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Allied noob questions - 11/9/2010 11:20:23 AM   
U2


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From: Västerås,Sweden
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Hi guys,

I was wondering if you could be so kind and help me with the following. There are several Qs so if it feels like too much just pick one of them and others can help with the rest. Thanks!

1. When do you stop training your air units? What I mean by that is are you happy with 50 exp level or do you take it higher? How long does it take?

In old WitP I would leave one base in China and in the Philippines and let my units bomb the AF and watch the exp level increase. I guess those days are over?

Is it important to place experienced allied pilots in the training program?

2. When you set your air units to train what level do you pick and why? 40/60/80/100?

3. Trying to set up the defence of Burma and with what is there under that command it will be impossible. So I'm moving forces there from other commands and my question is will they fight well? Changing command cost so much PPs that I'm guessing an India Command brigade must be able to fight in bases belonging to Burma Command? I think I read in the manual that units from other commands still benefit from HQs no matter what command it is?

4. Convertion of allied ships to other classes. Are the allies short of anything? What should I convert to?

5. How important is it to set objectives for HQs and land units? By reading the manual it says they will fight better and units that reach 100 can start training?

6. Must I set a unit to rest/training in order for disabled parts to recover?

That's it for now...but I guess I'll be back with other Qs later.

Thanks in advance for any help

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RE: Allied noob questions - 11/9/2010 3:30:23 PM   
aphrochine


Posts: 189
Joined: 3/24/2008
From: Phoenix, AZ
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1) I usually wait until they are in their high 40's EXP at least. But I tend to focus train. I put fighter pilots on 100 Training until their air skill is avg 65 at least. Their EXP is about 45 by then. If no pressing demands on pilots, I switch them to focus on a secondary skill and try to push that up into the 50s. At the end of their training plan (EXP high 40's or 50's depending on need) I put them on General training for the last few EXP points.

From what I've learned of training:

- The lower the EXP level, the faster specific skills train up. So in the beginning of the war, I cherry pick a few of those mediocre 50'something skill pilots for some duty in training squadrons, or they get sent to units I plan to take heavy losses, or they get put on the deep bench. I bring in all fresh 20/30 exp newbies to get their specific skills in high 60's or 70-72 very fast. Those 50 something pilots have little to no room for improvement via training.
- Skill leveling ceases when EXP hits 60 for the most part.
- Well skilled commander can train fine all on his own.
- Put 80+ Training pilots in training groups for faster skill leveling.
- Training Command is worthless, dont use it...it's better to put those pilots in training groups.

2) 100, always. I do nearly all of my training at large, well supported AFs.

3) My advice (from limited experience), drag out burma as long as possible. Bomb from Chitt and Imphal with forward fighter bases built up earlier. Burma is a lost cause.

4) At some point, Allies arent really short of much. Early on, ACM's are of good use. I prefer DE's over APD, but some here feel opposite. AKE's are helpful.

5) Fighting Units, very important afaik. HQ units can be retargeted as needed. From what I've recently learned, HQ's only provide bonuses to those units who are in command range and share the same target. (command hierarchy doesnt matter) So reassign you HQ's as needed, they dont really fight. I'm not sure if their Planning value adds more bonus or not, so I try not to change willy nilly.

6) I myself would like more info on this as well.

(in reply to U2)
Post #: 2
RE: Allied noob questions - 11/9/2010 3:32:29 PM   
Omat


Posts: 2414
Joined: 8/18/2004
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Hello U2

1. As allied i train to 55-60 and move the pilots to front units. But often you need more pilots than you have trained as allied player..so it is not so strict.

I train first the primary mission e.g. air combat till it reached 60-70...it takes about 1-2 months and if there is no need for pilots i train a second mission..e.g. strafing. Than i move some pilots into the pool and get some new ones.

1b) Bombing an empty base did not work anymore..you should train them ;)

1c) Yes I think there is a difference whether you have some trained pilots or not...a unit with only new pilots and a a exp from 20-30 needs longer to get an high average exp. I use 1/3 to 1/2 of good pilots an rest of new ones....but it depends on your moment needs.

You will have some problems to generate many and good US bomber pilots...so for bomber pilots this system will not work.

2) 80% training 20 % rest for training ...more than 100% pilots...if possible 1-2 more airplanes than maximum. Some Unit`s which are near to the front train with 40 % rest 40 % training..rest a mission. If it is more likely for an enemy presence than the training will be reduced in favour a mission.

