Test Game Ver. 1096e/1.0.4.1106i 1EyedJacks (J) vs Nemo121 (A)
Posted: Sat Dec 26, 2009 6:43 pm
Pre-Game Notes:
AE 1096e
Scenario 2
Opponent - Fionn (Nemo121)
Game-style will be an anything-goes try-to-break-the-bank game
I'll be playing the Japanese side of the board.
My intent is to use this AAR as a learning forum and to discuss strategies for Japan.
So I'm looking @ 3 possible opening moves with my carrier forces:
1. Hit PH with TB on naval/port attack and DB on airfield attack. Fighters will perform CAP/Escort/Airfield Attack/Sweep missions. KB will loiter for 2-4 days so I can gain as many possible points from sinking BBs and ground-killing air units as possible. After T0 DB would split on Airfield/ASW missions.
2. Hit the Philipines with TB on port attack @ Manila and DB on Airfield attack of Clarke. Fighters will perform CAP/Escort/Airfield Attack/Sweep missions for Manila/Clark. This attack would be enhanced with LB and Zeroes from Formosa. The intent here is to sink as many subs as possible, gain immediate air superiority of the Philipines, and speed up my invasion of the Philipines.
3. Hit Singapore, Malaya with TB on port attack and DB on Airfield attack. Fighters will perform CAP/Escort/Airfield Attack/Sweep missions. This attack would be enhanced with LB and Zeroes from Indochina. The intent here is to sink as many ships as possible @ Singapore, destroy as many aircraft as possible in the Malaya/Sumatra/Borneo area, and speed up my invasion of this area.
For ground units I'll be working any artillery advantage I can get (Fionn knows this and expects it). I'm hoping that Ground attacks from LB as well as Bombardment attacks from my navy will be equally effective. So I'll be gutting Manchukuo of Artillery, Armor, Engineers, air units, and AA units. I'll also toggle off replacements for my Kwantung Army forces. I want to make a strong push in China, Philippines, Borneo, Malaya, and the DEI. I'll want to try and create an island ring with lotsa AA, fighters, Betties, and probably use subs on patrol as a forward picket. I wonder how bad I'll get hamstrung with garrison duties in China? Although I won't need to spend PP I want to do some experimenting to see what kind of effects HQ has.
For subs I plan to heavily patrol the Java Sea, Makassar Straight (for the 1st month or so), the Southeast coast of Oz, and the west coast of the US. So I'll need supply depots and AS ships to service my sub operations. Truk, Babeldaob, Kwajalein, and Saigon will probably be my initial home ports for sub operations.
I'm very weak on Japanese production in AE. Does anyone have some absolutely-Japan-has-gotta-do moves geared towards production for T0? Are there any ports/airfields you would start building up from T0? And why? I plan to bump up production of Zeroes, Sally-IIs, Oscars, and Bettys. I'll look for something that is
TF Commander vs Ship CO vs Squadron Commander - how do these three "characters" impact flight operations - does anyone know? I assume TF Commander is used to see how many aircraft fly from a squadron - some kind of a fatigue/moral check?
On all of the carriers the CO has a high AIR rating which makes me wonder why? Their AIR rating is used for dice rolls too?
Things 2 Remember List:
1. Don't Disband TFs on T0. I had disbanded TF3 on T0 trying to upgrade Claudes to Zeroes. After I did this brilliant move all of my TFs from TF3 downward lost their 1st turn move bonus.
