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RE: Pfff...air combat :(

 
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RE: Pfff...air combat :( - 9/16/2009 10:19:22 AM   
bklooste

 

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quote:

It seems most Allied AF failures were attributable to lack of numbers, poor leadership, logistics, planning, training, rather than individual airframe performanc


I would have used this exact quote for the Japanese not the allies....The allies may have rated their ground based leadership , planning and logistics bad but when they saw the Japanese records after capturing them they new the Japanese were far worse to the point where they couldnt even get parts and salvaged aircraft , sure the US had lots of paper work but they eventually would get the parts.

(in reply to HistoryGuy)
Post #: 31
RE: Pfff...air combat :( - 9/16/2009 4:30:21 PM   
Hokum

 

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From: France
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 Early japanese fighters were notoriously undergunned... try upgrading your oscars to the c version until you get the hien (granted, that's early 43).


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Post #: 32
RE: Pfff...air combat :( - 9/16/2009 5:27:58 PM   
Remenents

 

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I am playing as Allied Historical and I dont see ANY kind of results near to that. My planes are getting slaughtered left and right. Even had some Jap bombers shoot down 10 out of my 25 fighters with only a 1 plane loss to the Japs lol. So I am not sure whats going on for you. Maybe you are just having some really horrible luck?

< Message edited by Remenents -- 9/16/2009 5:29:15 PM >


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RE: Pfff...air combat :( - 9/16/2009 6:05:54 PM   
Dr. Duh

 

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I need to experiment some more to verify what I was seeing in my last game -

when I had fighters assigned to LRCap for just a few days I saw their fatigue had shot up to 60-80% range. I don't know exactly why this happened. I know a couple squadrons did actually intercept an attack, but I know for sure some squadrons that didn't yet they still had sky-high fatigue too.

What I have to check is does throttling down the max-range or setting a specific target hex make a difference to how fast you gain fatigue for LRCap? What I'm wondering is if by not setting a target and having a default range circle that I ended up with everyone out flying dawn to dusk trying to defend every hex within their effective range and that's why they're so tired.

(in reply to Remenents)
Post #: 34
RE: Pfff...air combat :( - 9/16/2009 8:49:24 PM   
Barb


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From: Bratislava, Slovakia
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Try lowering the percentage flying :) Imagine yourself doing 2-4 flights a day with maybe 2 hours in air each. Would like to see you not beeing fatigued...


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RE: Pfff...air combat :( - 9/17/2009 12:40:19 AM   
Streptokok

 

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After a sweep that squad goes to sleep for 2-3 turns, more if needed. I never send sweeps if pilots fatigue is above 5.
I really tried it all, only thing that gives some results is high sweep with high exp Zeros.
But those arent great either, 2-3 planes shot down is max.

My samurais only did 3 runs with good results. 2 were Zeros vs Buffalos, i think 5 and 10 shot down and one was a mistake sweep over hex with AVG.
And check this, it was 36 Oscars Ib with not so briliant pilots and I got even odds. 7 Oscars traded for 7 AVG.
Go figure that one out

31.12.41 and I finaly shot down 1 blen
they got so cocky they attacked mini KB, once again Claudes wrecked havoc among allied planes and managed to shoot down one blen, others turned back.
"On paper" Nate looks like a better plane to me, could be wrong there, but Claudes look like the worst thing for Japs.
Yet they regulary scare off and even kill some B-17 and I have so far lost only 2 in dogfights. No other Claude loses, didnt even loose one to Ops

Nates on the other hand are pretty much useless. Sometimes they manage to drive away unescorted bombers but getting something killed and not getting killed is what they totaly suck at. And then its puzzling how Oscars Ia and Claudes with same guns manage to get better results.

Another anoying thing I noticed is that any pilot that gets 4 kills dies on next mission. Not a single pilot above 3 kills in my planes now, not even on KB after batling allied CV TF and raiding Hawaii on first turn

_____________________________

"No plan survives contact with the enemy."
- Field Marshal Helmuth von Moltke

"Nuts!"
- General Anthony McAuliffe

(in reply to Barb)
Post #: 36
RE: Pfff...air combat :( - 9/20/2009 1:17:54 PM   
Streptokok

 

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I apologize to all samurais flying Nates. Aparently it wasnt their fault they performed so bad

Set the "right" commander, set the right altitude for that fighter type and youre good to go

Compared in the tracker both Buffalo and B-339 look better than Nate in terms of speed and firepower. My error was that i have set Nates too high, where they loose their manouverbility advantage. And the manual says:

quote:

