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Multiple Questions - 12/24/2019 8:25:56 PM   
Rogue188

 

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I have buckled down and am working to learn the game (again). My new record is April '42! I have a few questions for all those who have a stronger understanding of the game.

Gameplay Questions:

1. What do you do with "useless" LCUs and squadrons? I classify these as [S][R] units were the HQs can't be changed. In my mind these are units that were either training, garrison, or some sort of home defense units that never saw action. The same applies to planes like the T-6 Texans. Things that were not really used for combat, but for pilot training.

2. How do you know when a pilot is done training and ready for combat? When I see the option to send a pilot to the General Pilot pool, I assume this to mean they are ready.

3. At the start of the war, how come none of the Marine squadrons are carrier qualified? If it was historical then never mind, but it was impression that Marines had qualified pilots operating off aircraft carriers at all points during the war.

4. How quickly should I be pushing my troops out into the field to develop bases throughout the Pacific?

5. How much flexibility do I have with light/medium/heavy bombers? I know historically planes like the B-25 did a great job raiding shipping and B-17s could be used in ASW warfare, but how do I use them in game? If a B-17 has a basic ground bombing ability of 50 and and ASW level of 20, is it worth trying to develop their ASW ability? Should they be doing naval search? Same question for twin and single engine bombers.

6. Training ground bombing vs airfield vs port attack. Since ground bombing is the only skill category, does training in these areas actually increase port or airfield damage or does it simply indicate that an attack will focus on those targets while using ground bombing skill as the method to determine success?

Manual:

1. Why is there no .pdf of the manual? The game is over 10 years old and there is no e-copy? I have my original manual in a box somewhere, but it doesn't explain all the little details that are in the game. For example, the ships and squadrons with #! or something else in the description.

UI:

1. Why is there so much math involved for the player to figure out? I think the formula for determining minimum AF size for planes was something like engine number/4200 or something. Why doesn't the aircraft data simply say Minimum AF: 4 or something like that?

2. I realize that the game is pretty old now, but I wish the information provided in the intel screen had hyperlinks. I don't know where hex (89,90) is without hunting all over the map. It would be nice to click on a hyperlinked (89,90) or city name and have the map center on it.

Forums:

1. What is the best way to search the forums? I was watching XTRG pull up a guide on selecting commanders on youtube, but when I searched for the thread I got a message saying no results found. In fact, I almost never find anything I search for :(

Thank you and Merry Christmas!

Edited for grammar or question clarification

< Message edited by Rogue188 -- 12/24/2019 8:29:54 PM >
Post #: 1
RE: Multiple Questions - 12/24/2019 8:54:46 PM   
HansBolter


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quote:

ORIGINAL: Rogue188

I have buckled down and am working to learn the game (again). My new record is April '42! I have a few questions for all those who have a stronger understanding of the game.

Gameplay Questions:

1. What do you do with "useless" LCUs and squadrons? I classify these as [S][R] units were the HQs can't be changed. In my mind these are units that were either training, garrison, or some sort of home defense units that never saw action. The same applies to planes like the T-6 Texans. Things that were not really used for combat, but for pilot training.

Garrison is what they are used for. Be sure to garrison Portland well. If it falls to a sneaky raid you lose all of the ships that are in the invisible queue. The lack of a physical shipyard on the map in that location where you could easily see the plethora of important ships being built there lulls Allied players into believing there is little risk in losing it. In thruth, it may well be the most important hex in the game to the Allies....Sorry, went on a bit of a rant there about an exploit. However, the main point is that the restricted units that cannot be bought out are so because of the need to prevent players from completely denuding a vital area. The point is that any entry pint for reinforcements is vital to defend.

2. How do you know when a pilot is done training and ready for combat? When I see the option to send a pilot to the General Pilot pool, I assume this to mean they are ready.

When they have reached a skill level acceptable to you. Most players shoot for 70 main skill/ 70 experience. You will need to train a secondary skill to get experience to 70. For fighter pilots that secondary skill should be strafing at 100 ft. The low altitude helps raise defense. Again for fighter pilots, getting Air skill to 70, will bring Experience to about 50-55 and Defense to a paltry 40-45. Switching to training Strafing at 100 ft will raise both Strafe and Defense and Experience.Working the skill training is how you get well rounded pilots ready to transfer to Reserve. All players have their own formulas..

