Pilot Training and A2A Tactics
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Pilot Training and A2A Tactics
I'm not new to the game but am certainly discovering new things on this forum (some of which may have changed with patches).
1. In order to coordinate land-based air raids should I or should I NOT set the escorts and bombers at the same altitude?
2. Fighter sweeps set at an altitude of 100 are supposed to strafe enemy planes at airbases(FAQ). Wouldn't the planes that are conducting the sweep be pounced upon by the CAP which might be flying at a higher altitude?
3. Does the altitude thing work with carrier launched strikes as well? If so, should all squadrons be set to an altitude of 5000 ft. as the torpedo bombers fly at that altitude? Also does the limit on the maximum aircraft per TF for that particular year in the war still hold true(for coordination)?
4. In the pilots screen, apart from TRACOM one can send pilots to Group or Reserve. What does each one do? ...and how can we use them to transfer pilots to different squadrons? Is it also worth teaching an experienced pilot a new set of skills for example, transferring a fighter pilot to a float plane squadron and set the unit to train so that the pilot might learn some dive bombing skills?
5. I have a couple of squadrons in North Pacific flying the Bolo level bombers. If I go to the upgrade option for them, there is none. Any solution?
6. When starting a campaign with Soviets active, they initially have a very weak air force especially those biplanes (I-153s). How can I best use them? Also with Soviets active and an aggressive Jap what is a good initial strategy, I mean overall (land, sea, air)?
7. Airborne operations worth it or not? Transports hardly manage to transport a smaller unit even after a week.
1. In order to coordinate land-based air raids should I or should I NOT set the escorts and bombers at the same altitude?
2. Fighter sweeps set at an altitude of 100 are supposed to strafe enemy planes at airbases(FAQ). Wouldn't the planes that are conducting the sweep be pounced upon by the CAP which might be flying at a higher altitude?
3. Does the altitude thing work with carrier launched strikes as well? If so, should all squadrons be set to an altitude of 5000 ft. as the torpedo bombers fly at that altitude? Also does the limit on the maximum aircraft per TF for that particular year in the war still hold true(for coordination)?
4. In the pilots screen, apart from TRACOM one can send pilots to Group or Reserve. What does each one do? ...and how can we use them to transfer pilots to different squadrons? Is it also worth teaching an experienced pilot a new set of skills for example, transferring a fighter pilot to a float plane squadron and set the unit to train so that the pilot might learn some dive bombing skills?
5. I have a couple of squadrons in North Pacific flying the Bolo level bombers. If I go to the upgrade option for them, there is none. Any solution?
6. When starting a campaign with Soviets active, they initially have a very weak air force especially those biplanes (I-153s). How can I best use them? Also with Soviets active and an aggressive Jap what is a good initial strategy, I mean overall (land, sea, air)?
7. Airborne operations worth it or not? Transports hardly manage to transport a smaller unit even after a week.
Re: Pilot Training and A2A Tactics
Two links that may help although they are older.irfanahmed1979 wrote: ↑Thu Jun 15, 2023 5:27 pm I'm not new to the game but am certainly discovering new things on this forum (some of which may have changed with patches).
1. In order to coordinate land-based air raids should I or should I NOT set the escorts and bombers at the same altitude?
It helps but there are many other things to consider.
2. Fighter sweeps set at an altitude of 100 are supposed to strafe enemy planes at airbases(FAQ). Wouldn't the planes that are conducting the sweep be pounced upon by the CAP which might be flying at a higher altitude?
Yes.
3. Does the altitude thing work with carrier launched strikes as well? If so, should all squadrons be set to an altitude of 5000 ft. as the torpedo bombers fly at that altitude? Also does the limit on the maximum aircraft per TF for that particular year in the war still hold true(for coordination)?
No, dive bombers won't dive bomb but would level bomb. The torpedo planes will go to a lower altitude to drop torpedoes.
4. In the pilots screen, apart from TRACOM one can send pilots to Group or Reserve. What does each one do? ...and how can we use them to transfer pilots to different squadrons? Is it also worth teaching an experienced pilot a new set of skills for example, transferring a fighter pilot to a float plane squadron and set the unit to train so that the pilot might learn some dive bombing skills?
Group stays in the squadron while Reserve allows you to send them to any squadron. Do NOT send experienced pilots to a new plane type just to learn a new skill since they will lose experience. That said, you can use float planes to train pilots to send to fighter and bomber units for permanent duty.
5. I have a couple of squadrons in North Pacific flying the Bolo level bombers. If I go to the upgrade option for them, there is none. Any solution?
The units might withdraw so just use them for training pilots. Don't bother to give them more aircraft if they withdraw.