7.4.2 AIR-TO-AIR COMBAT
Once aircraft have closed for combat, the most important factors include pilot Air to Air & Defensive skill, Aircraft maneuverability, speed, and altitude. If a plane has a significantly higher maneuverability, the pilot will try to dogfight. If the plane has a significantly higher speed, the pilot will try to make slashing attacks. Whether the pilot succeeds or not is primarily dependent on his skill. A Higher Top Speed is not a trump, but it does affect or modify the way Maneuver is used. When an Aircraft checks it’s “instantaneous” speed versus an opponent, it may be able to reduce it’s opponents Maneuver by some factor up to one half depending on the severity of the top speed delta. Higher EXP pilots will attempt to keep their speed up.
Where top speeds are similar the severity of this check is less, and Combat will depend more on Maneuver values at the given altitude, Firepower, Durability, and pilot Air to Air Skill.


I guess they suceeded this time (finaly set Nates to 9000 feet) to drag oposing planes into dogfight and then Nates owend the sky.
Even tough report says 1 Buffalo was destroyed, actual kill total is 14xBuffalos/2xB-339D+some Vildbeests for 1 Nate.

quote:

Afternoon Air attack on Kuala Lumpur , at 49,79

Weather in hex: Moderate rain

Raid spotted at 43 NM, estimated altitude 11,000 feet.
Estimated time to target is 28 minutes

Japanese aircraft
Ki-27b Nate x 40



Allied aircraft
Buffalo I x 10
Vildebeest III x 9
B-339D x 6


Japanese aircraft losses
Ki-27b Nate: 1 destroyed

Allied aircraft losses
Buffalo I: 1 destroyed
Vildebeest III: 5 destroyed
B-339D: 2 destroyed



CAP engaged:
1st Sentai with Ki-27b Nate (0 airborne, 7 on standby, 30 scrambling)
7 plane(s) intercepting now.
0 plane(s) not yet engaged, 0 being recalled, 3 out of immediate contact.
Group patrol altitude is 9000 , scrambling fighters to 9000.
Time for all group planes to reach interception is 33 minutes
5 planes vectored on to bombers



--------------------------------------------------------------------------------
Afternoon Air attack on Kuala Lumpur , at 49,79

Weather in hex: Moderate rain

Raid detected at 40 NM, estimated altitude 11,000 feet.
Estimated time to target is 26 minutes

Japanese aircraft
Ki-27b Nate x 19



Allied aircraft
Buffalo I x 7
Vildebeest III x 10


No Japanese losses

Allied aircraft losses
Vildebeest III: 3 destroyed, 3 damaged



Aircraft Attacking:
6 x Vildebeest III bombing from 6000 feet *
Airfield Attack: 1 x 500 lb GP Bomb

CAP engaged:
1st Sentai with Ki-27b Nate (6 airborne, 0 on standby, 0 scrambling)
6 plane(s) intercepting now.
0 plane(s) not yet engaged, 12 being recalled, 1 out of immediate contact.
Group patrol altitude is 9000
Time for all group planes to reach interception is 25 minutes
9 planes vectored on to bombers


The question is how do you know if your pilots have enough exp to drag enemy into combat type that favors your plane type?
How do I know how often (bad) wil those nasty "engine cut off, oil leak etc..." occur for some plane type. Is that determined by service rating or durability or something else?
What is the influence of climb rate in dogfight?





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< Message edited by Streptokok -- 9/20/2009 1:21:42 PM >


_____________________________

"No plan survives contact with the enemy."
- Field Marshal Helmuth von Moltke

"Nuts!"
- General Anthony McAuliffe

(in reply to Streptokok)
Post #: 37
RE: Pfff...air combat :( - 9/23/2009 7:50:58 AM   
jomni


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Joined: 11/19/2007
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I'm in the 3rd month of my Japanese campaign and I also remember losing a lot of zeores in the first few days.  I learned to live with that loss.  And now, though still behind in the kill count.  I've been pretty much successful in securing the airspace of major theaters (PI and Singapore) and racking up the kills slowly. 

Most effective way to use zeroes is actually doing prelimenary sweeping missions.  Zeores on escort duty will just get themselves killed for some reason, maybe because they don't want to stray too far from the bombers that they are escorting.

With regards to Nates the tip in the previous post seems promising.

< Message edited by jomni -- 9/23/2009 7:58:38 AM >

(in reply to Streptokok)
Post #: 38
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