Training Flight Parameters (Hex, alt?) (Full Version)

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BananaConvention -> Training Flight Parameters (Hex, alt?) (1/21/2022 4:59:38 AM)

I am experimenting with pilot training. I seem to recall somewhere someone saying use 10000ft and 1 hex to reduce operational losses during training. Is this correct? Do the pilot receive the same training proficiency upgrades using a setting like this or is the hex/alt setting proportional to training upgrade rate?




geofflambert -> RE: Training Flight Parameters (Hex, alt?) (1/21/2022 5:00:50 AM)

zero hex range and 5k alt

That reduces fatigue on the pilots and possibly on the planes as well. Most training actually occurs on the ground, but still there's no reason at all to have any range or any altitude above 5k. Training for bombing low and strafing need lower altitudes still.




geofflambert -> RE: Training Flight Parameters (Hex, alt?) (1/21/2022 5:12:25 AM)

Also, def skill increases faster at low alt (2k or lower) but that increases fatigue, I believe.




BananaConvention -> RE: Training Flight Parameters (Hex, alt?) (1/21/2022 5:14:14 AM)

if I wanted to train a bunch of Betty bomber pilots for high alt ground attack is 5K alt and zero hex still viable for doing something like that?




CaptBeefheart -> RE: Training Flight Parameters (Hex, alt?) (1/21/2022 5:24:11 AM)

I've never noticed any crashes in training as long as the range is set to zero. I'd set the altitude based on what's needed to build the desired skill.

Cheers,
CB




KenchiSulla -> RE: Training Flight Parameters (Hex, alt?) (1/21/2022 7:47:48 AM)


quote:

ORIGINAL: geofflambert

Also, def skill increases faster at low alt (2k or lower) but that increases fatigue, I believe.


Does def skill increase faster @ low level? Are you sure?




KenchiSulla -> RE: Training Flight Parameters (Hex, alt?) (1/21/2022 7:49:07 AM)


quote:

ORIGINAL: BananaConvention

if I wanted to train a bunch of Betty bomber pilots for high alt ground attack is 5K alt and zero hex still viable for doing something like that?


In the game, yes as it does not differentiate between level bombing and high altitude level bombing.




Maallon -> RE: Training Flight Parameters (Hex, alt?) (1/21/2022 8:07:03 AM)


quote:

ORIGINAL: KenchiSulla


quote:

ORIGINAL: geofflambert

Also, def skill increases faster at low alt (2k or lower) but that increases fatigue, I believe.


Does def skill increase faster @ low level? Are you sure?


Yes, I train my fighter pilots at 100 feet and Def gets up much faster that way, especially if you train strafing.
Never tried this for bombers, as I normally train my bomber pilots with two skills anyway, by the time they have them at 70, their defense is also at 70.




KenchiSulla -> RE: Training Flight Parameters (Hex, alt?) (1/21/2022 8:20:39 AM)


quote:

ORIGINAL: Maallon



Does def skill increase faster @ low level? Are you sure?


Yes, I train my fighter pilots at 100 feet and Def gets up much faster that way, especially if you train strafing.
Never tried this for bombers, as I normally train my bomber pilots with two skills anyway, by the time they have them at 70, their defense is also at 70.


Is that related to the lower altitude or to the fact that you are training an additional skill. I always thought the latter was true (so if I want to boost defense on my fighters, I train them in strafing)





Maallon -> RE: Training Flight Parameters (Hex, alt?) (1/21/2022 9:38:29 AM)


quote:

ORIGINAL: KenchiSulla


quote:

ORIGINAL: Maallon



Does def skill increase faster @ low level? Are you sure?


Yes, I train my fighter pilots at 100 feet and Def gets up much faster that way, especially if you train strafing.
Never tried this for bombers, as I normally train my bomber pilots with two skills anyway, by the time they have them at 70, their defense is also at 70.


Is that related to the lower altitude or to the fact that you are training an additional skill. I always thought the latter was true (so if I want to boost defense on my fighters, I train them in strafing)



Hmmm, good question.
I do know that the results speak for themself and there are several threads that mention this.

For example in this thread it is mentioned that training sweep or strafing at 100 feet is the best way to train defense:
https://www.matrixgames.com/forums/tm.asp?m=4301142
As strafing does obviously increase a second skill, this can be indeed the reason why the def skill goes up, but I didn't knew that sweeping will increase a second skill.

