Air Group Morale/Fatigue management (Full Version)

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Buck Beach -> Air Group Morale/Fatigue management (8/26/2003 4:53:10 AM)

I would like input from the Veteran players regarding how they manage the US fighter air groups, especially as it relates to those poor unfortunate souls having been chosen to defend Port Moresby during the early war. When do you fly them, rotate them back to Australia, set the CAP rate, etc. I hate to throw up a group with a 35 morale as cannon fodder against a hundred plane raid (of which 2/3 are fighters). Is more better or should the low rated standown and watch their fellow groups get slaughtered.

Also, do you limit the CAP flights when the runway is chewed up worse than hamburger.

Any pointers will be appreciate it.

BTW, dad was at 13 mile base for about 2 years being sent there when the 8th Photo Sqd was transferred from Townsville in 9/42 (as a support grunt). He remembers only one 100 plane raid the whole tour. The game sends 3 plus per week (or it seems).

Anyway, love the game even with its faults.




spence -> (8/26/2003 7:36:57 AM)

I get that remnant Kittyhawk sqdrn out of there on turn 1, send them to Townsville and let them rebuild for about 2 weeks. I keep the other Kittyhawks in Australia for a week or so on Rest until I need some escorts for the bombers. The poor P-39 guys left in PM I set on 30% CAP. They can't do much about the raids but that way I don't lose them all either and it seems their morale stays in the 40s-50s anyway.

Because of the low CAP setting most of the fighters that fly fly escort on offensive missions which tends to slowly increase their experience without adversely affecting their morale.

Depending on the situation I try to keep the P40s and P400s out of Port Moresby for as long as possible: when they do go in I pull the most damaged P39 sqdrn out.

I try to keep at least 2 sqdrns in Oz on Rest/0% training or 20-30% CAP depending on if there's anything floating around to protect.

I've never done a **** thing with the Wirraways sqdrn(s).




crsutton -> (8/27/2003 1:24:37 AM)

[QUOTE=Buck Beach]I would like input from the Veteran players regarding how they manage the US fighter air groups, especially as it relates to those poor unfortunate souls having been chosen to defend Port Moresby during the early war. When do you fly them, rotate them back to Australia, set the CAP rate, etc. I hate to throw up a group with a 35 morale as cannon fodder against a hundred plane raid (of which 2/3 are fighters). Is more better or should the low rated standown and watch their fellow groups get slaughtered.

Also, do you limit the CAP flights when the runway is chewed up worse than hamburger.

Any pointers will be appreciate it.

BTW, dad was at 13 mile base for about 2 years being sent there when the 8th Photo Sqd was transferred from Townsville in 9/42 (as a support grunt). He remembers only one 100 plane raid the whole tour. The game sends 3 plus per week (or it seems).

Anyway, love the game even with its faults.[/QUOTE]


Best to heed Mogami's advice. Most important and something I tended to ignore at first is unit morale. Best way to ensure that poorer allied pilots and planes will not get murdered by Japanese fighters is to keep the morale high. This is done by sending planes back to large malaria free bases and resting them. Get the morale up over 90 and they will do a good job. Rotate them back as needed.

As the Mogami man pointed out in a previous post. Most Allied players try to stick it out in PM from the get go. They can do some early damage-especially to Lae but morale never really gets very high and when the scads of Japanes planes begin to arrive, the low morale allied pilots will die quick and fast. Best to send them back from PM right away. Rest them until the morale get up there and then use them where needed.




goodwood -> Fatigue (8/28/2003 10:24:08 PM)

A quick question what is a good level to fatigue under. for to function efficiently 25 or less? and what is the reference to fatigue levels in the manual?
Ron




goodwood -> (8/29/2003 5:52:56 AM)

So in real terms its not just a ceiling on your fatigue figure, but a good guy vs bad guy number, the lowest number in fatigue gets decisive advantage on the dice roll? This being an unknown quantity for the enemy, it's imperative to keep your fatigue down as low as possible or as the operational situation allows u to. Is that a fair analysis of the fatigue setup? :confused:




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