3.)As far as i know no difference. All get the same benefit

4.) Old US DD into APD. You will get as much escort ships as u want as allied.
Some British xAk can be converted into AKV. Some US Ships (YMS) can be Converted into ACM. Some smaller British ships can converted into ships with higher antisubmarine ratings. You need some ake with high cargo capacity.

5.) Very Important for amphibious landing.

6.) No. As far as I know it`s recovering faster and reduce disruption and fatigue.

Sorry for my bad english...

Omat

< Message edited by Omat -- 11/9/2010 3:36:23 PM >


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(in reply to U2)
Post #: 3
RE: Allied noob questions - 11/9/2010 8:07:27 PM   
U2


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Thanks guys!

The only thing I need to ask more about is training pilots. But I'm going on vacation and don't have time right now. Please check this thread next Thursday/Friday for my follow-up question.

The AE community is really good

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RE: Allied noob questions - 11/9/2010 10:49:30 PM   
vettim89


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Only thing I would add is some of the early war xAK's do convert to AE. Those are valuable for the Allies. The AKE are less valuable. Remember size does matter with AE/AKE. A 2500 capacity ship doesn't really do much for you.

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Post #: 5
RE: Allied noob questions - 11/12/2010 9:12:23 PM   
kbfchicago


Posts: 359
Joined: 10/17/2009
From: NC, USA
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My 2 cents... on your questions.

1 = I never really stop but am happy to see 70s. On the low end, my Sqdns typically get shipped into the line once pilots are all mid 40s+ flying skill and 50-60s in mission skill (i.e. GrndBombing). If time permits, the better trained the better their effectiveness. Early on you will be sorely pressed to get units into action. Depending on losses and pressing needs I try not to cull pilots from the training units back home into the Reserve Pool until they are in the 50s for flying and 60-70s for skill. Not just state side training units get put into training mode. Even in "operational" situations, where all out support is not needed I'll leave training at 10 (on rare occasions 20)% to help build skills faster or make up for a lack of pre-training before the unit was needed in the line or to bring replacement pilots up to speed faster. This is also the case for what I'd call operational/training units such as Kingfisher Sqdns doing ASW on the West Coast. This lets the unit conduct & improve in that mission or alternately train in another mission (like ground or naval attack) while conducting ASW patrols, building a pool of pilots who can later graduate from coastal ASW patrol to Dauntless DB duty on a carrier.

2 = For a unit dedicated to doing only training I use:
- 80% if I'm going to cull pilots and I don't care if 10-20% of the planes are grounded on any given turn. I don't go at 100% as my impression is you'll end up with a squadron full of broken airplanes that have had no maint. and limited training value at some point.
- 40% for a unit that is holding a place in the front line but has no good traget or is not need for CAP or could be moved "into the line" so I want the planes stay (or return to) operational and available. An example could be a unit you've just upgraded (disclosure - I run a two turn game cycle, this may not be as useful if you're doing one day turns).
As an aside, no empirical data but my impression (and impression from other threads on the board) is 80% will train faster than 40%, - you get better training by having one experienced pilot in the group, - and it also seems to help to have at least 20% airframes (i.e. if the unit is a 24 plane unit, fill it with at least 4 planes). By short fielding your training units in the U.S. you'll have more airframes for your combat replacements...but you do need more than the default "2" most units arrive with. There was a felllow that did some really detailed training analysis (I want to say late last year), you should be able to pick up the thread with a search. Allot of my impressions follow the concusions he came up with.

3 = I have not spent a great deal of effort aligning HQs due to the PP expense and was worried about this as well. Like #5 below I've been successful without it. Most of my significant changes were used to support the India/Burma Theater, especially early on (I managed to hold the line at Cox's Bazzar in 42 and quickly turned Burma around by late-43, it's now May 44 and I should be in Bankok by end of month with good airbases to maximize the recently arrived B-29s). I did find early on as the Allies you do need to watch Air Units/HQs to insure you qualify for replacements/upgrades (especially in the India/Burma Theater) but as I got through late 43 and into 44 the plethera of HQs seems to have mitigated that problem.