But in the following thread, it is mentioned in post #3 by wdolson(who is a dev I believe) that sweeping at 100 feet could also increase strafing and thus will also train a second skill:
https://www.matrixgames.com/forums/tm.asp?m=3439930
Post #4 in this thread is especially interesting as it says that sweep at 100 feet will train strafing and def primarily and air only secondary. If this is the case then the def skill would indeed increase quicker that way.

Like I said, I know the result speak for themself here, but I may have done this for the wrong reasons until now. [:D]





tolsdorff -> RE: Training Flight Parameters (Hex, alt?) (1/21/2022 9:45:49 AM)


quote:

ORIGINAL: BananaConvention

I am experimenting with pilot training. I seem to recall somewhere someone saying use 10000ft and 1 hex to reduce operational losses during training. Is this correct? Do the pilot receive the same training proficiency upgrades using a setting like this or is the hex/alt setting proportional to training upgrade rate?


quote:



ORIGINAL: InfiniteMonkey

There was information having 1-2 pilots with good skill improves gains, but I don't know if it holds true with all the changes over the years.

The number of pilots and Exp of the pilots that are required varies. The key is that the high skill pilots raise the average experience of the unit. In my screenshot above, the numbers in the parenthesis above the skill heading are group averages. In that example, all the pilots below 38 Exp will get a bonus when training. The 6 x 62 exp pilots cause the group average (38) to be greater than the rest of the pilots in the squadron (35/36). All of the 35/36 Exp pilots will get a bonus when training.

Reports that suggest adding highly skilled pilots does not help in training are likely due to the fact that most players pull their pilots in from the replacement pool and take whatever they get.

Consider a squadron with 20 pilots drawn from replacements with the following Exp:

(27, 29, 29, 30, 31, 32, 32, 32, 32, 33, 34, 34, 35, 35, 35, 35, 36, 36, 38, 39).

Group Exp = 27 + 29 + 29 + 30 + 31 + 32 + 32 + 32 + 32 + 33 + 34 + 34 + 35 + 35 + 35 + 35 + 36 + 36 + 38 + 39=664
664 / 20 = 33 (fractions round down in virtually every calculation in WitP:AE)

Therefore, in that group the pilots with Exp = 27, 29, 29, 30, 31, 32, 32, 32, 32 will get a training bonus.

If I add a 70 skill pilot,

Group Exp = 27 + 29 + 29 + 30 + 31 + 32 + 32 + 32 + 32 + 33 + 34 + 34 + 35 + 35 + 35 + 35 + 36 + 36 + 38 + 39 + 70 = 734
734 / 21 = 34

Therefore, with the extra experienced pilot, the trainees with Exp = 27, 29, 29, 30, 31, 32, 32, 32, 32, 33 will get a training bonus.

If I add 2 x 70 skill pilots,

27 + 29 + 29 + 30 + 31 + 32 + 32 + 32 + 32 + 33 + 34 + 34 + 35 + 35 + 35 + 35 + 36 + 36 + 38 + 39 + 70 + 70 = 804
804 / 22 = 36

Therefore, with two experienced pilots, the trainees with Exp = 27, 29, 29, 30, 31, 32, 32, 32, 32, 33, 34, 34, 35, 35, 35, 35 will get a training bonus.

The problem is that anyone looking for those effects will be looking at a very small change in experience gain and conclude the bonus does not exist. In the example above, one experienced pilots gets precisely 1 pilot a bonus, while in the 2 pilot example, 7 pilots will get the bonus.

This is why I stratify my pilots. Consider the same example with all 35 skill pilots:

20 x 35 = 700
700/20 = 35 group Exp

20 x 35 + 70 = 770 = 36
All pilots get bonus from one experienced (exp = 70) pilot.

The bigger the squadron, the less experienced the "good" pilots, the wider the gap between the most and least experienced trainees, the more "good" pilots you need to maximize the bonus.



quote:



Over the Years I've collected a lot of info on a lot of different topics.

I've Modified some of it for my own use and added to it over the years with cut and paste.
I don't remember what I've modified. For a lot of this info I don't have the name of
the original poster. I can't find the post in the Forum anymore.

Sometimes it feels like I'm Walking through a Ghost Town. I see shadows of the players gone.