6. When starting a campaign with Soviets active, they initially have a very weak air force especially those biplanes (I-153s). How can I best use them? Also with Soviets active and an aggressive Jap what is a good initial strategy, I mean overall (land, sea, air)?
Soviets active? Before August 1945? That means that someone made an error.
7. Airborne operations worth it or not? Transports hardly manage to transport a smaller unit even after a week.
Yes they are and this was discussed in a separate thread.
FAQ / Info for Newb's
https://www.matrixgames.com/forums/view ... 6&t=167065
The Air Mission Coordination Guide v2.1!
https://www.matrixgames.com/forums/view ... 6&t=175387
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Re: Pilot Training and A2A Tactics
I know there is a check-box option in the editor to start a scenario with the Soviets active for playing out hypothetical strategies. Is that what you are referring too? Otherwise the Russians shouldn't enter the war until August 1, 1945, unless the Japanese attack first or the Japanese fail to meet their garrison requirements in Manchukuo. By 1945, the Soviets have far more modern aircraft, a substantially beefed-up ground presence, and get an active navy when war is declared. It's more fully covered in section 8.6 of the manual.irfanahmed1979 wrote: ↑Thu Jun 15, 2023 5:27 pm 6. When starting a campaign with Soviets active, they initially have a very weak air force especially those biplanes (I-153s). How can I best use them? Also with Soviets active and an aggressive Jap what is a good initial strategy, I mean overall (land, sea, air)?
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Re: Pilot Training and A2A Tactics
As the game progresses, you should be able to upgrade those Bolos to everything from a B-25 Mitchell to a B-29 Superfortress. But at the start of a December 1941 scenario none of those planes are likely in the replacement pools or in most cases even being manufactured yet. The ability to upgrade also depends a great deal on airbase size and supply. The bigger, the better although you can always fly them to a larger base too. Anchorage, Alaska likely doesn't have enough supply on hand for aircraft upgrades at game start.irfanahmed1979 wrote: ↑Thu Jun 15, 2023 5:27 pm 5. I have a couple of squadrons in North Pacific flying the Bolo level bombers. If I go to the upgrade option for them, there is none. Any solution?
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Re: Pilot Training and A2A Tactics
Don't expect a lot of transport planes, especially at a grand campaign start. The Pacific never had anything quite like the epic parachute landings as in Europe. As the Allies you have to mass some widely-separated squadrons together to move even medium units and the heavier stuff like trucks and artillery often gets left behind. Transport planes also tend to be prone to high operational losses if you push them day-after-day. They're best at flying cargo. I find myself mostly using them to shift supplies over waters too hot at the moment for cargo ships--and China. As the Japanese, you can use the Ki-54 Hickories to drop dedicated raider units on undefended Allied bases if you plan ahead. Preparation points help here.irfanahmed1979 wrote: ↑Thu Jun 15, 2023 5:27 pm 7. Airborne operations worth it or not? Transports hardly manage to transport a smaller unit even after a week.
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Re: Pilot Training and A2A Tactics
Alright. Thank you gentlemen.
Re: Pilot Training and A2A Tactics
Who are you calling "gentlemen"?
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Re: Pilot Training and A2A Tactics
I think that he insulted me even though I don't work anymore!
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Re: Pilot Training and A2A Tactics
Strategy as Soviets? Run away with your air in the first few months, old airframes are xp fodder for Zero sweeps and they are in limited supply. MIG-3 can do something but not much. Train fighter pilots in backward bases, and execute CAP traps against Jap onslaught now and then. Your main countergame is on land cause you have helluva lot of troops and supplies. Just stick to non-open terrain and fortified bases to minimize Jap air effect, plus concentrate your AA. You can also push into Manchukuo from Vladi to threaten Harbin and make your opponent relocate stuff from China and make life easier there, but be wary of Jap air devastating your tanks in the open terrain.irfanahmed1979 wrote: ↑Thu Jun 15, 2023 5:27 pm 6. When starting a campaign with Soviets active, they initially have a very weak air force especially those biplanes (I-153s). How can I best use them? Also with Soviets active and an aggressive Jap what is a good initial strategy, I mean overall (land, sea, air)?
Strategy as Japan is the same regardless of player - push north east to cut off and eventually starve Vladivostok, provoke supply-burning activity, use land based air extensively against Soviet troops. So be prepaired for a slog as Soviets
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Re: Pilot Training and A2A Tactics
What others have said except.
1. It is not essential but, big but however it improves the odds bu an umpteenth factor. Don't know the exact odds but I'd work on 99% chance of coordination. If you have more than one raid from a bas or going to close targets then height is essential or the the combat routines will get confused.
