tiemanjw
Posts: 580
Joined: 12/6/2008 Status: offline
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quote:
ORIGINAL: SqzMyLemon A question regarding sweeps with the best Allied fighters. So far I'm really struggling with the Corsair's and P-47's. I don't know if it's the targets I'm choosing and if it's not a mistake to go against the tough nuts. I've tried high and low sweeps, but it seems in either case radar is putting the defence higher than my sweeps. If I get coordinated sweeps the warning time is substantial, regardless of altitude. I thought perhaps if I flew lower, I'd provide less warning time, but again radar is getting the CAP higher in time to eliminate any chance of getting the bounce. I'm also having to fly at drop tank range so that doesn't help either. All I know is I've read so many AAR's where the P-47's and Corsair's were unbeatable. I'm achieving no better than 2:1 at best and more often than not barely reaching 1:1. I'm obviously not employing these fighters properly. Erik is flying low CAP, I get it. It seems to be the flavor of the month right now, but why is it effective? I think radar is the key regardless of the altitude of the CAP. If radar gets the CAP up above the sweepers in time, it doesn't matter what altitude the sweep comes in at. I'm getting neither boom, nor zoom, with the Allied fighters. Not sure what else to do. Any insights would be appreciated. Droptanks have nothing to do with it. Drop tanks simply extend your normal and max ranges at the cost of increased supply. No, your results are very similar to what I've seen. I'm not really sure how some allied players get those invincible fighters, but I haven't seen it. Once the Japanese player uses his tools correctly (radar, layered CAP, advanced airframes, solid pilots and leaders), you are going to have to accept that you can't dictate terms. You need to think in terms of an air campaign, and not a battle (or even series of battles). The advanced Japanese airframes have speed nearly the same as you and much better maneuver. They also have a high service rating and can't stay up for many turns in a row. So in order to beat them, first you need to set an objective and use that to define your targets. For example, you want to get supplies into Ramree. So your targets will be airbases that can launch large naval strikes. Then you need to get your pieces into place, and go every day. Fatigue in the 20s? Go - his is worse. 13 airframes ready in a group? go - he only has 12. A few tactical pointers. Make sure you start with enough. He may reinforce, so make sure you have at least equal numbers to start. More is always better. Make sure your infrastructure can support it (airfield size, AV support, supply lines). Maneuver is king. That means spit VIIIs - especially first (the first group in takes the most punishment - later groups mop up kills) I think I have observed lower sweeps arrive first more often than not. Keep to middle altitudes, at least to start. Bombers destroying airfields are the best way to kill his fighters. Airbase hits lower moral of the units stationed there and slow / prevent repairs. He can't stay when air base damage if high. Runway damage turns good airframes into down airframes and damaged airframes into dead airframes. Even if his fighters are in the air, those runway hits turn into op kills and damaged airframes (that are slow to repair). My typical alpha strike on an enemy position would have 1 to 3 spit XIII squadrons around 15k'-16k' 2-5 Jug squadrons around 18k'-20k' Any corsair squadrons I can spare between the above 2. LRCAP over the target (with range set to 0) of P38s (or F6s in a pinch) around 30k'. Early spitfires work if the range is real short. Jugs are good if you have extra to spare. These guys you will need 2x the groups, as they will get to fatigue in the 30s after a day. These are the only guys I rest. LRCAP over target at lower altitude of P40s or some other trash you have laying around (this is the least critical - I often don't even do this) Bombers, bombers, more bombers, and a few more bombers at 7k or lower (I want to hit the target, not bomb the jungle) escorts for the bombers. next turn, anything that can still fly. If he likes to move around, it will be a different target. If he doesn't, it will be a short war. Turn after that, anything that can still fly. and so on and so on. I also like to start with undefended targets if possible. So if he has 3 airbases you want to hit, but has all his A/C at 2 of them... hit the undefended one first. After that, I want to hit the most defended one (to engage as many of his A/C as possible - that whole service rating thing). And stay on it until it is dead. Remember, the enemy bleeds too.
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