario start, by unloading the lightly laden ships and then immediately reloading the units that were just unloaded and also loads base force units for Lunga and Tulagi. This obviates the return to trips to pick up those needed base forces, by which time you will have more serious IJN resistance than some SSXs. I've watched his moves carefully, making copious notes and following the video instructions step by step. If it works as planned, I will have the necessary units landed in the assault that will immediately get to work repairing the damage done by the bombardment and fighting. I've also helped the Tulagi forces by using some SBDs to do bomb runs on the garrison. I think the extra casualties and disruption of the garrison make the assault more likely to succeed. A few times I've done this and took the base first turn, then wiped out the remnants the next turn. I hope to repeat this again in the current game.
Knowing the peril of Black Betty [whom I used to call Aunty Betty until RangerJoe wised me up[;)]] I moved VMF212 over from Efate and put them on CAP 100% for the first turn. I also left one base force in combat mode so the radar would be active. I am not sure, but I have heard that when a unit is in rest mode, the radar is not operated. Until I hear definitively from an authoritative source, I will assume the radar is not used in rest mode. To enhance the CAP over Luganville I had a carrier Wildcat unit on CAP at range of 4 as that would be the range of Wasp from Luganville when the air phase kicked in. The carrier CAP did not get called over to Luganville, which leads me wonder, will a nearby carrier CAP respond to a raid over a nearby friendly base? I tried to set LRCAP for Luganville at start of turn but it was too far away.
In any case, the local CAP was called on, with plenty of time to get organized. A huge Betty raid came in but was detected well in advance, thanks to the radar of the one base force that I did not put into rest mode. I received notification that some of them turned away as they were unescorted. Here is my first ever posting of a combat report:
AFTER ACTION REPORTS FOR Aug 06, 42
--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Luganville at 120,150
Weather in hex: Severe storms
Raid detected at 141 NM, estimated altitude 19,000 feet.
Estimated time to target is 49 minutes
Japanese aircraft
G4M1 Betty x 21
Allied aircraft
F4F-4 Wildcat x 19
Japanese aircraft losses
G4M1 Betty: 9 destroyed
No Allied losses
CAP engaged:
VMF-212 with F4F-4 Wildcat (4 airborne, 14 on standby, 0 scrambling)
4 plane(s) intercepting now.
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 5000 , scrambling fighters between 5000 and 17000.
Time for all group planes to reach interception is 30 minutes
I reloaded the scenario, in order to try the method used by "HarPlonked" on YouTube. He reorganizes the TFs at Luganville that are loaded and ready to go at scenario start, by unloading the lightly laden ships and then immediately reloading the units that were just unloaded and also loads base force units for Lunga and Tulagi. This obviates the return to trips to pick up those needed base forces, by which time you will have more serious IJN resistance than some SSXs. I've watched his moves carefully, making copious notes and following the video instructions step by step. If it works as planned, I will have the necessary units landed in the assault that will immediately get to work repairing the damage done by the bombardment and fighting. I've also helped the Tulagi forces by using some SBDs to do bomb runs on the garrison. I think the extra casualties and disruption of the garrison make the assault more likely to succeed. A few times I've done this and took the base first turn, then wiped out the remnants the next turn. I hope to repeat this again in the current game.
Knowing the peril of Black Betty [whom I used to call Aunty Betty until RangerJoe wised me up[;)]] I moved VMF212 over from Efate and put them on CAP 100% for the first turn. I also left one base force in combat mode so the radar would be active. I am not sure, but I have heard that when a unit is in rest mode, the radar is not operated. Until I hear definitively from an authoritative source, I will assume the radar is not used in rest mode. To enhance the CAP over Luganville I had a carrier Wildcat unit on CAP at range of 4 as that would be the range of Wasp from Luganville when the air phase kicked in. The carrier CAP did not get called over to Luganville, which leads me wonder, will a nearby carrier CAP respond to a raid over a nearby friendly base? I tried to set LRCAP for Luganville at start of turn but it was too far away.
In any case, the local CAP was called on, with plenty of time to get organized. A huge Betty raid came in but was detected well in advance, thanks to the radar of the one base force that I did not put into rest mode. I received notification that some of them turned away as they were unescorted. Here is my first ever posting of a combat report:
AFTER ACTION REPORTS FOR Aug 06, 42
--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Luganville at 120,150
Weather in hex: Severe storms
Raid detected at 141 NM, estimated altitude 19,000 feet.
Estimated time to target is 49 minutes
Japanese aircraft
G4M1 Betty x 21
Allied aircraft
F4F-4 Wildcat x 19
Japanese aircraft losses
G4M1 Betty: 9 destroyed
No Allied losses
CAP engaged:
VMF-212 with F4F-4 Wildcat (4 airborne, 14 on standby, 0 scrambling)
4 plane(s) intercepting now.