2. Possibly yes but why would you do that? A fighter sweeps job is to engage CAP clearing the the way for further raids.
1. It is not essential but, big but however it improves the odds bu an umpteenth factor. Don't know the exact odds but I'd work on 99% chance of coordination. If you have more than one raid from a bas or going to close targets then height is essential or the the combat routines will get confused.
2. Possibly yes but why would you do that? A fighter sweeps job is to engage CAP clearing the the way for further raids.
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Re: Pilot Training and A2A Tactics
8. What is the CAP radius of aircraft that are set to CAP missions and LRCAP missions?
9. Does changing the altitude of dive bombers have an effect on their bombing accuracy and the same question for torpedo bombers?
9. Does changing the altitude of dive bombers have an effect on their bombing accuracy and the same question for torpedo bombers?
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Re: Pilot Training and A2A Tactics
You can set the radius of any CAP by clicking on the maximum range button under the current altitude settings. That's the hex radius it will fly. Usually, with fast decreasing effectiveness the further out you go. Most players probably keep it at zero for maximum effectiveness and less pilot fatigue, but there are times when you might need to spread out a little.irfanahmed1979 wrote: ↑Tue Oct 24, 2023 1:02 am 8. What is the CAP radius of aircraft that are set to CAP missions and LRCAP missions?
9. Does changing the altitude of dive bombers have an effect on their bombing accuracy and the same question for torpedo bombers?
When you set LRcap you need to specify a target for the CAP. It'll only cover that hex and it's own airfield depending on how you split the patrol level. If you go 100% LRcap it'll just cover the target hex. They'll gain fatigue more quickly too.
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Re: Pilot Training and A2A Tactics
If you set your dive bombers too high, they will perform level bombing and not dive bombing. That means they will hit much less than they could. Set your dive bombers to between 13,000 and 10,000 if you want them to be accurate. Set them higher if you want them to miss most of the time, but be slightly safer from flak. Don't set them too low or flak will eat them up, especially if Japanese. 10,000 feet seems to be my current default. You are usually safe at this level from the mid-range AA guns.irfanahmed1979 wrote: ↑Tue Oct 24, 2023 1:02 am Does changing the altitude of dive bombers have an effect on their bombing accuracy and the same question for torpedo bombers?
Torpedo bombers will come down to the deck regardless of set altitude to deliver their fish. Depending on defenses, flak often has a field day, but that is the lot of a torpedo bomber.
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Re: Pilot Training and A2A Tactics
Please read the air war guide here https://www.matrixgames.com/forums/view ... 3&t=396274. It's all there.irfanahmed1979 wrote: ↑Tue Oct 24, 2023 1:02 am 8. What is the CAP radius of aircraft that are set to CAP missions and LRCAP missions?
9. Does changing the altitude of dive bombers have an effect on their bombing accuracy and the same question for torpedo bombers?
8. The max CAP/LRCAP radius is 3 from the target hex, NOT from it's base. Extensive testing has shown no intercepts were ever carried out at a range greater than this. The further out the the intercept from the target the fewer ac engaged.
9. No to both, Read bombing and torpedo heights same document.
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Re: Pilot Training and A2A Tactics
Ok, thank you
Re: Pilot Training and A2A Tactics
16.3 talks about designating some groups as 'training groups' where they can be stacked with pilots but can't do any other missions than training. How exactly do we set groups to be training groups? That manual doesn't say.
Re: Pilot Training and A2A Tactics
You use the editor to designate them as training groups.
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'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


Re: Pilot Training and A2A Tactics
Re: Pilot Training and A2A Tactics
None of the AE campaigns or scenarios include the 16.3 Training Groups. It was an idea that never made it into the final game. RJ is correct in that you can designate Air Groups as "Trainers" in the Editor, but whether there is game code which will make use of that, I couldn't say.
Re: Pilot Training and A2A Tactics
Gotcha, thanks. I think all I'll do I use all the AGs that are set to withdraw in early 1942 as my training groups and keep them on CONUS East Coast and Western India and just raid them for partially trained pilots before I withdraw them.
Once I have a bunch of guys with 60-70ish skills I want I'll reassign them to some other groups not set to withdraw for fine tuning before sending them off to get combat experience. I figure i'll swap out pilots of groups about to be loaded onto ships so the delay to join the squadron expires while they are enjoying their cruise.
Once I have a bunch of guys with 60-70ish skills I want I'll reassign them to some other groups not set to withdraw for fine tuning before sending them off to get combat experience. I figure i'll swap out pilots of groups about to be loaded onto ships so the delay to join the squadron expires while they are enjoying their cruise.