That is the case for the below info. I've used this info and have had good results with it.
If anyone knows who the original posters were please let me know and I'll give them full credit.

Pilot Training:
Set the group to train in the role the aircraft was designed for.
100% training
Set the range to zero
Commander should have good stats in leadership and moral for training.
Put them in a large well stocked base
Give them a full complement of men and aircraft.
Leave them for a month or two but keep an eye on them,
Set altitude at 5k', to keep fatigue low.
Set altitude at 100' when training Fighters for Sweep Mission, this increases their Def & Strafe skills.
Optimal value for any particular skill is 70. Skills in the 60's acceptable but not great.

- when a Fighter group reaches Air skill in the high 60's, switch from 100% Training to 50%CAP/50%Train,
keep alt at 5k' & range=0. Fighters on CAP will gain Exp, at no cost to supply.

- as far as possible, click-fest your air-groups to keep each group's pilot-Exp within 5 points of each other
If a group has half its pilots w/ 70-Exp, & half w/ 40-Exp, only the lower-Exp pilots gain from Training.
The more skilled a pilot is the harder to make gains.

- while keeping Training consonant with a group's type is usually best, you can sometimes train in an
out-of-bounds mode. For instance, if a Fighter group has planes that can carry bombs, they'll happily train
for Ground/Airfield/Port Attack. The prob is, after they're trained & you transfer them to
Reserve - they'll still be 'Fighter' pilots - so don't exclude them when you're trying to fill a
Bomber air
group w/ trained pilots from Reserve.

- Some skills are airframe-type specific - for instance you can only train pilots for NavT if they're
flying planes that can carry torps. So, you must keep some torp-capable airgroups back from the front lines,
to train new pilots in NavT.

- finally, training takes time! 2 months to get a group of new pilots into basic shape
(usable in combat only in emergencies), 2 more months to fine-tune them.

- & then there's the cross-training - a Carrier-trained group of dive-bombers needs good NavB skill,
but will benefit from training in NavSearch. Carrier Torpos must have optimal NavT skill,
but should train for NavB, to retain effectiveness when their CV has exhausted its torp load.

The optimal value for any particular skill is '70'. Pilots w/ Exp & Skill > 70 are truly combat-capable,
60's guys are usable, but 50's guys are minimal, they won't do well.
Sweep at 100 is the fastest way to train up defensive skill, and this is what you want.
Strafe skill increase is a 'side effect' of training up defensive. Low level training, especially 1000 feet
or lower, can build fatigue quickly, so watch it. You can sort by fatigue in the reports very quickly.
Just establish a cut-off for yourself and when you hit it rest the pilots.

LowG is the skill of choice for using fighters in a ground attack role. They do pack a punch when pilots
are trained up and interdict quite nicely when the ground units are not located at base hexes and/or supported by dedicated AA.

Also I note that the impact of continuous (strafing) attacks on disruption/fatigue/morale of a ground unit is often
either neglected or underestimated, although admittedly, since it is only a cost effective tactic against exposed/isolated
or second rate units,this usually only is of minor use.

Thoughts on the use of Allied bombers.
B17s: Once again you can't waste these valuable bombers. They are best used for naval search in early 42 when you are critically
short of patrol aircraft. Bolos are training aircraft only. Use them to train all skills. You will Early 1942: Medium bombers
train on low naval. You won't have enough to waste them attacking land need some skills in ASW in 42, as well as search and to
train up pilots in bombing skills for when you start to get liberators in some numbers later on. Whirraways, these are training
aircraft only and can be used as spot ASW near ports.
B17's are good Recon aircraft if flown at low level (2000 or 1000 Feet) They are tough and can soak up a lot punishment.
Use for Ground Recon when enemy units are out of base hexes with low AA.

Late 1942. You will want low naval and high ground bombing for your mediums and ground bombing for your heavies.
ASW becomes less important for the Allies as you are getting lots of naval patrol aircraft and by the
end of 42 you start to get plenty of sub killing escorts.

1943: You still don't get mediums in numbers and I reserve most for naval attack with ground bombing as a back up.
The strafers look cool but never use them for low level attacks vs large units or bases. Bomb at 6k and above or you will
never have any left. Heavies are pretty much slated for Base and port bombing. The only skill they will need is high alt. GB.

