Nikademus
Posts: 25684
Joined: 5/27/2000 From: Alien spacecraft Status: offline
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In the Imperial Navy’s carrier fighter pilots, the US Navy faced aviators who to a surprising degree, reflected much of their own philosophy and tactics of air fighting. Today, the common opinion of the Zero pilots wrongly holds them as “individualistic” and “exhibitionistic”, with tactics that “never evolved beyond World War I style dogfighting.” This is a great disservice to the elite pilots of 1941-1942. Like their counterparts in the US Navy, they relied mainly on hit-and-run tactics, predicated around deflection shooting and teamwork, without merely trying to ride their opponent’s tails in a dogfight. During operational training and squadron exercises, the Japanese flew many hours of formation practice and mock combat. Early on, the learned to act as part of a team within the three-plane Shotai or section, flying formation, initiating attacks, and defending against them in concert with the rest of the shotai. In contrast, the US Navy put greater emphasis on individual gunnery training built around Individual Battle Practice (IBF), where the pilot flew the four classic gunnery approaches for the record and engaged in single combat with another fighter. In mock combat, the Japanese trained as formations, first matching three planes against three, then three vs. six, finally up to a nine plane chutai (division) battling around nine. In the months prior to Pearl Harbor, the carrier pilots trained intensely Emphasis was placed on keeping formation during aerial combat and training was conducted until the least skillful of the fighter pilots flying three planes to a formation could ably cope with six enemy planes. The basic tactical unit was the shotai of leader and two wingmen, and the Japanese flew two main types of formations. The first was the “route” or cruise formation, adopted in flight to and from the combat area. It consisted of the standard Vee formation with two wingmen flying between 30 and 45 degrees off the leader’s two quarters The aircraft flew about at the same level with 50 meters of interval between leader and wingman. This was the same formation as flown by the US Navy before going over to the two-plane section. When the fighter leaders anticipated action, they deployed their Zeros into much looser combat formations. One variant put the shotai into left or right echelon, increasing the interval between planes to 100 or 200 meters. Often the two wingmen weaved raggedly in short S-turns to increase lookout behind. Other times the shotai adopted a formation in principle the same as the US Navy’s A-B-C formation, increasing the interval in the Vee for one wingman to 200 meters and the other to 300 meters. The key difference between the Japanese shotai and the three plane Vees (or Vics as the RAF called them) was that the Zeros assumed loose formations before entering combat. That gave the Japanese room to react and follow their leader’s movements. This was a far cry from the constricted RAF Vics, used until after the Battle of Britain. Shotai deployment for attack naturally depended on the tactical circumstances, but the Zeros liked to use firing passes in succession from above-rear or high side, depending on the opposition. The shotai formed from line-astern, well spaced out with intervals of 500 meters or more. Charging in one at a time, each Zero would roar within range, fire, then pull out underneath and ahead of the target in order to climb away out of reach. As one completed its run, another would be coming in keeping the target under constant attack. Experienced Japanese pilots seldom sat on the tail of an enemy fighter for an extended shot, unless the attacker was very sure another enemy fighter would not jump him. Sometimes the shotai leader brought his two wingmen up abreast of him and deployed well apart to bracket a single target and box it in. Zeros then either alternated in making passes from the side, or if the leader did stay on the target’s tail, his two wingmen took great pains to watch his tail. At other times, a leader placed one wingman above the fight as top cover, while he and the other wingman dived in. To function effectively, the shotai required three excellent pilots well trained in its arts. The prewar Japanese carrier pilots had practiced together, and the extreme maneuverability of their Zeros permitted the shotai to remain a coherent entity even through wild combat. They often achieved remarkable coordination with gunnery runs. The key factors were training and experience. In 1941-mid 1942, the pilots enjoyed excellent training and experience. If that was lacking, the shotai broke down in combat much more easily than the US Navy’s formations, which required far less effort to fly. In 1943 the lack of experienced pilots compelled the Imperial Navy to adopt the 2-2 formation of two plane buntai comprising a four plane shotai. The theory was that only the shotai leader, in that case, had to be experienced. Chutai or division formations likewise came in two varieties, route and combat. The cruise or route formations usually placed the three shotai Vees in echelon, one behind the other. In combat, a chutai often adopted an A-B-C type deployment, it’s componential shotai at different heights and intervals to facilitate lookout astern. Japanese training exercises envisioned the chutai leader as manipulating his nine planes in battle, such as sending one shotai on each side of a target in order to bracket or retaining one shotai above as top cover. Many times a chutai formed into one long “string” to execute successive gunnery runs, such as happened on 4 June at Midway. Usually combat was such that each shotai was on its own after the chutai leader made his initial deployment. In common with the US Navy, the Imperial Navy taught its pilots deflection shooting, but the Japanese did not utilize the technique to its greatest advantage. They used reflector gunsights, but the Zero fighter itself lacked sufficient visibility over the nose to see the proper lead for full deflection attacks against speedy targets. Some pilots cranked up their seats (Sakai mentions this too), putting their heads just beneath the cockpit canopy order to sight along the top of the engine cowling, sufficient to make a nearly full deflection shot in a steep overhead attack, but their shooting was less certain and the pilot certainly less comfortable than in an F4F Wildcat. Japanese high side attacks generally saw the pilots shooting at half deflection and less, rather than full deflection as with the US Navy. The measure of experienced Japanese was their ability to estimate deflection angles and ranges with or without the sights. The veterans honed their shooting eyes and improved their deflection shooting considerably. Problems included the