2. Don't prep a LCU for Strategic Move and expect to use it on an Amphibious TF. LCU need to be in Combat mode.
Notes on Dive Bombers
Clipped from the forums and posted by Michaelm – www.matrixgames.com/forums/tm.asp?m=2347631
Mission: Bombing
A/c Type: DB
• Altitude 10-15k
o Diving attack
• Altitude 16-19k
o Glide Attack
• Altitude <1k
o Low level attack
• Altitude 20+ or >1 & <10
o Normal horizontal attack
Diving attacks have a better chance of hitting then the Glide attack
Primary pilot skill NAVAL_BOMB increases chance to hit shipping
Glide attacks have a better chance to hit then a horizontal attack
Diving attack exit altitude is 1-4k
Glide attack exit altitude is 2-5k
Notes on Fighter Tactics
Game Date 12.28.41 – regarding stats below:
Altitude Ranges---->------------->--------------- <10/15/20/31/>32
P40B------GV14--SPD352--Range14/06/05-------19/19/15/11/07----------ALT(32,400)
P40E------GV18--SPD354--Range26/4(5)/5(6)---16/16/11/06/02----------ALT(29,000)
Buflo------GV12--SPD313--Range16/6/5----------17/17/14/11/08----------ALT(30,500)
H81-A3----GV14-SPD345--Range14/6/5----------19/19/15/11/07----------ALT(32,400)
A6M2------GV12--SPD331--Range35/9(14)/7(11)-33/33/27/21/10--------ALT(32,810)
Claude----GV04--SPD270--Range14/4(6)/3(5)----44/35/26/17/08--------ALT(27,500)
Oscar 1c--GV06--SPD305--Range31/6(12)/5(10)-46/46/37/28/19--------ALT(38,500)
Ki-44Tojo-GV10--SPD360--Range11/5(5)/4(4)----25/25/20/15/10--------ALT(35,500)
I’ve been running my Zeroes @ 14k to 15k based on what I’ve read from some of the posts I read regarding best range bands to be in for airframe performance. My thoughts were that if I fly my Zeroes in their best performance band and with superior pilots that I’d be pretty much invincible during the onset of the war. So far I’ve found this to not be the case.
I’ve lost 93 zeroes in air-to-air losses as of 12.28.41. They are as follows:
04-----------Airfield Attack------------------ >01%
12-----------CAP/LRCAP--------------------- ~10%
24-----------Escort--------------------------- ~30%
53-----------Sweep--------------------------- ~60%
Fionn’s estimated air-to-air losses over 2 weeks (Based on Tracker Stats):
** There’s really no way to tell but my WAG is that losses are probably around 95% CAP/LRCAP.
P-40E-------------078
Buffalo I----------048
P-40B-------------024
P-35A-------------022
P-26A-------------015
H81-A3-----------014
B-339D-----------007
Blenheim IF------005
CW-21B----------004
75A-7 Hawk-----003
--------------------220--------------Note also - Allied LB A2A losses r ~66------- & Float Planes ~13 losses
Right now I’m running slightly better than a 2:1 ratio in enemy fighter kills verses zero losses. The problem with this is that from the airframe stats and current pilot skill levels I think this should really be somewhere around a 7:1 ratio or higher.
Although it’s hard to estimate, I’d say that roughly 1/5th of the Japanese zero losses have been when the odds were in favor of the allies (ie Fionn was able to field more fighters to the engagement then I was).
About 85% of my losses were over enemy territory.
About 65% of my zero losses were in the extended range, which I think is a strong contributing factor to the loss of 24 airframes listed as Operational losses.
Fionn’s tactics seem to be to climb his fighters up to 30k to get the bounce. My initial thoughts were that this tactic would be ineffective while I'm flying better airframes with better pilots in their preferred altitude range.
With the loss of ~250 allied fighters (a WAG while factoring in ground kills and operational losses) Fionn has to be hurting for fighters. I’d bet the majority of his fighters are now near Palambang providing CAP over Singapore.
I think for the next 2 weeks I’ll modify my fighter tactics to the following:
• Zero/Oscar 1c aircraft on Sweep will run with a majority @ an altitude of 32k
o This should give me a distinct advantage from pilot VS pilot skill and from airframe VS Airframe
• I’ll try some combo sweeps with Zeroes & Oscars @ high altitude and at staggered altitudes to see which is more effective
• LB will fly @ 10k with escorts matching location/Altitude settings
o I’ll try to sweep B4 bombing
AE 1096e
Scenario 2
Opponent - Fionn (Nemo121)
Game-style will be an anything-goes try-to-break-the-bank game
I'll be playing the Japanese side of the board.