1944 and on: Now you get plenty of mediums and can use them for all jobs. Don't waste time honing their skills up too high.
A medium pilot with 50 GB and 50 low naval is very deadly and will accumulate more skill and exp in combat. Train up some pilots
in strafing to complement the low naval skill. Once again, you need not train up too high. Don't ever worry about getting
them high enough to skip bomb. It is not worth the effort. I never train pilots in low ground bombing skills.
They are almost as effective at 6000 feet and above and you will lose less to AA this way. Your heavies train in GB only.
You should never need them for anything else. (Unless you have no HRs about low level naval attacks).

Remember, you can use catalinas to train naval torpedo pilots and kingfishers set to sweep to train naval fighter pilots.
(both are always in short supply in 42)

If you get short of bomber pilots then any fighter squadron can train up in any bombing skill.

Make sure you train up your spare navy and marine fighter pilots to have some low naval bombing skills.
Corsairs and hellcats get "two" 1,000 pound bombs by 1944. This is a better load than either the helldiver or avenger.
For openers… March 1942 is a bit early to bring fully-trained fighter pilots into front line combat ops.
A perfectly good pilot in a lousy Allied fighter plane vs an opposing Japanese plane that flies rings around
your Allied fighters is usually wasted pilot training.

quote:


wneumann.... (Neumann Walter)
It’s a bit much to re-post in here – I have written up an organization for Allied pilot training in my thread (Sleepless in Samoa),
check the bottom half of page 26, also a later post related to pilot training on page 32. The organization I devised is broken down
by nationality and by air mission types (fighters, ground & naval bombing, naval search, recon, etc).
A few quick principles though not an all-inclusive list.

1) JFB’s have their industry. For an Allied player, pilot training is their industry.

2) Any air squadron not in active front-line combat operations should be training pilots.
There shouldn’t be any air units that are doing absolutely nothing.
Air units in restricted commands are prime candidates for pilot training,
also any squadron not currently needed in the front lines.

3) Train early, train often. Pilot training should be the major Allied air mission
in the early campaign (through at least early 1943). It’s boring as hell but you’ll have much more fun later.
I probably had close to 90% or more of all Allied air units in pilot training at some points during 1942-early 1943.
The early campaign is the time when you can use the largest possible number of air units for pilot training
– the number of available air units you can use for pilot training later in the campaign will decrease as you
will need more and more air units for front-line combat operations. The early campaign is the
Allied player’s best opportunity for large-scale pilot training.

4) Specialize your pilot training squadrons for specific skills and keep them training in that skill.
A fighter training squadron set for Air skill training (Escort mission) should be kept training in that
skill – in this example, pilots that become fully trained in the Air skill should be transferred out of the air unit
and replaced with new pilots untrained in the Air skill. Once a training squadron is set to train pilots in a particular skill,
avoid changing the type of skill set for the squadron unless there’s an absolute need to do so (which should not be often)
– changes of this kind will often disrupt your pilot training organization.

5) 70 is the magic number… 70 skill level. Pilots in a training squadron reaching a 70+ level in whatever skill the squadron
is training for should be quickly rotated out of the training squadron to the Reserve pool (either to train in another skill
with a different training squadron or made available for front-line service) with vacant slots in the squadron filled with new pilots.

6) Check your training squadrons regularly and rotate pilots in/out with as little delay as possible.
Fully-trained pilots in a training squadron wastes valuable training capacity. Some training squadrons
I check weekly, many I check daily, depends on how much training activity is occurring within the squadron.

7) Multiple levels of pilot training. One trip through a training squadron does not make your pilots combat-ready.
Pilots trained in multiple skills usually have higher experience levels.

8) Specialize the pilots you’re training for specific types of missions.
A pilot that’s a jack-of-different-skills is often a master of none when they reach the front lines.
Pilots should be trained in multiple skills and these skills should be related to each other.

9) Use older plane types for pilot training. PDU on is a must. By 1943, you should be using
early model P-40’s for USAAF fighter pilot training, not P-38 or P-47 variants.
If you have a training squadron using a newer plane type, downgrade its plane type to something older.

10) Plan like crazy…. You need to look ahead. What kind of trained pilots do you need later?
For what mission(s)? How many pilots for a particular type of mission will you need? Look at the types of planes you have,
how many of them you get, what the planes are capable of. Also look at your strategy, your circumstances and objectives.
These all tell you what kind of pilots you will need, how many and when you will need them.





tolsdorff -> RE: Training Flight Parameters (Hex, alt?) (1/21/2022 9:50:34 AM)

@BananaConvention : There are quite a lot resources online already.

