Historical Japanese Squadron Structures

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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Peiper1944
Posts: 100
Joined: Tue Aug 26, 2014 1:41 pm
Location: Germany

Historical Japanese Squadron Structures

Post by Peiper1944 »

Suggestion: Historical Japanese Squadron Structures
Topic: Squadron organization in WITP-AE for more realism & roleplaying

Hello everyone,

I've recently spent a lot of time researching the Chitose Ku S-1 (Zero unit) and thought about how to structure it in-game in a historically accurate and roleplay-friendly way. I'd like to share my solution here — maybe it's useful for others or you have additional suggestions:

Objective:
Realistically organize 27 aircraft of the Chitose Ku S-1 into:

3 Chūtai (medium squadrons of 9 aircraft each)
Each Chūtai split into 3 Shōtai (combat elements of 3 aircraft each)

This reflects the actual organizational structure used by the Imperial Japanese Navy Air Service.

Implementation in WITP-AE (simple & practical):

In the Editor:
• Split Chitose Ku S-1 into three 9-pilot units:
- Chitose Ku S-1 / 1st Chūtai
- Chitose Ku S-1 / 2nd Chūtai
- Chitose Ku S-1 / 3rd Chūtai

In the game:
• Each 9-plane unit can be further split into 3 groups of 3 (Shōtai)
• Example internal notation (for savegames or AAR tracking):
- Chitose Ku S-1 / 2nd Chūtai / 1st Shōtai → e.g., Yamashita (leader), Komatsu, Fukumoto
- Chitose Ku S-1 / 2nd Chūtai / 2nd Shōtai → e.g., Okano (leader), Yoshino, Watanabe

Advantages:
Historically accurate: mirrors IJNAS structure (1 Chūtai = 3 Shōtai)
RP-friendly: lets you assign individual Shōtai leaders (e.g., Nishizawa as wing leader)
Technically safe: no conflict with auto-upgrades or script logic
Easy to remember: 1x27 → 3x9 → 9x3 (clean structure)

Question for the community:
Has anyone already implemented this kind of setup?
Are there better ways to preserve Shōtai-level structure in-game or manage them more elegantly ?
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RangerJoe
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Joined: Mon Nov 16, 2015 2:39 pm
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Re: Historical Japanese Squadron Structures

Post by RangerJoe »

Personally, I think that is too complicated for this game. Also, for aircraft carriers with a limit of 5 air units, that could quickly mean that none of those aircraft fly from the carrier unless it is to land and an airfield on solid ground.
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