loki100
Posts: 10920
Joined: 10/20/2012 From: Utlima Thule Status: offline
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quote:
ORIGINAL: John B. Thanks for this AAR. It was very interesting and good to see the the AI can put up a bit of a fight. I think the Axis AI is more than good enough. Clearly it can be essentially re-active which helps but I've found this with the Allies vs the AI is a very enjoyable game quote:
ORIGINAL: MrBlizzard Very nice AAR, thanks for sharing all these useful comments. I'll re-read it from the start. Thanks, yes the idea was to develop the more direct answers to specific questions and put something that offered some sort of context. There are other vs AI AARs but they are also from very early versions of the game quote:
ORIGINAL: bomccarthy quote:
ORIGINAL: loki100 One thing I'd forgotten is that fuel tanks don't just increase the range (ie the obvious visual feedback) but also mileage, in other words the ability to return to the same targets many times. So a plane with no fuel tanks may have a heavier bomb load but may drop less bombs in the week due to making less missions. I think I am missing something here - the ability to fly more missions in a week is based on availability each day, correct? This would be affected by crew and airplane fatigue/damage and recovery/repair while not flying. Now, there may be increased operational losses when trying to fly long-distance missions without extra fuel tanks, as planes run out of fuel and crash, and escorts may have to turn back early as they run low on fuel, leaving the bombers vulnerable to attack over the target and on their return flight. This would definitely affect the day-to-day availability of planes as the week progressed. The ability to fly multiple missions in a single day would be based on fatigue/damage of the aircrew and the airplane as the day wore on, as well as distance to the target and speed (i.e., round trip from southeastern England to northwest France is a couple of hours, while the round trip from southeast England to Berlin is 7+ hours). The cruise speed and time traveling to and from a target remains the same with or without extra fuel tanks. I recall that the increased number of sorties possible during longer daylight in the summer is represented by a boost to interdiction results between May and August. I don't know if the game simulates the US shuttle escort operations (P-47s accompany the bombers on the ingress until Belgium, P-38s and P-51s pick up the bombers and escort them close to the target, additional P-51s pick up the bombers over the target and on the initial return leg, and the original P-47s (now refueled) pick up the bombers for their final return leg). I know the game doesn't simulate the 8th AF fighter tactics - once they handed the bombers over to the next fighter escort groups, they returned to England "on the deck", ambushing German aircraft in takeoff and landing patterns, strafing their airfields, and shooting up trains. Just sticking to the issue of how fuel tanks interact. The truth is I am not sure, but it seems to generate a greater total mileage for your planes and thus the ability to fly more. Now being a statistician (ahem), I just had to go and test this. So here are the results from a Summer 1944 turn (so no bad weather effects). I turned off the other air ADs and just ran a recon, linked AS and strategic bombing mission by the bulk of 8 AAF. Clearly this is just one run on each model, but here are the saves if anyone wants to run multiple tests: https://we.tl/M3weCbQDcC (this is a wetransfer link, just click and it will give you access to the files). So test 1, I sent the cluster of strategic bombers with the heaviest bomb payload and no extra fuel tanks. This gave 6 * 1000lb for the B-17s and 8 for the B-24s (both types). So in this case all 1,000 bombers can reach the target without extra fuel I set up the AD on this pattern, so fairly normal for a strategic bombing mission (my approach anyway) with breaks and keep D1 clear so that the recon can take effect. Here's the results, note the very low commitment compared to notional numbers and that I got around 870 bombers over the target in the week And the losses, didn't lose very many bombers For test 2 I used the standard fuel+bombs payload so the B-17s carried 3 bombs and the B-24s carried 4. This time I had 1,600 bombers over target - so each flew about 50% of the missions (in theory if everyone had joined each day I would have had 3,000 bomber/missions). And the losses - I only lost 9 more bombers despite doubling the intensity of the mission. Trying to compare results is hard, but roughly on the first set up I knocked out 1 HI, 14 Fuel and <1 manpower points For the second mission, knocked out 1.5 manpower, 8 HI and 6 fuel points. Clearly needs multiple runs to eliminate the sometimes extreme random elements but I'd say that suggests two things: a) fuel tanks don't just extend range but also available mileage, I went from 870/3000 bomber missions to 1600/3000 bomber missions with no noticeable increase in bomber losses. b) The number of bombs matter. In the first test [1] I dropped more bombs (say roughly 870*7 approx 6,500) than in the second (again roughly lets say 1600*3.5=5,000) and did more damage. So the trade off is a bit unclear, really needs about 10 runs at each but the two clear results are more bomber/missions with fuel tanks and more dropped bombs without. The first mission was also mildly more efficient in terms of losses for the damage inflicted. [1 - in the first test the B-17s had 6 bombs and the B-24s 8]
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