3. At the start of the war, how come none of the Marine squadrons are carrier qualified? If it was historical then never mind, but it was impression that Marines had qualified pilots operating off aircraft carriers at all points during the war.

Don't have a good answer, but it is not a vital issue. Operating a carrier capable, but not carrier trained squadron from a carrier doesn't result in much sub par performance and they get trained in 90 days.

4. How quickly should I be pushing my troops out into the field to develop bases throughout the Pacific?

Depends on what the Japanese player is doing. Push hard where he is not pushing and cautiously where he is. Lot's depends on where you choose to set up regional hubs for supply and fuel distribution. That is a whole discussion it itself.

5. How much flexibility do I have with light/medium/heavy bombers? I know historically planes like the B-25 did a great job raiding shipping and B-17s could be used in ASW warfare, but how do I use them in game? If a B-17 has a basic ground bombing ability of 50 and and ASW level of 20, is it worth trying to develop their ASW ability? Should they be doing naval search? Same question for twin and single engine bombers.

Pilot skill in a given category is as important, if not more, than the plane type flying the mission. All squadrons should be doing some form of training. If you are searching at 50%, you should be training at 30% and resting at 20%. Just a personal formula, others will counsel slightly differently. The point is that with ASW any squadron is going to start with low skill and 60-65 is minimum skill necessary to start getting reports of attacks and hits. So choose what squadrons of what plane types to assign to TRAIN the living you know what so one day they can be useful.

6. Training ground bombing vs airfield vs port attack. Since ground bombing is the only skill category, does training in these areas actually increase port or airfield damage or does it simply indicate that an attack will focus on those targets while using ground bombing skill as the method to determine success?

Yes, the Ground skill is used for all of those missions, but training secondary missions is always useful, especially in raising overall experience and defense.

Manual:

1. Why is there no .pdf of the manual? The game is over 10 years old and there is no e-copy? I have my original manual in a box somewhere, but it doesn't explain all the little details that are in the game. For example, the ships and squadrons with #! or something else in the description.

Of course, there is a PDF of the manual, both E-Book and Printer Friendly versions. See screen shot.

UI:

1. Why is there so much math involved for the player to figure out? I think the formula for determining minimum AF size for planes was something like engine number/4200 or something. Why doesn't the aircraft data simply say Minimum AF: 4 or something like that?

Experience leads to learning certain rules of thumb such as the minimum port size needed to rearm 8" cruiser guns and the minimum airfield level for 4E operations. Don't get hung up on the arcane formulas.

2. I realize that the game is pretty old now, but I wish the information provided in the intel screen had hyperlinks. I don't know where hex (89,90) is without hunting all over the map. It would be nice to click on a hyperlinked (89,90) or city name and have the map center on it.

Wish all you want. It is what it is.

Forums:

1. What is the best way to search the forums? I was watching XTRG pull up a guide on selecting commanders on youtube, but when I searched for the thread I got a message saying no results found. In fact, I almost never find anything I search for :(

Thank you and Merry Christmas!

Edited for grammar or question clarification






Attachment (1)

< Message edited by HansBolter -- 12/24/2019 9:53:45 PM >


_____________________________

Hans


(in reply to Rogue188)
Post #: 2
RE: Multiple Questions - 12/24/2019 9:47:36 PM   
dr.hal


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quote:

ORIGINAL: Rogue188

Gameplay Questions:

3. At the start of the war, how come none of the Marine squadrons are carrier qualified? If it was historical then never mind, but it was impression that Marines had qualified pilots operating off aircraft carriers at all points during the war.


Marines to this day are not trained in CV landing unless assigned to a carrier (jump jet or helo). It is a LONG and expensive process and VERY dangerous. Unless a unit is going to operate off a carrier it's not cost effective to train those pilots in such an operation. The game is highly unrealistic in it's ability to allow non-CV qualified folks to operate from a carrier. The accident rate should be a LOT higher (especially if operating in any sort of adverse weather). But it's not. This allows both sides to operate non-qualified pilots who happen to be in carrier capable aircraft from CVs without much of a penalty. Unlike most other aspects of the game that do a good job of emulating reality, this is not one of them. In truth, if there is one factor in the game that is unrealistic it's the accident casualties in all air operations. I've read statistics for the US in WW2 which say they suffered more pilot deaths in training than in actual combat. I've not read such statistics for other countries however I can only surmise that it was much the same (I've read that the rate of accidents in the RAF was higher than in the US, but not overall statistics of deaths). Of all aviation non-combat activities, a carrier landing at sea was and still is about the most dangerous evolution that a pilot can perform.

