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Loadouts - 8/16/2020 8:06:28 AM   
The_Serious_Strategy_Gamer

 

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Hey guys,

I can not seem to find good information on ideal loadouts. So I would greatly appreciate your input on the following;

First: I mainly ran with the assumption that against:
- Manpower: Use incendiaries
- Industry: Use explosives
- Naval: Torpedos and Mines
- Units&Interdiction: Rockets, otherwise explosives

Is that correct? For example I was told that incendiaries would also be effective against oil/fuel.

Second: What bomb size?
When using explosives maximise the overall ordnance dropped. But then do you rather pick 1x4000lb, 4x1000lb or 8x500lb? I mainly ran large bombs against industrial targets, medium against railyards and smaller ones against units, but does that make sense?

< Message edited by The_Serious_Strategy_Gamer -- 8/16/2020 8:13:45 AM >
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RE: Loadouts - 8/16/2020 9:34:03 AM   
loki100


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From: Utlima Thule
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yes, with a few extra bits.

Correct about manpower, indeed for what I call VP bombing (ie manpower + HI) the classic British payload is ideal.

For industrial bombing, usually fewer but heavier is better (esp for U-Boats where the Lancaster's with the ultra-heavy bombs are very useful)

Naval - yep

If I go for fuel I revert to HE only. The British payload was designed for its target (they actually built terraces to German pre war standards to work out what burnt well). The idea is a small bomb blew open the roof and then the incediaries got into the attic space, from there the fire spread (this was researched in meticulous, quite horrible, detail by the RAF). They are not a sort of early napalm.

For unit bombing, it becomes a bit complex. Interdiction is best done with rockets and/or lots of small bombs. Unit and GS missions are best with 500lb bombs but there are times when you want 1000lb. All this is hard to test so its a bit by feel, but its worth looking at the blast radius and attack values. In effect a unit dug into hilly terrain needs a big bomb to really disrupt them.

The whole issue here is you want disrupted elements, those in turn don't fight in any subsequent ground combat. Outright kills are secondary.

So the trade off between volume and size is situational. If I am hitting U-boats or tank production I go for few/heavy, if I am running interdiction I'll rely on many/light. 500lb bombs are pretty good for rail yards.

Towards the end of the game, you start to get some odd load outs. The P-47s and I think the P-51s get a napalm option. This appears underwhelming in terms of losses but it disrupts a lot. Equally the US rocket/bomb combination is ideal.

Its all a bit feng shui to be honest but have a look at the 2 AARs of swapped games between myself and Glorious Ruse. By the second game the allies had got tactical bombing to a level where it could dismantle anything. In return I bombed 2 US armoured divisions into oblivion.

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RE: Loadouts - 8/16/2020 12:06:55 PM   
The_Serious_Strategy_Gamer

 

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Joined: 7/11/2020
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quote:

ORIGINAL: loki100

yes, with a few extra bits.

Correct about manpower, indeed for what I call VP bombing (ie manpower + HI) the classic British payload is ideal.

For industrial bombing, usually fewer but heavier is better (esp for U-Boats where the Lancaster's with the ultra-heavy bombs are very useful)

Naval - yep

If I go for fuel I revert to HE only. The British payload was designed for its target (they actually built terraces to German pre war standards to work out what burnt well). The idea is a small bomb blew open the roof and then the incediaries got into the attic space, from there the fire spread (this was researched in meticulous, quite horrible, detail by the RAF). They are not a sort of early napalm.

For unit bombing, it becomes a bit complex. Interdiction is best done with rockets and/or lots of small bombs. Unit and GS missions are best with 500lb bombs but there are times when you want 1000lb. All this is hard to test so its a bit by feel, but its worth looking at the blast radius and attack values. In effect a unit dug into hilly terrain needs a big bomb to really disrupt them.

The whole issue here is you want disrupted elements, those in turn don't fight in any subsequent ground combat. Outright kills are secondary.

So the trade off between volume and size is situational. If I am hitting U-boats or tank production I go for few/heavy, if I am running interdiction I'll rely on many/light. 500lb bombs are pretty good for rail yards.

Towards the end of the game, you start to get some odd load outs. The P-47s and I think the P-51s get a napalm option. This appears underwhelming in terms of losses but it disrupts a lot. Equally the US rocket/bomb combination is ideal.

Its all a bit feng shui to be honest but have a look at the 2 AARs of swapped games between myself and Glorious Ruse. By the second game the allies had got tactical bombing to a level where it could dismantle anything. In return I bombed 2 US armoured divisions into oblivion.

Thanks! Thought so, but overall the information in the manual and in-game all seems so fluffy when its even there.

(in reply to loki100)
Post #: 3
RE: Loadouts - 8/16/2020 1:03:49 PM   
Laits


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I would add that the fortification level matter when you want to bomb a unit. You could be disappointed using light payloads against a well entrenched unit.

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RE: Loadouts - 8/16/2020 6:47:01 PM   
GloriousRuse

 

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Everyone else has far more loadout experience and has hit all the points I could comment on, so the only thing I'll add is this: sometimes the best load out is showing up with twice as many bombers as you think you should. The great trap of the WitX series is that while you can adjust details until you're coming in at 10,017 feet on Tuesday with an experienced and high morale Polish squadron flying typhoons carrying rockets and while that WILL all be taken into account, it's usually the fact that you bring a lot of toys to the party that finally solves the issue. Although for naval interdiction, mines really do make a difference...