slow-firing, low velocity cannons, and the fact that at higher speeds the Mitsubishi A6M2 Zero was not a good gunnery platform. Rapid acceleration in dives caused a deterioration of control due to stiff ailerons. The point of aim tended to wander, and the pilots could not use the ailerons to roll or corkscrew in to match target maneuvers in an overhead run. In addition, too abrupt a recovery, such as pulling into a steep climb close to the target, lost speed quickly and set up the Zero for a counter-shot if the target could bring it’s guns to bear. Defensively, the Zero pilots depended on mutual lookout and support between aircraft in a shotai or chutai. The standard defensive maneuver to counter an attack from above and behind was to pull into a tight, climbing turn, usually to the left. This offered an attacker a full deflection shot and started the Zero climbing away. While the individual under attack made his counter, the other Zeros in his shotai climbed to attack the enemy from other directions. If a Zero pilot found an opponent close on his tail and knew his mount was more maneuverable than the enemy’s he often pulled into a loop and ended up right on the attacker’s tail. A variant of this maneuver, was to pull up sharply, stall, let the enemy go by and jump on his tail. At this time the Japanese were not averse to turning into attackers for head-on runs. They were confident in starting a scissors because they knew they could turn inside their opponents and work their way onto the other’s tail. In general, the Imperial Navy’s fighter pilots used excellent tactics, based on the advanced concepts of hit-and-run attacks and deflection shooting. Ironically, these commendable tactics sometimes lacked suitability for the aircraft they flew. The Mitsubishi A6M2 Zero was a consummate dogfighting machine, but not so good as a hit-and-run fighter. As hit-and-run tactics depended heavily on high-speed control, this was a great drawback. The later versions, A6M3 and A6M5 with their shorter wing spans, were far better in this regard. The second area where the Zero was deficient was as a gunnery airplane. Because of the somewhat reduced visibility over the nose (when compared to the Grumman F4F Wildcat), full deflection shots were difficult to make. The F4F pilots were not the only ones learning the facts of war in the Pacific and making adjustments. The Americans happened to make them faster. **** The above is a reprint of Apendix 5: Japanese Combat Methods, John Lundstrom "The First Team" (combat from December 1941 - June 1942) Apparantly Mr Lundstrom has a far better opinion of Japanese training, experience and ability than others who rely on him as a primary source. As for the "wargame" to which all this debate ranges over....the technical aspects mentioned above are well modeled. A6M2: speed 332 (cruise: 207) Mnv: 35 Dur:22 armor:0 weapons 20mm type 99 Effect:4, pen 3, range:2500, Accuracy: 16 7.7mm Type 97 Effect:2, pen 1, range: 1500, Accuracy 24 F4F4: speed 318 (cruise: 155) Mnv: 32 Dur: 29 armor: 1 P-40E speed 364 (cruise 290) Mnv 31 Dur 29 armor:1 weapons (F4F/P40) 6 x .50 Browning Eff: 3 Pen 2 Range 2000 Accuracy 26! It has also been suggested that the UV model is "crappy" because it doesn't reproduce the "expected" losses (regardless of how the battles are fought it would seem) However, its kind of ironic that in all this raging debate, noone, at least outside the AAR boards has posted actual figures. It was with interest then that last night i took a look at my own accumulated figures for my current campaign (played as Allied) approx losses as of 12/1/42 (from earliest start in 5/42) A6M2 : 644 A6M3 : 202 F4F3 : 1 F4F4 : 337 P40E : 50 G4M : 251 B25 : 31 B26 : 35 As with real life, such numbers by themselves mean little without considerable qualification, so i will relate. Fog of war was on....as such obviously these figures are approximate but the key point here is that the figures will be universally inflated upward to reflect the overclaims common on both sides of the war (fortunately for the players, the Japanese side does not get a stronger dose leading to ridiculous sums) Losses shown include operational and accidental losses as well as actual combat kills which, as historical comprise a far smaller # in total (for fighters they also include planes that went down with carriers) However even factoring in all of the above, and accounting for overclaims (i checked both sides too, the estimates are identical for both sides when FOW is turned on) its clear that the Japanese suffered more heavily in fighters and bombers. Though not as extreme in the last game (since i played Japanese), it is interesting to note that losses were similarily close even when the IJN was in victory. I find the Zero losses interesting to say the least because, like Jeremy, i too showed some initial concern at the Dur rating for the Zero (and the Betty, which is why i list the losses here) At first (and 2nd glance) the rating does seem too high, being only 7 points below the F4F and P40. However, if these results are any indicator, we must take note of the value of the "armor" rating of a plane as well as the gun ratings of the weapons used against Allied planes (and the effect of Allied weapons against Japanese planes) Dur is indeed important but unlike PacWar, we have that armor rating as well, and the weapons have far more specific modeling vs the singular "cannon" rating of Pacwar. Coupled with the Japanese often fighting over enemy territory at long range, the results seem very much in line with historical occurances. (and i tend to play conservatively with reletively few radical or "gamey" tactics....i dont shuffle and create ahistorical loadouts for carriers for example) In short....i think Matrix has done a bangup job with the air model. and there is no need for radical EXP alterations to make American units more productive. Even the G4M, which looks even more suspicious than the Zero with it's 36 dur rating (but 0 armor) vs the 42 and 44 rating of the B-25 and 26. Here the results are a little deceptive as the B-25 and 26's very very rarely encounted enemy fighters (the AI never made an agressive bid for New Gunieau in my current game, hence most Zeros came from Rabaul, outside of medium bomber range) Still, even cut in half, thats over 100 G4M's lost in 6 month period.....little suprise that as of 12/1 there is only one operational G4M group in the game (sitting at Truk with 20 operational) Any doubts as to the attrition can be seen in the A6M groups who started with exp in the high 60's to 80's (land based) most are now in the mid 50's, with a far larger preportion of 50's (and some 40's) of fresh Japanese pilots with a sprinkling of "vets" in the 70's, a few rarer ones in the 80's. combat has been hard over Port Morseby and Lunga for the Japanese.
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