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RE: Still Unloading.... - 1/9/2010 11:14:29 PM   
Capt. Harlock


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quote:

any time you can get a Japanese CA without a loss is a good thing. They are very nasty in a surface fight.


Something to do with all those Long Lance tubes, I expect . . .

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RE: Still Unloading.... - 1/10/2010 3:46:33 AM   
Q-Ball


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Yes, Long Lance! Naaassty things! They BURN us!

Combat Report, Oct 19, 1942

Not much happened today. We are attacking tommorow at Lautem, the garrison is an Base Bn, and a Sasebo SNLF unit. I think we have enough.

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RE: Still Unloading.... - 1/10/2010 9:01:15 PM   
Q-Ball


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Combat Report, Oct 20,21, 1942

Interesting last couple days over the DEI.

On the 20th, large Japanese airstrikes were sent against my ships unloading at Lautem. The escort became separated from the Bettys, however, resulting in no hits on my ships, and 22 shot-down Bettys. Pretty bad slaughter there. Despite this, my troops failed to capture Lautem, despite being 100% prepped. Kind of surprising, we will ground bomb and try again.

On the 21st, Kido Butai shows up near our area. I send out strikes from Waingapu that get wiped out pretty much. So he got me back for the Betty slaughter. The next question: What's next?

IF Cuttlefish stays around, I will fight a CV battle in this area. Anytime I can do so within range of my LBA, but outside of his, I'll take it. I have set-up the turn to send my CV's just south of Waingapu, under an umbrella of Land-Based fighters. I expect the result to be mostly a slaughter of pilots on both sides, which ultimately would benefit me. An even exchange of CV's would also be OK. If I am really lucky, KB would target HMS Illustrious, even though this CV is scheduled to withdraw anyway in a couple months.

See the map; MIGHT be a huge action tommorow. Or, Cuttlefish may do the prudent thing and withdraw.




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RE: Stars and Stripes over Timor - 1/11/2010 12:41:33 AM   
Blackhorse


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Regeneration: 172 squads represents three full months of US infantry replacements -- it takes 4.5 months worth to completely rebuild (and that assumes you are not taking heavy casualties elsewhere). You've had over ten months to build up a reserve of squads and devices. Enjoy the surplus while you have it. Wait until you have three or four divisions taking heavy casualties at the same time, and watch how fast you burn through that cushion!

But, yes, the US replacement rate is far more forgiving than the other Allies. And yes, in game, units can be rebuilt from cadres and be made combat-ready far more rapidly than in IRL. No change from WitP, there.

Great AAR. . .

quote:

ORIGINAL: Q-Ball

Allied Regeneration: Check out the screenshot. Isn't this a bit insane? In my game as Japan, I have focused on destroying Allied ground units, thinking that might slow their advance. Guess not; save a cadre, and apparently you can build whole divisions instantly. The IJA can do this as well I realize, maybe not as completely.

This is a great game, though I think the fragment-regrow thing is a bit out of control






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RE: Stars and Stripes over Timor - 1/11/2010 8:48:37 AM   
Fishbed

 

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Q-Ball, are you still suffering coordination penalty at this point for Allied CV task forces? Are you sure you wouldn't be better off having 1-carrier TFs instead of grouping them?

And what about Lautem, you got repelled the first time, but do you have the needed assets to take it during the next assault?

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RE: Stars and Stripes over Timor - 1/11/2010 11:02:29 AM   
Alikchi2

 

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As always, kudos - you've playeed a talent and depth that was hidden on the WitP forum. I wish you luck in the coming CV clash.

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RE: Stars and Stripes over Timor - 1/11/2010 5:04:41 PM   
Q-Ball


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quote:

ORIGINAL: Fishbed

Q-Ball, are you still suffering coordination penalty at this point for Allied CV task forces? Are you sure you wouldn't be better off having 1-carrier TFs instead of grouping them?

And what about Lautem, you got repelled the first time, but do you have the needed assets to take it during the next assault?


I probably would be better off on 1-CV TFs; I was a little lazy setting it up into 3 different TFs. Also, need fewer escorts for that it seems.

I am disappointed in Lautem; I thought I had enough. I have a Bde prepping at Koepang, that should tip the scales once I get them over there.

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RE: Stars and Stripes over Timor - 1/11/2010 5:28:51 PM   
Q-Ball


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Alikchi: Thanks! However, no clash happened.