4= I don't have a good read on this one... vettim89 noted AEs, I'd concur. I've not had much use for APDs after 43 and domination of the air/sea takes away the need to sneak in supplies at night. AEs however are now becoming important. Especially now that I'm into island hoping it's a pain in the butt to have to take your BB and CV task forces out of the line for a simple "rearm" and I find myself scouring the fleet for AEs and AKEs and the dark corners I let them rot in... I'd also add xAPs to the list, specifically from spring 43 till late 43/early 44. You have a lot of units to schuttle around and initially the troop load space can be slim depending on how many of these you lost in 41-42. Once '44 hits chances are you've got enough from the prolific ship yards. By the time you hit '44 you have so many xAKs I quite litterly don't know what the heck to do with them all so just keep piling up supplies at key locations. It's no wonder they were eating spam in Australia, Hawaii and some of the island chains well into the 1950s....

5 = I completely ignored this for almost all of my current game (up to May '44) as Allies. A got clued in on this by a recent thread and have just now started assigning objectives. So, you can indeed be successful without correctly designating objectives...not sure how much it may have hurt me. I only got pushed back into the surf once....bad recon job on what I thought was an abandoned island, sent in a BN to just plant the flag...they got met by a Division +. I do more careful recons now than just a one or two turn fly by.

On a related note: I DO think I've been hurt by failing to remember to appoint Task Force Commanders, especially CV task forces. When you setup your CV and BB task forces (specifically) you want to appoint your Halsey's and Nimitz's as leaders. The game will pick some random CPT from the ships assigned and I believe I've been hurt by this a number of times. Generally by poor "Air Combat" qualities. Once they set sail from port you're generally locked into whomever you (or the computer) has put at the TF helm...I've managed to find a fair share of CPT Mortons (think James Cagney of Mr. Roberts movie fame - commanding a CV task force...).

I've also noted the above is true for land combat units. I was having a heck of time sieging Rangoon until I noticed most of my Brigadiers were "staff weenies" - after a wholesale house cleaning with some aggresive go getters things went much better. I now more carefully watch who've I've got in command of my key Divisions/Brigades as I move them into the line... Key difference is you can relieve/replace land unit commanders at any time.

6 = No. I'm pretty sure I've gotten back disabled squads/etc while in combat status. My assumption (have not done any analysis) is it's faster if you rest (especially over an extended time period). I also believe you only get updated equipment into your unit TOE when in "rest" status (my recollection is from a thread that referenced something in the manual on that...). A situation where the TOE updates can burn you is back in the rear areas, when a unit arrives it arrives in "combat" and will stay that way until you change it. So if you didn't notice the arrival of that Division or Tank Bn it will sit there until you need it...and you discover it's not as well trained as it could be and they've got Grant tanks or '41 Inf Sqds vs the latest and greatest '43 Inf Sqds or Shermans. However...you will want to throttle which units have "replacement" vs. no replacement enabled to insure your priority/front line guys get the good stuff first. Just don't forget to stage your "units in waiting" so they're in top shape when you need them.

Happy gaming...look forward to seeing your insights as you have a chance to play more!


(in reply to U2)
Post #: 6
RE: Allied noob questions - 11/14/2010 2:02:23 AM   
John Lansford

 

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The Clemson class DD's can be converted to APD's or DE's.  I converted some of both and IMO the DE option is the better one.  They get a longer cruise range, and a heavy antisub loadout, perfect for convoy escorts.  The APD's have such a small cargo load they aren't very useful; I tend to use mine as convoy escorts anyway.

There is also a class of AK's that can be converted into AP's.  Since you've got tons of xAK's already and not so many AP's, I converted every one of them I got my hands on.  I converted a few xAK's to AG's but stopped after I realized they aren't very useful and I had them running supplies anyway.

(in reply to kbfchicago)
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RE: Allied noob questions - 11/19/2010 12:41:35 PM   
U2


Posts: 3332
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From: Västerås,Sweden
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Hi guys,

I'm back from my vacation now and I need to just ask one more question. It's about training allied pilots. I don't understand much so I'll need someone's help.

OK..here goes...

1. First...there is a pilot training pool which pilots enter and it takes 12 months in four different 3-month cycles...correct?

2. If I add experienced pilots to the training program....what happens? Is 50 exp level good enough? Must I add pilots from all kinds of skills? Fighter, bomber, search pilots etc?

3. One cannot control these pilots (remove them) until the 12 months have passed?

4. Once these 12 months have passed they enter the "added" column?

5. Once they are in the added column I guess I can assign them to air units for further training? (I basically choose if they should become a fighetr pilot or something else based on the unit I assign them to?)