My intent is to use this AAR as a learning forum and to discuss strategies for Japan.
So I'm looking @ 3 possible opening moves with my carrier forces:
1. Hit PH with TB on naval/port attack and DB on airfield attack. Fighters will perform CAP/Escort/Airfield Attack/Sweep missions. KB will loiter for 2-4 days so I can gain as many possible points from sinking BBs and ground-killing air units as possible. After T0 DB would split on Airfield/ASW missions.
2. Hit the Philipines with TB on port attack @ Manila and DB on Airfield attack of Clarke. Fighters will perform CAP/Escort/Airfield Attack/Sweep missions for Manila/Clark. This attack would be enhanced with LB and Zeroes from Formosa. The intent here is to sink as many subs as possible, gain immediate air superiority of the Philipines, and speed up my invasion of the Philipines.
3. Hit Singapore, Malaya with TB on port attack and DB on Airfield attack. Fighters will perform CAP/Escort/Airfield Attack/Sweep missions. This attack would be enhanced with LB and Zeroes from Indochina. The intent here is to sink as many ships as possible @ Singapore, destroy as many aircraft as possible in the Malaya/Sumatra/Borneo area, and speed up my invasion of this area.
For ground units I'll be working any artillery advantage I can get (Fionn knows this and expects it). I'm hoping that Ground attacks from LB as well as Bombardment attacks from my navy will be equally effective. So I'll be gutting Manchukuo of Artillery, Armor, Engineers, air units, and AA units. I'll also toggle off replacements for my Kwantung Army forces. I want to make a strong push in China, Philippines, Borneo, Malaya, and the DEI. I'll want to try and create an island ring with lotsa AA, fighters, Betties, and probably use subs on patrol as a forward picket. I wonder how bad I'll get hamstrung with garrison duties in China? Although I won't need to spend PP I want to do some experimenting to see what kind of effects HQ has.
For subs I plan to heavily patrol the Java Sea, Makassar Straight (for the 1st month or so), the Southeast coast of Oz, and the west coast of the US. So I'll need supply depots and AS ships to service my sub operations. Truk, Babeldaob, Kwajalein, and Saigon will probably be my initial home ports for sub operations.
I'm very weak on Japanese production in AE. Does anyone have some absolutely-Japan-has-gotta-do moves geared towards production for T0? Are there any ports/airfields you would start building up from T0? And why? I plan to bump up production of Zeroes, Sally-IIs, Oscars, and Bettys. I'll look for something that is
TF Commander vs Ship CO vs Squadron Commander - how do these three "characters" impact flight operations - does anyone know? I assume TF Commander is used to see how many aircraft fly from a squadron - some kind of a fatigue/moral check?
On all of the carriers the CO has a high AIR rating which makes me wonder why? Their AIR rating is used for dice rolls too?
Things 2 Remember List:
1. Don't Disband TFs on T0. I had disbanded TF3 on T0 trying to upgrade Claudes to Zeroes. After I did this brilliant move all of my TFs from TF3 downward lost their 1st turn move bonus.