Oct 22,23,24 1942

Sorry, no blood: Dear readers, sorry we didn't have a CV clash. You can blame Cuttlefish, he pulled his CVs back. Actually that was probably a sound idea, as I had all kinds of LBA fighters on LRCAP over my CVs, giving them a big advantage in terms of CAP. I suspect the result would have been a pilot slaughter on both sides without tons of damage, but that would be OK. I think the way we are dancing around here, a big CV clash is probably inevitable.

Other than that, and getting stuck at Lautem, it's business as usual around the DEI. I am building airbases (Waingapu is size-4 now, Maumere-3, and Koepang is almost size-8), and thinking about the next targets.

Burma: An Indian Bde entered the hex south of Myiktyina, where the 56th IJA Regt. had retreated to. We attacked, and completely annihilated the Regt; I mean, unit destroyed. I was surprised by that. The unit was about 1/3 combat ready according to CF, on COMBAT mode. I knew it was in poor shape, but didn't think they would die like that. I guess it's good for us, but just trying to understand how the results happen.

With that, we are moving on Katha, which should fall shortly thereafter, and we can concentrate on the 2 Divisions in the woods there.

Other units are moving on Lashio. Not sure if CF knows I am moving yet, other than the unit count at Lashio went from 2 to 3, so he might have guessed it.

79,55: The epic revolutionary struggle continues. Another 1-2 attack resulted in greater japanese than Chinese casualties. More troops are headed to the front.

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RE: Stars and Stripes over Timor - 1/12/2010 12:59:57 AM   
Astarix

 

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quote:

ORIGINAL: Q-Ball

Oct 22,23,24 1942

Burma: An Indian Bde entered the hex south of Myiktyina, where the 56th IJA Regt. had retreated to. We attacked, and completely annihilated the Regt; I mean, unit destroyed. I was surprised by that. The unit was about 1/3 combat ready according to CF, on COMBAT mode. I knew it was in poor shape, but didn't think they would die like that. I guess it's good for us, but just trying to understand how the results happen.



Q-Ball, Looking at the previous map you posted of the Burma theater all of the routs of withdrawal are cut off for that Japanese regiment. That part of Burma is pretty narrow and you either control or contest all the available routes of escape. It probably Banzai'd itself out of existence because it had nowhere to run.

On another note, looking at your multi-pronged attack, I think CF would be wise to retreat back down to the Irrawaddy line (Mandalay). It's way too easy for his forces to get pinned and cut off in the area below Myitkina to Shwebo. Burma can turn into a giant trap for an unwary player on either side, given that there is only one central axis that can be cut from so many directions of attack. Looks like there are a couple of other of CF's units in Northern Burma that are at risk as well. Given that he does not seem to be fighting for air supremacy, retreating those units is going to be ugly for him, because it appears they will have to crawl their way out of the Jungle.

I realize that Burma is a "relatively minor" theater but, depending on how he reacts or fails to react and given the forces you have committed, you could be in Rangoon in '43. If you do make it that far that fast, it puts all of Thailand, French Indo-China and Maylaya back into play. It'll be interesting to see how that plays out.

Jason

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RE: Stars and Stripes over Timor - 1/12/2010 2:54:34 AM   
Q-Ball


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Astarix: Not sure about route of retreat. I "W" keyed before attacking, there was a retreat path available to Katha, where CF has a tank Regt. They could have also fled into the jungle. Could be right though. Regardless, I would like to see the IJA be a little more resilient.

As far as the strategy in Burma, I may be diluting my forces by splitting them and moving on Lashio. But on the other hand, if I force Lashio, I think he has no choice but to pull back to Manadalay, and even then the Irriwaddy doesn't help him much. It will be real tough to defend the Irriwaddy valley if we get into open terrain, as I have more tanks at this point, and heavier ones.

October 24, 1942

DEI: See map below on situation for tommorow. Today, lots of Zeros Swept Koepang; we exchanged Wildcats mostly for Zeros on a 1 to 1 basis, probably not the exchange CF is looking for. I think the long range from Ambon isn't helping.

Pacific: We are planning an invasion of the Ellice Islands. I have troops prepped already; we are just waiting for 3 CVEs to get there from the US West coast to provide aircover. I have 5 BBs at Pago Pago. With KB in the DEI, I don't need any "real" carriers. I hope to make CF think hard about keeping his CVs in the DEI.




