Mike Wood -> (12/4/2002 7:58:20 AM)
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Hello... SPOILER: Although not Eric or David, I do have some insight into the issue. I coded the calculations used in the air to air combat system. Fatigue and morale are the big killers. In versions 2.0 or less they meant a lot of damaged planes or planes that would not engage, the reason CAP often did nothing. In version 2.10, they meant dead pilots. In version 2.11, they will mean something in between. In this game, the Zero is a highly maneuverable, but fragile airplane. Flying daily missions to Port Morseby from Rabaul will quickly wear down a group. It will reduce morale. It will increase the "fatigue" factor, which is pilot fatigue, ground crew fatigue and aircraft fatigue. Flying too many missions will cause fatigue to rise greater than 35%, approximately the point at which the group commander may start grounded experienced pilots and refusing to fly missions. The solution to this is to fly fewer missions. When I play Japanese, say in the May 1942 campaign, I transfer the air groups from the Shoho to Lae, so that I can make daily fighter sweeps and interdict shipping to Port Moresby. I make sure my crews are rested to less than 10% in Lae, or I do not fly them. I run sweeps from Rabaul about every three or four days with Zeros and rest them the other two. They do not fly, if fatigue is more than 5%. If morale falls below 90% or average experience falls 5 points below beginning values, I put the group on training to train up the rookies. I put my Betty group on night bombing against Port Moresby and bomb very two or three nights. The goal here, is to split the Allies aircraft into day and night groups and make them fly CAP constantly, as they cannot be sure when they will be attacked. Fatigue and operational losses will count against them. I will be flying fresh and in large numbers when I choose. I leave my Nells on naval interdiction/rest, so that they can attack unloading task forces or other naval forces wandering into their range. If I am expecting Allied carrier forces within range, I rest all my Zeros at Rabaul and put them on zero CAP and escort. Once I have reduced Allied fighter numbers with sweeps over Port Moresby, I can start bombing it, with Bettys. I make sure they are escorted by aircraft from Lae and Rabaul and come in at 19,000 feet. I reduce this altitude each turn, until they are bombing from 8000 feet. My point is, if used carefully, Japanese aircraft have a tremendous advantage in the early war, due to their range. The Japanese player can decide when to fight and when to rest and the Allied player can only respond, in general to broadly perceived threats. Tactics such as these worked fine for me in Great Naval Battles II, PacWar, UV version 2.0 and earlier and they work fine for UV version 2.1. Please note that there will sometimes be disasters, where your forces get annihilated. The game allows for this. A close study or the war in the Pacific would indicate to some that unexpected and unreasonable results, whether Leyte Gulf, Savo Island or Midway Atoll seemed to be the rule. But, one thing for certain is that the Japanese cannot win a battle of attrition. You must be clever and make decisive plays. Hope this Helps, feel free to disagree... Michael Wood __________________________________________________ [QUOTE]Originally posted by Toro [B]David & Erik: I'm not seeing results such as this, but could be I suppose, since my tactics may not be as conscious as I would wish. So, to the point: any clues as to what kinds of bad tactics you think folks are using? Think of it as sort of an insiders whack on the sides of our heads to say, "Hellooooo! You're probably doing this wrong." Chalk it up to the concept that we (as theatre commanders) probably should have the tactics down anyway; but, being just gamers, maybe we're a bit off? Any insight would be greatly appreciated (at least by me). :) [/B][/QUOTE]
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