6. Based on what you guys have said to train pilots in units you need:

7. At least 4 aircraft no matter how many pilots training? One guy said that I should not have more than 4 planes? This sounds good since it means more aircraft can be shipped to frontline units.

8. At least 1+ experienced pilots per unit (would a 50 exp level pilot suffice?)

9. It should be at a base with enough supply/fuel I guess.

10. Once I am happy with what a pilot has reached...how do I get him to a frontline unit? (step by step please).

11. How many air units do you roughly have in the USA for training?

By reading my questions I guess you can tell how lost I am. Again, thanks so much for helping




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Post #: 8
RE: Allied noob questions - 11/19/2010 1:55:53 PM   
USSAmerica


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From: Graham, NC, USA
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I'm going to answer some of these in red

quote:

ORIGINAL: U2

Hi guys,

I'm back from my vacation now and I need to just ask one more question. It's about training allied pilots. I don't understand much so I'll need someone's help.

OK..here goes...

1. First...there is a pilot training pool which pilots enter and it takes 12 months in four different 3-month cycles...correct? Yes, but consider this "flight school". They are not very good at anything yet.

2. If I add experienced pilots to the training program....what happens? Is 50 exp level good enough? Must I add pilots from all kinds of skills? Fighter, bomber, search pilots etc? You can't add experienced pilots to TRACOM until they are 81+ experience. It takes a lot of them to have any noticeable effect. Their skills are irrelevant, as they are just instructors at basic flight school. All these experienced pilots do is add a chance that a group of trainee pilots will graduate faster.

3. One cannot control these pilots (remove them) until the 12 months have passed? Correct, flight school student pilots are not able to be used until they graduate.

4. Once these 12 months have passed they enter the "added" column? No, after graduation, they show up in the "Replacements" pilot pool.

5. Once they are in the added column I guess I can assign them to air units for further training? (I basically choose if they should become a fighetr pilot or something else based on the unit I assign them to?) Correct, except you add them to squadrons from the Replacements pool.

6. Based on what you guys have said to train pilots in units you need:

7. At least 4 aircraft no matter how many pilots training? One guy said that I should not have more than 4 planes? This sounds good since it means more aircraft can be shipped to frontline units.

8. At least 1+ experienced pilots per unit (would a 50 exp level pilot suffice?) For 7 and 8, I've read many different conflicting observations from players. I'm not sure.

9. It should be at a base with enough supply/fuel I guess. Yes, and don't forget plenty of AV support. (I know this one)

10. Once I am happy with what a pilot has reached...how do I get him to a frontline unit? (step by step please). Let me dig up my step by step text and I'll add it in another post.

11. How many air units do you roughly have in the USA for training? Early in the war, all of the Perm Restricted air groups are dedicated to training for me.

By reading my questions I guess you can tell how lost I am. Again, thanks so much for helping






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Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


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(in reply to U2)
Post #: 9
RE: Allied noob questions - 11/19/2010 2:10:33 PM   
USSAmerica


Posts: 18715
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From: Graham, NC, USA
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Some pilot training steps:

Notes:
Left-click on an Active pilot to assign him to Group Reserve.
Left-click on a pilot in Group Reserve to assign him to General Reserve.
Right-click on a pilot in Group Reserve to make him Active in the group.

Warning: Right-click on an Active pilot to Rotate him home for 180 days. Don't do it!

When you have pilots in a "training" group that you want to make available for combat squadrons:
1. Open the pilot list of the training group.
2. Left-click on an Active pilot to assign him to Group Reserve.
3. Left-click on a pilot in Group Reserve to assign him to General Reserve.
They are now ready to join combat squadrons.

When you're ready to refill combat squadrons with lesser "retards" (i.e., more qualified pilots), there's a few ways you can do it.