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Bulletpoints of Death - 1/13/2010 3:41:21 AM   
Q-Ball


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Only one turn today, I have been stuck in Powerpoint hell at work. Maybe I should use Powerpoint for my AAR? What do you guys think?

Agenda:
INTRODUCTION
OPERATION HALBERD
-Pros: Invasion of Kendari very helpful
-Cons: Difficulty of Supply
-Action Items: Leverage existing assets in DEI to optimize offensive
-Synergy with Royal Navy
BURMA OPERATIONS
-Objectives: Lashio and Shwebo
-Status
-Units Assigned
-Next Steps
Q&A

Plenty of clipart available! I doubt Nimitz or Halsey had to deal with this crap at work!

Combat Report, Oct 25, 1942

No Trap: At the risk of breaking my arm patting myself on the back, I think that WAS a trap I sniffed. Guess what was in the exact hex that surface combat TF was yesterday? Bueller? Bueller? That's right: Kido Butai!

I see Cuttlefish is still sneaky in his old age. He'll have to get up much earlier than the rising sun to outfox ol' Q-ball. Or just get up tommorow, because I'm sure I'll fall for that at some point.

Burma: It seems another division is joining the party south of Katha. This is good news for our drive on Lashio; hopefully his attention is fixed there, and I can move into the Irriwaddy via the back door of Lashio.

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RE: Bulletpoints of Death - 1/13/2010 8:26:56 PM   
Capt. Harlock


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quote:

Maybe I should use Powerpoint for my AAR? What do you guys think?


Certainly not! If you must, use Acrobat . . .

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RE: Bulletpoints of Death - 1/14/2010 3:55:02 AM   
Q-Ball


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Oct 26, 1942

Work is still kicking my butt, so only one turn today. Busy one though!

Air War over Waingapu: Pretty serious air battles over Waingapu. Mostly Kittyhawks and Hurris defended the base against multiple air attacks; Oscars and Sallys from Soerbaya, Zeros from Kido Butai. Overall, we reported about 20 aircraft lost on both sides. I will take a 1 to 1 exchange all day.

Other than that, pretty quiet, though I am attacking Katha tommorow, and expect the tank regt there to crumble; I have been bombing that unit for 3 weeks now.

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RE: Bulletpoints of Death - 1/14/2010 3:55:02 PM   
Q-Ball


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October 27-30, 1942

A few updates these days. I wish I had screen captured a map, because that would be informative!

DEI: A transport TF is landing a Brigade at Lautem, to hopefully finish off that base, and complete the conquest of Timor. Bettys and Zeros from Ambon took down 4 of the unloading transports; for the most part small ones, but that still isn't great. The P-38s providing cover from Koepang were really torched, losing 10 to only 2 Zeros. P-38s do NOT seem to be the wonder fighter they were in WITP. That's OK! Gives IJN a fighting chance. The other issue is at this point his pilots are better; he still has his elite IJN cadres, so I'm sure that makes a difference too.

KB is still 8 hexes off Waingapu, just out of range of any trouble from us. A surface TF is very nearby, 7-8 hexes from Waingapu; he has tried bombing Waingapu, I think this is a bombardment TF. I hope so, because I have a nasty surprise......

All 7 RN BBs will be off Waingapu tonight. I dearly want to slug it out with those old BBs, even if I lose I can't lose, since I will damage IJN ships and in exchange take damage to a bunch of old ships that are scheduled for withdrawl anyway. Let's hope......

Burma: Things are going swimmingly in Burma. There seems to be no issue pulling supplies to Myiktyina (which is unrealistici I think), but there it is. One Indian Corps of 3 divisions, plus the 11th Route Army, are advancing on Lashio, where intel reports 2 units. Katha fell today, so the battle in the jungle north of Shwebo will soon see more British, about 4 divisions in that corps. If I do really well, we can make the Northern Burma campaing the Irriwaddy Valley campaign, at which point the Japanese positions in Burma are in serious trouble.

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RE: Bulletpoints of Death - 1/14/2010 4:08:29 PM   
Mike Solli


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Q-Ball, are you concerned that if some of your old BBs are damaged, they may not be able to withdraw?  They'll suck up valuable PPs.