2. Don't prep a LCU for Strategic Move and expect to use it on an Amphibious TF. LCU need to be in Combat mode.
Notes on Dive Bombers
Clipped from the forums and posted by Michaelm – www.matrixgames.com/forums/tm.asp?m=2347631
Mission: Bombing
A/c Type: DB
• Altitude 10-15k
o Diving attack
• Altitude 16-19k
o Glide Attack
• Altitude <1k
o Low level attack
• Altitude 20+ or >1 & <10
o Normal horizontal attack
Diving attacks have a better chance of hitting then the Glide attack
Primary pilot skill NAVAL_BOMB increases chance to hit shipping
Glide attacks have a better chance to hit then a horizontal attack
Diving attack exit altitude is 1-4k
Glide attack exit altitude is 2-5k
Notes on Fighter Tactics
Game Date 12.28.41 – regarding stats below:
Altitude Ranges---->------------->--------------- <10/15/20/31/>32
P40B------GV14--SPD352--Range14/06/05-------19/19/15/11/07----------ALT(32,400)
P40E------GV18--SPD354--Range26/4(5)/5(6)---16/16/11/06/02----------ALT(29,000)
Buflo------GV12--SPD313--Range16/6/5----------17/17/14/11/08----------ALT(30,500)
H81-A3----GV14-SPD345--Range14/6/5----------19/19/15/11/07----------ALT(32,400)
A6M2------GV12--SPD331--Range35/9(14)/7(11)-33/33/27/21/10--------ALT(32,810)
Claude----GV04--SPD270--Range14/4(6)/3(5)----44/35/26/17/08--------ALT(27,500)
Oscar 1c--GV06--SPD305--Range31/6(12)/5(10)-46/46/37/28/19--------ALT(38,500)
Ki-44Tojo-GV10--SPD360--Range11/5(5)/4(4)----25/25/20/15/10--------ALT(35,500)
I’ve been running my Zeroes @ 14k to 15k based on what I’ve read from some of the posts I read regarding best range bands to be in for airframe performance. My thoughts were that if I fly my Zeroes in their best performance band and with superior pilots that I’d be pretty much invincible during the onset of the war. So far I’ve found this to not be the case.
I’ve lost 93 zeroes in air-to-air losses as of 12.28.41. They are as follows:
04-----------Airfield Attack------------------ >01%
12-----------CAP/LRCAP--------------------- ~10%
24-----------Escort--------------------------- ~30%
53-----------Sweep--------------------------- ~60%
Fionn’s estimated air-to-air losses over 2 weeks (Based on Tracker Stats):
** There’s really no way to tell but my WAG is that losses are probably around 95% CAP/LRCAP.
P-40E-------------078
Buffalo I----------048
P-40B-------------024
P-35A-------------022
P-26A-------------015
H81-A3-----------014
B-339D-----------007
Blenheim IF------005
CW-21B----------004
75A-7 Hawk-----003
--------------------220--------------Note also - Allied LB A2A losses r ~66------- & Float Planes ~13 losses
Right now I’m running slightly better than a 2:1 ratio in enemy fighter kills verses zero losses. The problem with this is that from the airframe stats and current pilot skill levels I think this should really be somewhere around a 7:1 ratio or higher.
Although it’s hard to estimate, I’d say that roughly 1/5th of the Japanese zero losses have been when the odds were in favor of the allies (ie Fionn was able to field more fighters to the engagement then I was).
About 85% of my losses were over enemy territory.
About 65% of my zero losses were in the extended range, which I think is a strong contributing factor to the loss of 24 airframes listed as Operational losses.
Fionn’s tactics seem to be to climb his fighters up to 30k to get the bounce. My initial thoughts were that this tactic would be ineffective while I'm flying better airframes with better pilots in their preferred altitude range.
With the loss of ~250 allied fighters (a WAG while factoring in ground kills and operational losses) Fionn has to be hurting for fighters. I’d bet the majority of his fighters are now near Palambang providing CAP over Singapore.
I think for the next 2 weeks I’ll modify my fighter tactics to the following:
• Zero/Oscar 1c aircraft on Sweep will run with a majority @ an altitude of 32k
o This should give me a distinct advantage from pilot VS pilot skill and from airframe VS Airframe
• I’ll try some combo sweeps with Zeroes & Oscars @ high altitude and at staggered altitudes to see which is more effective
• LB will fly @ 10k with escorts matching location/Altitude settings
o I’ll try to sweep B4 bombing
