mind_messing -> RE: Castles in the Sand - Spidery(J) vs MrKane(A) no MrKane please (8/6/2014 11:33:46 PM)
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ORIGINAL: obvert quote:
ORIGINAL: Lowpe quote:
ORIGINAL: obvert Not very many. Most of the kami pilots were ones I'd trained in either IJA 1E/2E bombers with multiple skills, usually ASW/lownaval, or they were from FP training, sometimes sweep/lownaval to be used in fighters, or ASW/search/low naval in FP. Thanks Obvert, a helpful post.[&o] Can I get you to talk a little about Kamikazes? How did you train, what experience level did you use? It seems like you used almost whatever was at hand? Attack settings? Favorite Planes? Planes you wish you had? How many did you have? Many thanks. EDIT: Ooops, I am hijacking the AAR -- apologies. Talking about kamis is never hijacking a Japanese AAR! [:D] For me kamis worked best as part of a larger strike mission. Usually there would also be DB and TB flying. That's not to say they can't work on their own. I also had many successful smaller strikes with kamis. Training for them is just low naval, so anything that uses it already is good. I trained low naval exclusively with the gazillions of training groups that arrive in 45, and that pushed numbers way up near the end. Some of them are 100+ sized groups and can train low naval pilots to 70 skill in just over a month! [&o] Ideally a kami pilot would be 50+exp/70 low naval. That's it. A lot of mine had good defensive ratings due to their other training though, so that may help get them through. Kami groups will not convert if the pilots are 50+ exp so you have to do a lot of shifting pilots around. A LOT. Imagine 500 planes lost in a strike, and then you have to fill all of those groups with planes and pilots again. Then do it again in a few weeks. Several airframe attributes help kamis get through. First is speed. Second is durability. Third is armor. Fourth is maneuver. Many players focus on biggest load, and this is important (see D4Y4 [:)]) or swarms of low value planes, but it has to get there first. With the lack of coordination introduced in the betas the kami mission became more realistic and less easily handled. Harder to just through out 300 Oscars with 200 escorts as players did years back very successfully. (Also important is range, not to get them through but to get them into the right spots to make a strike, which often means a distant transfer or a LR strike away from known CAP). The best kami planes for me we as follows. 1. Grace - best for DB and TB also. Fast, maneuverable, sadly no armor. Not as big a load, but it hits often. 2. Peggy - fast, more durable, armored and with decent load. 3. Judy D4Y4/D4Y3 - fast, big load! 4. Frances - fast, durable, the only downside is load. 5. Jill - not as fast, but decent, good range. 6. Tsurugi - BIG LOAD, fast, short range, unmaneuverable, extremely low durability and no armor. 7. Any IJA 2E, preferably with armor 8. Any fighter with 2 x 250kg bombs I had great hopes of using swarms of Oscars ala Captain Cruft, but that didn't really happen. Had a few work, but they ust don't fly as often as dedicated strike planes and they're really fragile. If I'd had hundreds of Tsurugi that would have been great, but mostly as last chance invasion stoppers close to shore. There is a lot more in my AAR including the airframe numbers in July 45 when the game ended if you want to have a look. This post might be interesting for you. http://www.matrixgames.com/forums/fb.asp?m=3567070 Obvert, you're quickly becoming the Mike Solli of late-game Japan. Mike told me how to build them, you're telling me how to lose them.
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