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RE: Bulletpoints of Death - 1/14/2010 4:17:32 PM   
ny59giants


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Brad - How are you setting up your fighters percentage wise (CAP, training, rest, etc.)?? As Japan, I add almost the max and then set them to 20 or 30% training.

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RE: Bulletpoints of Death - 1/14/2010 4:53:12 PM   
Q-Ball


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quote:

ORIGINAL: ny59giants

Brad - How are you setting up your fighters percentage wise (CAP, training, rest, etc.)?? As Japan, I add almost the max and then set them to 20 or 30% training.


Good question. I usually have them on 40% CAP, except for short bursts of 60-80% CAP. Are pilots on training technically RESTING? If so, that would be very handy; why rest when you can pick up skills at the same time? I have noticed that units set to 100% training are rarely fatigued and never suffer OPS losses, so it seems that TRAINING is the same as NOT FLYING, but is that your experience?

Mike, you can't withdraw a damaged unit? I should read the manual closer if that's the case. You are right, that would be expensive in PPs! The only unit that would be a problem would be HMS Warspite; the other units are far enough out I could repair then send home. Good point though.

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RE: Bulletpoints of Death - 1/14/2010 5:00:17 PM   
Mike Solli


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There's some limit on damage that will not allow you to withdraw a ship until it's repaired to below that threshold.  I didn't pay close attention because the only way my ships "withdraw" is when they sink.  I guess there's a threshold for that too.

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RE: Bulletpoints of Death - 1/14/2010 5:03:58 PM   
ckammp

 

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Patch 2 restricted damaged ships from being withdrawn from on-map bases
The restrictions are:

1) Ship may not be on fire,
2) Total damage may not exceed 99, and
3) Individual damage type (system, floatation, engine) may not exceed 50.

Ships may withdraw from off-map bases regardless of damage.

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RE: Bulletpoints of Death - 1/14/2010 5:07:48 PM   
Q-Ball


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quote:

ORIGINAL: ckammp

Patch 2 restricted damaged ships from being withdrawn from on-map bases
The restrictions are:

1) Ship may not be on fire,
2) Total damage may not exceed 99, and
3) Individual damage type (system, floatation, engine) may not exceed 50.

Ships may withdraw from off-map bases regardless of damage.



....in other words, it has to be in REALLY bad shape. That's not to bad for rules; as long as it can float and make it to CapeTown, problem solved.

And if it founders on the way to Capetown, or a sub finds it....well, problem solved as well!





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RE: Bulletpoints of Death - 1/14/2010 5:44:36 PM   
ny59giants


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CAP - 30 to 50%
Training 10 to 30%
Rest - usually 20%
Fill up squadron to max or very close with pilots.
Let them gain experience and hopefully will be more than cannon folder before they are thrown to the wolves.

CV based TB/DB - Naval Attack/Rest with 30% training if new pilots.

This how I'm starting out and may adjust as time goes by.

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RE: Bulletpoints of Death - 1/14/2010 7:04:56 PM   
Q-Ball


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quote:

ORIGINAL: ny59giants

CAP - 30 to 50%
Training 10 to 30%
Rest - usually 20%
Fill up squadron to max or very close with pilots.
Let them gain experience and hopefully will be more than cannon folder before they are thrown to the wolves.

CV based TB/DB - Naval Attack/Rest with 30% training if new pilots.

This how I'm starting out and may adjust as time goes by.


Sounds about right. Do you put rookies into front-line units though and "train on the job?" I haven't been, I tend to have training units behind the front (either actual "training" units, or just units set to 100% training), maxed out on pilots, and when they reach a certain level move them to general pool. For Front-Line units , I always select veterans from the Pool. There is no harm in training if there is no action around, and if they were set to 10% training at the front, they can still round out skills; but I don't want rookies at the front.

And I will say I have been micromanaging this ALOT more as Japan.

< Message edited by Q-Ball -- 1/14/2010 7:05:37 PM >


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RE: Bulletpoints of Death - 1/14/2010 7:22:22 PM   
ny59giants


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I've taken the plunge into the deep end of the pool without a life preserver.  My PBEM is more OJT right now as I learn how painful an omission of a micro-management step can be. I haven't refined how to work out the pilots training program. Most have gone into units. Since I lost so many Vals and Kates from a 2 day attack on Pearl, I've had no choice. Zeros are golden.