The 1st one I found was InfiniteMonkey : It gives some details about the benefits of having highly skilled pilots present in your training groups. They will benefit the lesser skilled pilots in a minor way

The 2nd and 3rd quotes are from Trugrit and wneumann. Collections of materials and guiding principles they found throughout the years on the topic of training pilots. Generally, they are quite good to follow.







RangerJoe -> RE: Training Flight Parameters (Hex, alt?) (1/21/2022 2:16:13 PM)


quote:

ORIGINAL: tolsdorff

@BananaConvention : There are quite a lot resources online already.

The 1st one I found was InfiniteMonkey : It gives some details about the benefits of having highly skilled pilots present in your training groups. They will benefit the lesser skilled pilots in a minor way

The 2nd and 3rd quotes are from Trugrit and wneumann. Collections of materials and guiding principles they found throughout the years on the topic of training pilots. Generally, they are quite good to follow.


What I have found with the highly skilled pilots in the training groups is that it raises the overall average skill level of the group and those whose skills are lower than that tend to learn faster. That then raises the average again so it is a moving target.

What I have also found out is that pilots with experience of 50 or higher tend not to learn skills as fast but they will eventually do so. If you put them into a different type of aircraft (fighter to any bomber, etc) then they will lose experience. Doing so two times or more may bring their experience below 50 so they learn faster. Yes, once they switch from fighter to bomber, they lose some experience. When you switch them back to fighters, they lose experience again! They get so [&:] confused . . .




LargeSlowTarget -> RE: Training Flight Parameters (Hex, alt?) (1/21/2022 10:16:09 PM)

quote:

ORIGINAL: RangerJoe
Yes, once they switch from fighter to bomber, they lose some experience.


This game is clearly borked. In TMTSNBN Rafe and Danny had absolutely no problems switching from P-40s to B-25s, apparently without confusion and experience drop since they even managed a carrier take-off. It's an historically accurate movie, so it must be true!

Bad jokes aside - @BananaConvention: You asked "if I wanted to train a bunch of Betty bomber pilots for high alt ground attack" > that might be a waste of assets. By the time you have trained IJN rookie pilots up to 70+ ground attack skill, increased Allied AA and fighter opposition will make ground attacks with unarmored Betties a risky endeavor and hardly worth the costs, esp. with the comparatively light bomb load of a Betty. IJN pilot replacements arriving from the off-map flight schools are simply not numerous enough to waste them training skill sets the Army air force can do as well or better. In my experience, about half the IJN pilot replacements should become fighter jockeys, about 20% each torpedo and naval attack experts, and about 10% should train naval search, ASW and/or recon. The ground attack role and a large part of ASW is best left to the Army. The IJA air force has few capable "ship killer" airframes - basically the Lily dive-bomber and the torpedo-toting Peggy version - but the unarmored army bombers can still do ASW and the armored ones the ground attacks. My two Euro cents.




BananaConvention -> RE: Training Flight Parameters (Hex, alt?) (1/22/2022 12:26:46 AM)

Good points Target. Do you feel Bettys can adequately be used as ASW patrols?




RangerJoe -> RE: Training Flight Parameters (Hex, alt?) (1/22/2022 12:51:07 AM)


quote:

ORIGINAL: BananaConvention

Good points Target. Do you feel Bettys can adequately be used as ASW patrols?


Yes, they can and so can the Nells. Especially the longer ranged Nells since the range is cut in half (rounded DOWN) for ASW patrols. There are threads from a while back (more than one year) that deal with air Naval Searching and importantly air ASW patrols.




ishtarin -> RE: Training Flight Parameters (Hex, alt?) (1/22/2022 1:16:26 AM)

I prefer to use the limited numbers of Betty groups as a sort of second search layer beneath the H8K groups. The massive size of the squads and their impressive range make them useful in a search role, while being a bit of overkill in ASW. E13s on ASW should cover enough ground given adequate support if you take them from duplicate groups on cruisers and battleships. If that isn't to your liking, army twin engines also do a fine job.