The easiest way:

1. Find the squadron page that you wish to populate with decent pilots.
2. Toggle their pilot pool draw to 'reserve'. Select 'manual' from the top of the page too.
3. Click 'get pilot'. The computer will automatically select a pilot from your [blank] reserve that best suits your needs. It will generally do a decent job of selecting fighter pilots of good air combat skill to fill your ranks, for example. Of course, this assumes that you've properly populated your reserve pools.
(see numbers 4 and beyond below)

The harder way (but, with more personalized control):

1. See #1 above.
2. Toggle the pilot pool draw to 'any'. Select 'manual' from the top of the page too.
3. Click 'select veteran'. You will be brought to a page with a large roster of pilots with different sortable skills (e.g., air, naval torpedo, ground bombing, etc.). Select an individual pilot that exists (note: some of these pilots have not yet arrived. Don't ask-it's a long story. For best results, don't pick those yet unborn) that suits your particular fancy and skill set.
4. Return to your pilot page and check out your haul. 8/15 (don't ask) chance that your pilot won't be there just yet-check back in a week. Otherwise, they'll have a listed delay between 1-7 (days), as they are in transit for the duration.
5. [a week goes by] Check the squadron page again. Pilots that have arrived but have not yet been activated can be discerned by the number of pilots on the squadron page. For example, 15(1) means 15 active pilots, one inactive pilot. Go to the pilot page and right click on the pilot (grayed out) with the delay of one. This will return him to active duty. Your pilot number should now be 16(0).
6. Lather, rinse and repeat.

Training tips that I've collected from posts:

Leader with Leadership in 70’s
Skill training seems to slow dramatically afteer 50 exp
Go with 100% and normal range or 0 range
Leave top skill pilot in group to assist
Larger AF for less ops losses
Stack with an Air HQ
Plenty of supply 20k+ if possible


_____________________________

Mike

"Good times will set you free" - Jimmy Buffett

"They need more rum punch" - Me


Artwork by The Amazing Dixie

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Post #: 10
RE: Allied noob questions - 11/19/2010 3:15:42 PM   
crsutton


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From: Maryland
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quote:

ORIGINAL: John Lansford

The Clemson class DD's can be converted to APD's or DE's.  I converted some of both and IMO the DE option is the better one.  They get a longer cruise range, and a heavy antisub loadout, perfect for convoy escorts.  The APD's have such a small cargo load they aren't very useful; I tend to use mine as convoy escorts anyway.

There is also a class of AK's that can be converted into AP's.  Since you've got tons of xAK's already and not so many AP's, I converted every one of them I got my hands on.  I converted a few xAK's to AG's but stopped after I realized they aren't very useful and I had them running supplies anyway.




I will respectfully disagree with John here.

The APD is total gold and you will "never" have enough of these. Yes the DE converison is very useful as early in the game you will be very short of ASW assets and Japanese subs can deliver a lot of hurt in 1942. In my campaign I converted all clemsons that I could to DE for this very reason. Now, I regret it entirely as I really need APDs.

By 1943 you will have plenty of ASW. Almost all of your little ships (SC, AM, DM and fleet DDs) will have upgraded to radar and very good ASW equipment and the DEs will not be so important but you will still be looking for APDs until late 1943.

Perhaps John and I use them differently but they are jack of all trades to me-and can do escort work in a pinch. I would say convert no Clemsons to DE but instead convert all to APDs.

Best to convert as many ships as you can to auxilaries. They are all useful and in a pinch most all can carry supply anyways so you are losing little in the way of cargo capacity. Besides, unless you are the worst Allied player in the world, you should never run short of xAKs.

In addition, by about late 1943 you are going to have a need for lots and lots. of xAP. You will have a plenty of troops to move. Not only to support invasions but also shifting rear area units closer to the fronts. Once again, build as many as you can. You will need them. And, xAPs can carry supply as well so you once again don't lose much.

As for ship upgrades, unless I am really pressed I pay attention to upgrades and upgrade my ships as best I can as soon as they are due. There have been complaints that Allied ship AA is too weak but it is better to have more of a weak thing than not. Plus there are important things that go with upgrades. Better radar (yes it is important) and much better ASW equipment. (mousetrap, hedgehog, Mk7-l depth charge and Mk 9 depth charge-all very good things).

< Message edited by crsutton -- 11/19/2010 3:17:09 PM >


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Post #: 11
RE: Allied noob questions - 11/19/2010 5:04:21 PM   
cookie monster


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I disagree.

I have lost 2 CVS to Jap Subs in my AI game there's nothing like a ship with 8 ASW for killing a sub. Those upgrades arent available early.

I would recommend DE's because the early war sub menace is so strong.