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 5000 , scrambling fighters between 5000 and 17000.
Time for all group planes to reach interception is 30 minutes
Four hexes is too far for CAP to be effective. It doesn't just go to the base you want, it goes to every hex within four of the start point. And each hex is 40 nm across. Use LRCAP to cover a specific hex.
Also be wary of using up your precious carrier sorties on attacking land targets. The air units tend not to have high skill in that so they are not very effective and you need to be ready for the IJN when it arrives, not low on sorties.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
Good advice, BB. From past experience I have had the fight for the Tulagi base last 3 turns. Those boys are poorly supplied to begin with, so I find that the air strike and some extra shore bombardment attention helps that landing. If my plan works as I hope it does, I will be able to land my base forces with the invasion, then skedaddle back to Noumea [or the support group that I am sending to Luganville] for a rearm. I hope to not need the carrier support again until I bring up a supply convoy a few days later.
Yes, I hear you on the CAP. LRCAP was not an option as my carrier was out of range when it was the orders phase. It was a rookie Hail Mary play in case the Luganville Wildcats did not fly on the turn I transferred them in. They did very well, shooting down 9 Black Bettys.
You can set the mission for LRCAP at any range just like any other strike. It will let you know that the target is out of range but since you move into range, the air unit will do the mission.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).” ; Julia Child
I've got a fleet of AKs and such doing an amphibious supply unload at Port Moresby. Knowing that it might be a tempting target for an air strike, I sent up both P-39 squadrons on 100% CAP. I did the same over Port Milne, where I also have some ships unloading. I sent a squadron of Kittyhawk 1As over there to reinforce the one already there. No action there, but there was action at Port Milne; radar is ship saver. Only two Bettys got through the gauntlet, one got hit by flak, fortunately no ships hit:
AFTER ACTION REPORTS FOR Aug 16, 42
--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Port Moresby at 98,130
Weather in hex: Heavy cloud
Raid detected at 71 NM, estimated altitude 7,000 feet.
Estimated time to target is 24 minutes
Japanese aircraft
G4M1 Betty x 24
Allied aircraft
P-39D Airacobra x 34
Japanese aircraft losses
G4M1 Betty: 15 destroyed, 1 damaged
No Allied losses
Allied Ships
xAP Demodocus
xAP Murada
Aircraft Attacking:
2 x G4M1 Betty launching torpedoes at 200 feet
Naval Attack: 1 x 45cm T91 Mod 3 Torp
CAP engaged:
35th FG/41st FS with P-39D Airacobra (0 airborne, 10 on standby, 0 scrambling)
4 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 9000 , scrambling fighters between 6000 and 9000.
Time for all group planes to reach interception is 15 minutes
8th FG/80th FS with P-39D Airacobra (0 airborne, 14 on standby, 0 scrambling)
6 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 9000 , scrambling fighters between 3000 and 9000.
Time for all group planes to reach interception is 20 minutes
50% is what I normally set the CAP for, 50% for training. I do that with most of my fighters. Do you think I should put in a % for rest? I've got each squadron stuffed with extra pilots, so I try to squeeze every hour of each plane. I was recently told not to worry about plane fatigue as the ground crews will pull planes out for maintenance. As for all of my training units in rear areas, I've got it all set to 100% train. When you set a % to rest, is it that % of pilots who rest, that % of planes, or both? I'm still not crystal clear on optimal % settings, other than 50% CAP normally, 100% CAP for when the boys with bellbottoms are in town. I want their berths protected, so I don't have to put those horny boys up in town have the local chiefs complaining about sailors bothering the native girls.
I set the range to 0. If he wants the ships he has to come into my hex.
As always, advice is appreciated, gratefully.
P.S. Joe, I have a batch of fudge cooling in the fridge. First time in my life for making fudge.
The fudge does not need to cool but it will firm up.[:D][:D]
I usually use a 30% CAP with no rest. If the planes are not needed, they do not fly. But at 50% CAP and 50% Train, either the planes are used for CAP or training - no reserves and how much rest for the pilots? If I need to, then I use 30% CAP with 30% training. If more fighters are needed for CAP they will "scramble" which is why radar is important to give your fighters the warning so they can get into the air.
The film, Battle of Britain, bombs dropping while the fighters take off shows what happens with no warning. With warning, the film also shows what happens . . .
Look up "Bloody Foreigners" on youtube to see a Hurricane squadron that was activated during the battle.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).” ; Julia Child
With a range of 0, 50% CAP and 50% Training should work ok, with spare pilots and planes. You should still monitor the squadron’s average fatigue, and from time to time each plane and pilot’s too, just not too frequently. The biggest contributor to fatigue is the range of the flights.