I have one daitai (sorry but a word I use from WITP days) that has 5 with experience over 80. Would you put any of them and others into the training command??

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RE: Bulletpoints of Death - 1/14/2010 7:41:34 PM   
Q-Ball


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quote:

ORIGINAL: ny59giants

I've taken the plunge into the deep end of the pool without a life preserver.  My PBEM is more OJT right now as I learn how painful an omission of a micro-management step can be. I haven't refined how to work out the pilots training program. Most have gone into units. Since I lost so many Vals and Kates from a 2 day attack on Pearl, I've had no choice. Zeros are golden.

I have one daitai (sorry but a word I use from WITP days) that has 5 with experience over 80. Would you put any of them and others into the training command??


I have yet to detect a big difference from putting pilots in TRACOM. I think it does help to have one or two really good pilots in units that are training, so it does make sense to "store" some for that purpose later, for On-Map training.

Here are some Japanese Training things I do:

1. Consider the Home Island restricted units as TRAINING units. You can't officially make them so, but that's what they really are. Rotate their best pilots into the Reserve pool, and re-fill with Rookies. Right from Day 1, I would send, for example, all pilots from that 36-plane Kate Daitai that starts in Yokosuka (I think); they are 70+ experience, and you need them as replacements for KB probably within the first month, if not like RIGHT NOW. Re-fill that unit with rookies and set to train. You can cram 48 pilots in that unit, you might as well; and "upgrade" it to Jeans while you are at it.

2. You get one or two unrestricted VAL units in the beginning, particularly a 3-plane Chutai in China (I think?). Load that unit onto Ryujo, set to resize, then fill it with pilots and start training. You can get 38 pilots in it that way. Or if you really feel like it, unload all the planes from Shokaku, load it on for a turn at Resize, make it a TRAINING unit officially.....and you can train 128 pilots at once (it will resize to a 64-plane unit). That's a bit extreme, just telling you what you can do.

Get in the habit of checking units that are training every few days, and sending any with skills of 70-ish into the General Pool for later. There is a delay before they are available, so start that when they are ready.

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RE: Bulletpoints of Death - 1/14/2010 7:56:32 PM   
Mike Solli


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quote:

ORIGINAL: Q-Ball


quote:

ORIGINAL: ny59giants

I've taken the plunge into the deep end of the pool without a life preserver.  My PBEM is more OJT right now as I learn how painful an omission of a micro-management step can be. I haven't refined how to work out the pilots training program. Most have gone into units. Since I lost so many Vals and Kates from a 2 day attack on Pearl, I've had no choice. Zeros are golden.

I have one daitai (sorry but a word I use from WITP days) that has 5 with experience over 80. Would you put any of them and others into the training command??


I have yet to detect a big difference from putting pilots in TRACOM. I think it does help to have one or two really good pilots in units that are training, so it does make sense to "store" some for that purpose later, for On-Map training.

Here are some Japanese Training things I do:

1. Consider the Home Island restricted units as TRAINING units. You can't officially make them so, but that's what they really are. Rotate their best pilots into the Reserve pool, and re-fill with Rookies. Right from Day 1, I would send, for example, all pilots from that 36-plane Kate Daitai that starts in Yokosuka (I think); they are 70+ experience, and you need them as replacements for KB probably within the first month, if not like RIGHT NOW. Re-fill that unit with rookies and set to train. You can cram 48 pilots in that unit, you might as well; and "upgrade" it to Jeans while you are at it.

2. You get one or two unrestricted VAL units in the beginning, particularly a 3-plane Chutai in China (I think?). Load that unit onto Ryujo, set to resize, then fill it with pilots and start training. You can get 38 pilots in it that way. Or if you really feel like it, unload all the planes from Shokaku, load it on for a turn at Resize, make it a TRAINING unit officially.....and you can train 128 pilots at once (it will resize to a 64-plane unit). That's a bit extreme, just telling you what you can do.

Get in the habit of checking units that are training every few days, and sending any with skills of 70-ish into the General Pool for later. There is a delay before they are available, so start that when they are ready.


Q-Ball, what you wrote here is golden. I think that's some of the best advice I've seen yet. I never thought of reloading the 36 plane Kate Daitai with rookies. *Slaps self on head* I can't wait for my next turn to do that. How many vets will you keep in the unit when you do that?