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Post #: 12
RE: Allied noob questions - 11/19/2010 9:19:11 PM   
kbfchicago


Posts: 359
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From: NC, USA
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Only a few points to touch on following Mike's (Sir Robin) post and well documented step by step guide....

re:points 7 & 8. Those are my "observations", no specific analysis to confirm or refut. However...my observations (into Jun '44 campaign as Allies) are that units train faster when they have at least one pilot with any significant experience in the sqdn. For a bunch of flight school noobs that can be a guy in the 50s. If I can spare'em I'll put a TRADOC quality guy in the unit (+81), however even a lesser qaulity exp. pilot "seems" to help. This is based on my undocumented observation of marine fighter units training side by side over a years period of time. Some with an exp pilot, some without. I did NOT take note (as mentioned in another post here as a possible factor) of any vairences in the squadron leaders attributes. On the airframes I was less observant but same general analysis - units I left with the default 2 airframes did not seem to train as fast as those with more. I use "4" as my minimum for state side training squadrons, raising them to at or near full strength when I have gently used airframes no longer suited for front line duty available (i.e. P39Ds in 1943-44, P40Es in 43, etc...).

re:point 11. As Mike noted - early on it's the ones restricted to the US. My other observations:
- You get LOTS of Marine air units - I keep (about) 6 ftr, 2 DB, 1 or 2 TB as training units. Occasionally I'll promte one to the front line and use the next sqdn that arrives to fill the training gap. Caution! Read your Marine units carefully...I found one just the other day I had not noticed started as "carrier trained" (and was doing west coast training duty), meanwhile...I've got 4 CVEs parked off San Diego trying to train up marine carrier cable to carrier trained to give my Navy fly guys some depth and help...ooops (If my advisary reads this...that would be San Diego Maine - vs San Diego CA :-)
- You get NO Naval air units until the VRF sqdns and CVE sqdns show up that you can dedicated to training. Early on I started using the coastal defense ASW & search sqdns as dual mission - protecting the coast and training to provide a pool of pilots through 43ish. Somewhere on the forum here I've got a post that talks about that technique... Once the VRF sqdns come you can load them up with pilots for training as well as replenishment duties. I have also reserved a few other smaller CVE units as (land based) training units out of the west coast to attempt to keep up a pool of guys who can at least land and take off without killing themselves.
- Plenty of Army fighter units are left in the states to provide a strong pool of trained pilots. With the exeption of the first few months building up a base I've never lacked for trained Army fighter replacements.
- Initially there are a few Army bomber units. However, you will quickly outpace the ability of these few sqdns to provide enough trained replacments as you get into mid-43. I've dedicated a couple of extra units stateside for training that could have been deployed. I've also "double dipped" by using stateside P39 and P38 training units to train in ground attack, allowing me to promote pilots from these units to fighter, fighter bomber, or light bomber (B25, A26) units.
- I don't usually worry about Naval Search (i.e .PBYs), ASW, or recon, stocking and restocking these units with "newbies" right out of flight school almost all of the time. I always leave these units with 10-30% training even on the front line to help make up for this. (disclaimer...I've been burned a few times by...less than adequet recon...both a result of how often and how qualified my pilots have been who've been doing recon, so I may relook this in my next game). I've also been less than impressed with my naval searches ability to warn me. Lots of factors involved here however so I don't think the full brunt falls on initial low aircrew quality. But this is an area I've clearly taken additional risk...in order to focus on the fighters and bombers.
- Transport pilots I do keep one Sqdn Naval, one Marine, and a couple Army stateside to generate a pool of pilots. I did not do this initially, stocking and restocking with newbies but noted a fairly high operational casualty rate so figured I'd at least provide nominal training (into the 40s) before deployment to the front lines.
- Lastly...another technique is to keep your "quite" front line units doing training + nominal general defense duties. Examples are your units at Pearl and those up in Alaska. Then periodically cull them for (some) of their experienced pilots. Like the PBYs and Recon units I'll split missions with training. Example; putting the Pearl Harbor defensive Army fighters in 50 Cap, 30 Train, 20 rest. Over 2-3 months you'll be able to pull 1/3 of pilots out for duty in front line units and replace with newbies. In 6 months those newbies are ready to be culled and put in the replacement pool then sent to units in New Guinea as 50-60+ trained.

(in reply to U2)
Post #: 13
RE: Allied noob questions - 11/19/2010 11:33:02 PM   
CV2

 

Posts: 168
Joined: 11/4/2010
Status: offline
quote:

ORIGINAL: USS America

Some pilot training steps:

Notes:
Left-click on an Active pilot to assign him to Group Reserve.
Left-click on a pilot in Group Reserve to assign him to General Reserve.
Right-click on a pilot in Group Reserve to make him Active in the group.