Knavey -> RE: Training Flight Parameters (Hex, alt?) (1/22/2022 2:21:02 AM)

BORKED...hehehe, someone said BORKED. You know what is BORKED? My wife has trained my cat to play fetch. That is an IRL BORKED. Cats XP is around 80ish...and my dog...well, he just looks at you and refuses to play fetch. That is BORKED!




RangerJoe -> RE: Training Flight Parameters (Hex, alt?) (1/22/2022 2:38:53 AM)


quote:

ORIGINAL: Knavey

BORKED...hehehe, someone said BORKED. You know what is BORKED? My wife has trained my cat to play fetch. That is an IRL BORKED. Cats XP is around 80ish...and my dog...well, he just looks at you and refuses to play fetch. That is BORKED!


My two year old female cat will bring me toys for me to throw. It started when she brought me a toy and I tossed it away . . .




rockmedic109 -> RE: Training Flight Parameters (Hex, alt?) (1/22/2022 3:24:22 AM)


quote:

ORIGINAL: RangerJoe


quote:

ORIGINAL: Knavey

BORKED...hehehe, someone said BORKED. You know what is BORKED? My wife has trained my cat to play fetch. That is an IRL BORKED. Cats XP is around 80ish...and my dog...well, he just looks at you and refuses to play fetch. That is BORKED!


My two year old female cat will bring me toys for me to throw. It started when she brought me a toy and I tossed it away . . .

My elderly fat cat walks across the top of my head at 0500 just to make sure she is still annoying.




RangerJoe -> RE: Training Flight Parameters (Hex, alt?) (1/22/2022 4:31:51 AM)

quote:

ORIGINAL: rockmedic109


quote:

ORIGINAL: RangerJoe


quote:

ORIGINAL: Knavey

BORKED...hehehe, someone said BORKED. You know what is BORKED? My wife has trained my cat to play fetch. That is an IRL BORKED. Cats XP is around 80ish...and my dog...well, he just looks at you and refuses to play fetch. That is BORKED!


My two year old female cat will bring me toys for me to throw. It started when she brought me a toy and I tossed it away . . .

My elderly fat cat walks across the top of my head at 0500 just to make sure she is still annoying.

[sm=00000436.gif]

[image]local://upfiles/52896/0CC0CCFF96784E8B80F7B69A9B522716.jpg[/image]




Lokasenna -> RE: Training Flight Parameters (Hex, alt?) (1/22/2022 5:57:28 PM)

If you use the "release pilot" buttons instead of clicking on the pilots themselves when selecting pilots from the pool, they will not lose experience for changing plane types.




BBfanboy -> RE: Training Flight Parameters (Hex, alt?) (1/22/2022 7:14:26 PM)


quote:

ORIGINAL: Lokasenna

If you use the "release pilot" buttons instead of clicking on the pilots themselves when selecting pilots from the pool, they will not lose experience for changing plane types.

Wow! This is golden information (unless you want to decrease Exp to gain Skill at a faster rate). I consider Exp to be the most important asset to doing the mission anyway, so would never want to decrease it intentionally.




rogueusmc -> RE: Training Flight Parameters (Hex, alt?) (1/22/2022 11:22:51 PM)

quote:

ORIGINAL: Knavey

BORKED...hehehe, someone said BORKED. You know what is BORKED? My wife has trained my cat to play fetch. That is an IRL BORKED. Cats XP is around 80ish...and my dog...well, he just looks at you and refuses to play fetch. That is BORKED!

Dude! Good to see you!

I saw LST's post and thought that he was trying to channel you...then I'll be hand dipped if you didn't chime in!




CaptBeefheart -> RE: Training Flight Parameters (Hex, alt?) (1/24/2022 12:21:46 AM)

Who was it that posted combat results showing the Wasp and a DD sinking and the North Carolina receiving damage from torpedoes launched by one IJ submarine and said the game was borked? There were a couple of posts in support until someone realized that's exactly what happened on September 15, 1942. Fun times.

Cheers,
CB




rogueusmc -> RE: Training Flight Parameters (Hex, alt?) (1/24/2022 12:55:30 AM)


quote:

ORIGINAL: CaptBeefheart

Who was it that posted combat results showing the Wasp and a DD sinking and the North Carolina receiving damage from torpedoes launched by one IJ submarine and said the game was borked? There were a couple of posts in support until someone realized that's exactly what happened on September 15, 1942. Fun times.

Cheers,
CB

Knavey used to do just that all the time...lol




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