The western allies in particular encourage players to over-reach. The reality as the WA is you can win wherever you want to on a given turn, but you can't win everywhere you want to that turn.

< Message edited by GloriousRuse -- 8/16/2020 7:14:22 PM >

(in reply to Laits)
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RE: Loadouts - 8/17/2020 12:48:20 AM   
cfulbright

 

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I hardly ever disagree with Loki but after hearing people go on about rockets against ground units I tested different loadouts. I ran each loadout five times on a Ground Attack/Unit AD against a German stack with fog of war turned off so I could see accurate results. 1000lb bombs produced more destroyed men, guns, and AFV's than did 500lb bombs or rockets.

Now sample size of five certainly isn't definitive (and it was bloody boring) and it's also possible that the generic datasets were subsequently edited and would affect my results, but I have been using 1000lb bombs against every target ever since (I never target Axis Manpower for more ethical reasons and because I'd rather bomb the crap out of their fuel, FW-190, and BF-109 factories).

Cary
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RE: Loadouts - 8/17/2020 7:28:45 AM   
The_Serious_Strategy_Gamer

 

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quote:

ORIGINAL: cfulbright

I hardly ever disagree with Loki but after hearing people go on about rockets against ground units I tested different loadouts. I ran each loadout five times on a Ground Attack/Unit AD against a German stack with fog of war turned off so I could see accurate results. 1000lb bombs produced more destroyed men, guns, and AFV's than did 500lb bombs or rockets.

Cary


Interesting information. Did you also track the "disrupted" elements?

(in reply to cfulbright)
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RE: Loadouts - 8/17/2020 7:39:45 AM   
loki100


Posts: 10920
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From: Utlima Thule
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quote:

ORIGINAL: cfulbright

I hardly ever disagree with Loki but after hearing people go on about rockets against ground units I tested different loadouts. I ran each loadout five times on a Ground Attack/Unit AD against a German stack with fog of war turned off so I could see accurate results. 1000lb bombs produced more destroyed men, guns, and AFV's than did 500lb bombs or rockets.

Now sample size of five certainly isn't definitive (and it was bloody boring) and it's also possible that the generic datasets were subsequently edited and would affect my results, but I have been using 1000lb bombs against every target ever since (I never target Axis Manpower for more ethical reasons and because I'd rather bomb the crap out of their fuel, FW-190, and BF-109 factories).

Cary


its ok, you are agreeing with me

my suggestion is rockets for interdiction, if I am doing unit attacks I'll use bombs by choice. If I commit FBs to a GS I'll often mix up the payload so say 25% have rockets and the rest bombs (no idea if this actually pays off it just seems a useful insurance in case the GS involves units moving in open terrain)

quote:

ORIGINAL: The_Serious_Strategy_Gamer


...

Interesting information. Did you also track the "disrupted" elements?



You have to go through the detailed combat results - look for the damage tab. Now even then its a bit misleading as elements can be disrupted more than once (and to no extra effect) but you'll get a feel for how much you've taken out of their combat elements (so here support squads etc are not really of that much interest).

< Message edited by loki100 -- 8/17/2020 7:41:50 AM >


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RE: Loadouts - 8/17/2020 8:24:13 AM   
The_Serious_Strategy_Gamer

 

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quote:

ORIGINAL: loki100
You have to go through the detailed combat results - look for the damage tab. Now even then its a bit misleading as elements can be disrupted more than once (and to no extra effect) but you'll get a feel for how much you've taken out of their combat elements (so here support squads etc are not really of that much interest).

I know, just wondering whether cfulbright had included that in his test run. My feeling would be that whatever causes more kills also causes more disruption, but I do not have data to confirm this.

(in reply to loki100)
Post #: 9
RE: Loadouts - 8/17/2020 9:38:27 AM   
loki100


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Given how much Cary knows about the game, you can trust his views

Specific to your question its actually not that easy a relationship.

The norm is that if something can kill its target then it will also disrupt other (similar) targets. So if you drop a 4000lb bomb on an infantry division, you'll prob destroy one or more elements and damage/disrupt others.

So that part of the relationship is usually fairly linear.

The other way round is messier. Basically already disrupted elements are more likely to beocme damaged/destroyed in a subsequent attack. So weapon systems that rely on disruption used repeatedly can start to destroy. Equally not only are disrupted elements from any air attacks (both GA and GS) set aside as the actual ground battle begins, they are actually more likely to be damaged or destroyed during that fighting (esp if the battle forces a defender to retreat).

The best way to see this is to set the battle resolution to say #7. Go and make yourself a pot of coffee, find a relaxing chair and watch the battle slowly unfold. You'll see messages that the commander of the artillery battalion was in bed with his mistress so his battery missed the first set of orders (I exagerate but not by much). Keep a note of disruptions and watch for the same elements picking up damaged/destroyed messages later.

This is not something you want to do all that often but it can be very informative.

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RE: Loadouts - 8/17/2020 11:22:59 AM   
The_Serious_Strategy_Gamer

 

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quote:

ORIGINAL: loki100
Given how much Cary knows about the game, you can trust his views

No mistrust intended, just wondering whether he had looked at the data on both effects separately.

(in reply to loki100)
Post #: 11
RE: Loadouts - 8/17/2020 2:54:30 PM   
cfulbright

 

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I don't recall.

Cary
Post #: 12
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