The percentage is relative to number of serviceable planes, not pilots.
Thanks, Joe and Ambassador. I was wondering about what happens if you leave lower amounts of CAP set. I wasn't sure if they would scramble as needed, but you have reassured me they do. Thanks. I will implement that right now as I am about to fire up the game again.
Now another question: Will planes absolutely not fly in defense at all if the unit is set to stand down mode? I figure that would be a good way to rest both men and planes, but I fear the program would say to the pilots, "Yes, I know there is a raid coming in half an hour from now, but Mummy said rest so you will not be allowed to fly in self defense today, you'll just have to sit there and get bombed." As well, if you have, say 20 fighters with rest ordered at 50, will those 10 planes stay grounded, or will somebody come running and get them into the air?
My worst fear is having planes and pilots sit on the ground instead of getting into the air, just because a computer programmed order told them to. Does anyone know of a link where the subject of plane and pilot fatigue is laid out in detail?
My carriers are due to arrive in Noumea this turn. My plan was to set all carrier planes to stand down while the carriers rearm, refuel and do some minor repairs. I know I asked a similar question recently so after posting this I am going to find that thread. Somebody did me the courtesy of enlightening me so I owe it to them to seek it out, not be lazy and ask it again.
If the enemy has been sweeping with superior fighters, superior in numbers, quantity, and/or pilots, then stand down your fighters or move them out and let the AAA do their job on the bombers.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).” ; Julia Child
Betty came back for another dance. This time she brought some goons with her. Thanks to your advice I set my CAP% much lower, but thanks to radar warning was able to get up an interception:
Afternoon Air attack on TF, near Port Moresby at 98,130
Weather in hex: Clear sky
Raid detected at 62 NM, estimated altitude 10,000 feet.
Estimated time to target is 21 minutes
Japanese aircraft
A6M2 Zero x 8
G4M1 Betty x 3
Allied aircraft
Kittyhawk IA x 16
P-39D Airacobra x 19
CAP engaged:
35th FG/41st FS with P-39D Airacobra (1 airborne, 0 on standby, 0 scrambling)
1 plane(s) intercepting now.
Group patrol altitude is 9000 , scrambling fighters between 0 and 9000.
Raid is overhead
No.75 Sqd RAAF with Kittyhawk IA (1 airborne, 11 on standby, 0 scrambling)
1 plane(s) intercepting now.
0 plane(s) not yet engaged, 0 being recalled, 4 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 5000 and 15000.
Time for all group planes to reach interception is 18 minutes
16 planes vectored on to bombers
8th FG/80th FS with P-39D Airacobra (4 airborne, 12 on standby, 0 scrambling)
4 plane(s) intercepting now.
0 plane(s) not yet engaged, 0 being recalled, 2 out of immediate contact.
Group patrol altitude is 9000 , scrambling fighters between 1000 and 9000.
Time for all group planes to reach interception is 27 minutes
8 planes vectored on to bombers
P.S. She said the fudge was alright, but that next time I should make it with cocoa powder instead of baker's chocolate.
I've got a fleet of AKs and such doing an amphibious supply unload at Port Moresby. Knowing that it might be a tempting target for an air strike, I sent up both P-39 squadrons on 100% CAP. I did the same over Port Milne, where I also have some ships unloading. I sent a squadron of Kittyhawk 1As over there to reinforce the one already there. No action there, but there was action at Port Milne; radar is ship saver. Only two Bettys got through the gauntlet, one got hit by flak, fortunately no ships hit:
AFTER ACTION REPORTS FOR Aug 16, 42
--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Port Moresby at 98,130
Weather in hex: Heavy cloud
Raid detected at 71 NM, estimated altitude 7,000 feet.
Estimated time to target is 24 minutes
Japanese aircraft
G4M1 Betty x 24
Allied aircraft
P-39D Airacobra x 34
Japanese aircraft losses
G4M1 Betty: 15 destroyed, 1 damaged
No Allied losses
Allied Ships
xAP Demodocus
xAP Murada
Aircraft Attacking:
2 x G4M1 Betty launching torpedoes at 200 feet
Naval Attack: 1 x 45cm T91 Mod 3 Torp
CAP engaged:
35th FG/41st FS with P-39D Airacobra (0 airborne, 10 on standby, 0 scrambling)
4 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 9000 , scrambling fighters between 6000 and 9000.
Time for all group planes to reach interception is 15 minutes
8th FG/80th FS with P-39D Airacobra (0 airborne, 14 on standby, 0 scrambling)
6 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 9000 , scrambling fighters between 3000 and 9000.
Time for all group planes to reach interception is 20 minutes
And that's what happens when bombers pass their 'die rolls', and go in alone.
It is seldom that liberty of any kind is lost all at once. Hume
In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche