D3A1 vs D3A2

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!

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Coach Zuck
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D3A1 vs D3A2

Post by Coach Zuck »

My game is currently at the 31st of July 1942. "Tomorrow" D3A2 Vals will be available. Is the +27 mph Max speed of the D3A2, better than the the extra hex range of the D3A1?

Should have asked question earlier but have been swamped..... damn real life interrupting my WitP time!
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geofflambert
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RE: D3A1 vs D3A2

Post by geofflambert »

They use the same engine, so that's not an issue. They're both rated at service level one so that isn't either. There is certainly no reason to convert factories to the 2 version if it costs anything (and I can't think of a situation where that would be the case, offhand)if you're converting a non Val factory to a Val factory, go with the D3M2. Also it is wise to keep at least one factory open while any squadron is using them until you can afford to ditch their airframes and replace them with the new one. Despite the range advantage I recommend having your last D3A1 squadron land based. In any carrier battle the D3A2's range will be adequate assuming you operate the fleet properly (have a reaction range). You should assume your attack will be a one shot deal and the D3A2 has a better chance of delivering hits.

Part of what I said sounds contradictory but you know what I mean. Or if you don't, do not convert every D3A1 factory to D3A2 (which is free)until only one squadron uses them and they don't have enough planes. Alternatively you could convert that squadron to a training squadron, which does not require a full complement of planes to operate effectively.

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Jorge_Stanbury
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RE: D3A1 vs D3A2

Post by Jorge_Stanbury »

267 mph is still slower than the slowest fighter you will find in mid 42

I would take the longer range Val for the few more months left on it... remember Judy (at 343mph; 500kg bomb) comes in November 42, even earlier if you accelerate. And this plane is worth accelerating
GetAssista
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RE: D3A1 vs D3A2

Post by GetAssista »

Range os what keeps you away from early Allied TBs and fighters, don't squander it for measly 27 mph on D3A2
ORIGINAL: Jorge_Stanbury
remember Judy (at 343mph; 500kg bomb) comes in November 42, even earlier if you accelerate
Depends on scenario, Judy arrival is 4/43 in stock 1. And yes, it is the most desirable plane for R&D other than fighters
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Jorge_Stanbury
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RE: D3A1 vs D3A2

Post by Jorge_Stanbury »

Yes, I play DBB-C
it is 4/43 in stock
Coach Zuck
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RE: D3A1 vs D3A2

Post by Coach Zuck »

Playing Stock Scenario 2.
JUDY not available to 1/43.

So Range more important than speed?
GetAssista
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RE: D3A1 vs D3A2

Post by GetAssista »

ORIGINAL: Coach Zuck
So Range more important than speed?
Would you ask this if it was +1 mph instead of +27? It's all relative.
In case of fighters, every inch would count late war to escape +50 mph malus. In this case, loss of range is not worth it.
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BBfanboy
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RE: D3A1 vs D3A2

Post by BBfanboy »

ORIGINAL: GetAssista
ORIGINAL: Coach Zuck
So Range more important than speed?
Would you ask this if it was +1 mph instead of +27? It's all relative.
In case of fighters, every inch would count late war to escape +50 mph malus. In this case, loss of range is not worth it.
Is there perhaps a durability improvement with the new model Val? A bit of armour could cut your losses in planes and pilots. Perhaps even keep an aircraft on its dive attack while AA fragments are pinging off the armour rather than filling the windscreen with oil.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
GetAssista
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RE: D3A1 vs D3A2

Post by GetAssista »

BBfanboy,
higher max speed, lower endurance and range, higher max alt and climb. That's it, everything else is identical.

Kates can carry torps to 7 hexes, so I would use D3A1 even if it was more vulnerable than D3A2, just for a chance to have some more meatshields for your heaviest hitters in 7 hex strikes. And 6 hex to 7 hex is a big increase in area covered (~35%).
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koniu
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RE: D3A1 vs D3A2

Post by koniu »

ORIGINAL: GetAssista

BBfanboy,
higher max speed, lower endurance and range, higher max alt and climb. That's it, everything else is identical.

Kates can carry torps to 7 hexes, so I would use D3A1 even if it was more vulnerable than D3A2, just for a chance to have some more meatshields for your heaviest hitters in 7 hex strikes. And 6 hex to 7 hex is a big increase in area covered (~35%).
+1
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Encircled
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RE: D3A1 vs D3A2

Post by Encircled »

The range is the key really.

I only build it in very small units so I can upgrade my plans (playing with PDU off)
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PaxMondo
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RE: D3A1 vs D3A2

Post by PaxMondo »

ORIGINAL: koniu

ORIGINAL: GetAssista

BBfanboy,
higher max speed, lower endurance and range, higher max alt and climb. That's it, everything else is identical.

Kates can carry torps to 7 hexes, so I would use D3A1 even if it was more vulnerable than D3A2, just for a chance to have some more meatshields for your heaviest hitters in 7 hex strikes. And 6 hex to 7 hex is a big increase in area covered (~35%).
+1
+2
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crsutton
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RE: D3A1 vs D3A2

Post by crsutton »

Meh, both will die just as easily...
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Lowpe
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RE: D3A1 vs D3A2

Post by Lowpe »

Ok, I am building the D3A2![X(]

PDU off game with Jocke.

I think there is quite a bit of flavor in building the less than optimal designs, and anyhow, the plane will see use in my game as the primary Navy divebomber for a while.

Yep, I will take the one hex range hit...but I will enjoy using them until the Judies come along, and even then I will probably leave a few squadrons flying them to train, and or perhaps late, late war kamikaze/db role. Divebombers are always very useful.

Of course so much depends upon how the game plays out.



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rustysi
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RE: D3A1 vs D3A2

Post by rustysi »

Kates can carry torps to 7 hexes

I seem to recall that there's a hard coded limit to the distance a CV TF will launch a strike. Something like 6 hexes for Japan, and 5 hexes for the Allies. Anyone know if that's true?
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Lokasenna
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RE: D3A1 vs D3A2

Post by Lokasenna »

ORIGINAL: rustysi
Kates can carry torps to 7 hexes

I seem to recall that there's a hard coded limit to the distance a CV TF will launch a strike. Something like 6 hexes for Japan, and 5 hexes for the Allies. Anyone know if that's true?

It's 8 for Japan and 7 for Allies, however there is the special CV TF reaction if they detect an enemy CV TF within a certain range.
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rustysi
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RE: D3A1 vs D3A2

Post by rustysi »

Thanks.
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

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Alpha77
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RE: D3A1 vs D3A2

Post by Alpha77 »

Maybe the small speed increase is useful. Even if still much slower than the Allied fighters. Lets say the CAP has no optimal position to reach your strike then the + on speed could help to get to the target without every cap fighter reaching you (they may hit you after you drop the bomb of course)....also another maybe if the fighter is already damaged its speed my be lowered and it would catch the older VAL but not the not the newer one. Not sure if the above aspects are moddeled...
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