Warning: Right-click on an Active pilot to Rotate him home for 180 days. Don't do it!

When you have pilots in a "training" group that you want to make available for combat squadrons:
1. Open the pilot list of the training group.
2. Left-click on an Active pilot to assign him to Group Reserve.
3. Left-click on a pilot in Group Reserve to assign him to General Reserve.
They are now ready to join combat squadrons.



With all due respect, you never NEVER want to do this. Never put a pilot into general reserve. You want to put as many pilots into units on the map and keep them there as possible. Pilots in the pool arent training. They arent improving.

Pilot training 101:
You have 3 basic types of air units A) front line, B) rear area (cant leave west coast for example), and C) front line units that arent currently on the front line because of bad airplanes, not great experience or just plain no room for them.

A) Keep front line units at around 200% pilot strength. 300% if you can. These pilots should never be less than 60 experience (except early war). You add pilots to these squadrons by using the "get veteran" button. You take your replacement pilots from type B groups first and type C if you dont have any 60 experience pilots in B groups.

B) Any pilot that reaches 60 experience in these groups should be moved to type A groups first and type C 2nd. The only purpose type B groups have is to train rookies. Note, these air groups do not need aircraft. Do not replace aircraft losses in these groups. I have these guys set at 100% training unless its a patrol squadron in which case I have 80% training (ed patrol meaning a squadron on an active ASW or naval air search patrol mission, not patrol type aircraft - say a B-25 group at San Fran on ASW for example would be a "patrol squadron").

C) These groups are basically waiting to go into the line. If you expect a group to be moving up soon, stand the unit down for a few days before moving. This gives the planes a chance to rest off fatigue. All pilots in these groups should be between 50 and 70 experience. 200% strength is good in these units. Any pilots that reach 70 experience should be moved to type A groups or gathered in certain type C for expected move to the front. As type B, I have 100% training unless they are patrolling or maybe a fighter group that may need CAP. Again 80% training is the norm for these conditions (there are of course exceptions).

Torpedo pilots should be trained in both torp and naval bombing especially carrier torpedo pilots since most carriers only carry 2 torps per plane, they will be bombing a lot. But the key is to keep pilot training ongoing. Even a 90 experience pilot can gain from training. Over strength units will train the lowest experience pilots first, but when their fatigue reaches a certain point, they stop training and the guys above them in experience start training. You want your front line units to have rested pilots to fly. I typically operate my front line units at 60% on mission status, 20% training, and 20% rest. If a unit is particularly well experienced I may drop that to 70/10/20. But only for special 1 day missions do I go higher than 70%.

Move them like this:

quote:

ORIGINAL: ckammp

To transfer all pilots from a withdrawing squadron to another squadron, do the following:

1. Go to the withdrawing squadron's "Pilots" screen.
2. Click all the pilots to make every one inactive.
3. Go to the new squadron's information screen.
4. Use "Request veteran" to transfer all the pilots from the withdrawing squadron to the new squadron.




< Message edited by CV2 -- 11/19/2010 11:48:01 PM >

(in reply to USSAmerica)
Post #: 14
RE: Allied noob questions - 11/20/2010 1:14:14 AM   
crsutton


Posts: 9590
Joined: 12/6/2002
From: Maryland
Status: offline

quote:

ORIGINAL: cookie monster

I disagree.

I have lost 2 CVS to Jap Subs in my AI game there's nothing like a ship with 8 ASW for killing a sub. Those upgrades arent available early.

I would recommend DE's because the early war sub menace is so strong.



I feel your pain. I have to this date (May 43) had three carriers torpedoed. Three CVEs torpedoed with 2 sunk. At least eight BBs take at least one torpedo (none sunk), about 8 CAs eat torpedoes with half of those going down. Too many Cls and DDs to count. And, "six" submarines one shotted with torpedoes. (So far his subs have been his most effective ASW vehicle).

This is in a game where I had all the Clemsons convert to DEs.

However, I still stand by what I said. I really need about 20 more APDs than I have now. They are incredibly valuable. Your warships are going to get whupped up on-no matter what. So my two cents is take the APDs and suck it up like a man while your warships get hammered

The good news is I am killing a hell of a lot of Japanese submarines in 1943. Paybacks.....

_____________________________

I am the Holy Roman Emperor and am above grammar.

Sigismund of Luxemburg

(in reply to cookie monster)
Post #: 15
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