Couple of questions for you. I noticed when you train units (specific training, not general training), their specific skill goes up as does defense and, rarely, others. The experience level rarely goes up. Granted I've been playing my AAR only a couple of game weeks, but what does it mean to have a TB pilot with a high NavT skill and low experience? Seems odd to me. Also, when you pull the pilots out into the general pool with 70-ish skill, exactly what skill are you talking about? Lastly, when you over stock a unit with pilots, do they all train at the same rate as a unit with the number of pilots = the number of planes?

Thanks!

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RE: Bulletpoints of Death - 1/14/2010 8:06:58 PM   
Q-Ball


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quote:

ORIGINAL: Mike Solli

Q-Ball, what you wrote here is golden. I think that's some of the best advice I've seen yet. I never thought of reloading the 36 plane Kate Daitai with rookies. *Slaps self on head* I can't wait for my next turn to do that. How many vets will you keep in the unit when you do that?


Just one or two. The other 46 guys are fresh from flight school, and ready to learn how to drop Torpedos!

A couple vets seems to help the rate of advanced training. But no point in "storing" other pilots there, as they are high skill accross the board, and won't gain much if anything by training.

quote:

Couple of questions for you. I noticed when you train units (specific training, not general training), their specific skill goes up as does defense and, rarely, others. The experience level rarely goes up. Granted I've been playing my AAR only a couple of game weeks, but what does it mean to have a TB pilot with a high NavT skill and low experience?


I asked around about this awhile ago. Per Elf, "Experience" relates to how well a pilot recovers fatigue and morale. It has nothing to do with your ability to hit a ship with a torpedo; that is "NavT". "Defn" is your skill in not getting shot down.

I have found the same thing after training; you end up with low experience pilots, but they are OK at hitting a ship with a torpedo. Not much you can do, experience doesn't really go up in training, and that's really what you lose when that first Cadre is killed off.

The only way around this really is to send high-experience pilots from transport or recon units into the pool, select them into a torp training unit, and re-train them to drop torpedos. No reason you can't do that; a good way to keep KB up to snuff at least until that 2nd cadre is killed off!

quote:

Also, when you pull the pilots out into the general pool with 70-ish skill, exactly what skill are you talking about?


The primary skill I need, be it NavT, or Air. Generally, they train very slow past 70 it seems, or not at all. So no point in keeping them in a training unit, unless it's another skill, like NavB (which isn't a bad idea for Kate pilots, you don't always have a torpedo handy)

quote:

Lastly, when you over stock a unit with pilots, do they all train at the same rate as a unit with the number of pilots = the number of planes?
Yes, they seem to. In fact, I have seen pilots train in a unit with 1 or 2 planes fairly well. Classroom training, I guess?

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(in reply to Mike Solli)
Post #: 566
RE: Bulletpoints of Death - 1/14/2010 8:11:42 PM   
Mike Solli


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quote:

ORIGINAL: Q-Ball

I have found the same thing after training; you end up with low experience pilots, but they are OK at hitting a ship with a torpedo. Not much you can do, experience doesn't really go up in training, and that's really what you lose when that first Cadre is killed off.



That makes a lot of sense. Pretty clever of the devs, whether intentional or not.

Thanks a lot Q-Ball. You've enlightened me. I think I'm finally beginning to understand the whole pilot pool thing. Sorry for doing this in your AAR.

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Created by the amazing Dixie

(in reply to Q-Ball)
Post #: 567
RE: Bulletpoints of Death - 1/14/2010 8:48:08 PM   
d0mbo

 

Posts: 592
Joined: 8/21/2009
From: Holland
Status: offline
If i may, one quick question.
If you leave 2 veteran pilots in a daitai, and the rest rookies, does that really train faster than an all rookie daitai?

That seems very logical, but is it really represented in game. If so: has someone calculated what the difference is?

Aorry for the hijack :X


(in reply to Mike Solli)
Post #: 568
RE: Bulletpoints of Death - 1/14/2010 9:02:38 PM   
FatR

 

Posts: 2522
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From: St.Petersburg, Russia
Status: offline
Flying CAP seems to increase experience even without actual combat, to an extent.

< Message edited by FatR -- 1/14/2010 9:03:13 PM >

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Post #: 569
RE: Bulletpoints of Death - 1/14/2010 9:16:15 PM   
ny59giants


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Thanks for the insight Brad.

(in reply to FatR)
Post #: 570
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