jwilkerson -> RE: WITP AE AAR Feb 09 Cathartes-JRCAR (Jap) (2/3/2009 4:29:54 AM)
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I might jump in here and point out that the effective "training system" is vastly different from stock. In stock, in most of my games, the Allies didn't bother to "train" their pilots, since relatively speaking they already come in trained. On the other hand the Japanese (I've always played Japanese in my stock PBEM games) are always busy "training" their pilots. Typically this means "bombing" a dot you carefully didn't capture, some where deep in your own rear area, like near Java or the PI. In stock, I would "cycle" my air units to the front - use them there for a few days or weeks - then once they had been battered - I would send them to the rear - switch their planes to Nates or Oscars and "bomb" until I got to my release EXP level - usually 75 or 80 - and then switch to "front line" planes like Tony or Tojo and then return the unit to the front. A full cycle was several months - and typically only about a third - of say the IJA fighter force could be fighting "at the front" at a given moment. Well, all this is different in AE. In AE, you can't much effectively bomb dots - especially if you are a fighter - because it will not help you one bit. But, you can set you fighter unit to train on the "escort" mission which will help it be better at "air to air" combat. I've tried Allied fighter units up from EXP 30s to EXP 50s in a couple of months - and you can train up to about 70 via this method - on the skill in question. You can also train on "general skill" and affect all your skill ratings over time - but now we're talking much longer. Probably a year - to train up to 70 across the board. So the "training" mission and related settings are key activities in AE and you will spend a LOT of time working with this. Roughly as much time as you Japanese players spent adjusting your units bombing the dots in stock.
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