(in reply to Rogue188)
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RE: Multiple Questions - 12/24/2019 11:00:45 PM   
geofflambert


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I believe both the Germans and the Japanese were putting pilots in the air late in the war with less training than in the early part of the war. The plus side of that is fewer training deaths.

_____________________________



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RE: Multiple Questions - 12/24/2019 11:04:29 PM   
dr.hal


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That's one way of describing it....

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RE: Multiple Questions - 12/24/2019 11:05:38 PM   
Rogue188

 

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quote:

ORIGINAL: dr.hal


quote:

ORIGINAL: Rogue188

Gameplay Questions:

3. At the start of the war, how come none of the Marine squadrons are carrier qualified? If it was historical then never mind, but it was impression that Marines had qualified pilots operating off aircraft carriers at all points during the war.


Marines to this day are not trained in CV landing unless assigned to a carrier (jump jet or helo). It is a LONG and expensive process and VERY dangerous. Unless a unit is going to operate off a carrier it's not cost effective to train those pilots in such an operation. The game is highly unrealistic in it's ability to allow non-CV qualified folks to operate from a carrier. The accident rate should be a LOT higher (especially if operating in any sort of adverse weather). But it's not. This allows both sides to operate non-qualified pilots who happen to be in carrier capable aircraft from CVs without much of a penalty. Unlike most other aspects of the game that do a good job of emulating reality, this is not one of them. In truth, if there is one factor in the game that is unrealistic it's the accident casualties in all air operations. I've read statistics for the US in WW2 which say they suffered more pilot deaths in training than in actual combat. I've not read such statistics for other countries however I can only surmise that it was much the same (I've read that the rate of accidents in the RAF was higher than in the US, but not overall statistics of deaths). Of all aviation non-combat activities, a carrier landing at sea was and still is about the most dangerous evolution that a pilot can perform.


That clarifies some of my question but not all of it. I was looking at the current Marine Air Wing (MAW) and you are correct, some squadrons seem to operate from ships and some don't. From what I know of Marine Squadrons in the Pacific, the same is true. Some few from islands and others operated from ships. But that is also my point. Shouldn't the squadrons that the designers are intending to operate from ships already be qualified? Did WWII start with zero Marine squadrons qualified to operate from carriers?

(in reply to dr.hal)
Post #: 6
RE: Multiple Questions - 12/24/2019 11:16:30 PM   
spence

 

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From: Vancouver, Washington
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quote:

Did WWII start with zero Marine squadrons qualified to operate from carriers?


Don't have a historical answer but I have flown the Marine fighters off of Wake Is to land on USS Lexington on turn 3 or so so it is certainly possible (can't remember whether or not there were any OPS losses.

(in reply to Rogue188)
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RE: Multiple Questions - 12/25/2019 1:57:53 AM   
Rogue188

 

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How does this math work?




Attachment (1)

< Message edited by Rogue188 -- 12/25/2019 1:59:25 AM >

(in reply to spence)
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RE: Multiple Questions - 12/25/2019 2:00:39 AM   
Rogue188

 

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The way I read this, the 22nd Australian BDE has(4) AIF Cmbt Eng x4 so there should be 16, but yet it says there are 12. Just like the Bren section is (0) x6, so...6? But there are 8. With some US equipment I spotted (4) x4 but the TOE shows 8 of that item. How are we doing math? Is this that new math stuff hear so much about???




Attachment (1)

< Message edited by Rogue188 -- 12/25/2019 2:03:50 AM >

(in reply to Rogue188)
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RE: Multiple Questions - 12/25/2019 2:23:55 AM   
Anachro


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The first image is the actual composition of the unit. The second is the theoretical max composition if everything was upgraded and fully reinforced. The numbers in parentheses in the first image are disabled squads, meaning you have 4 disabled Cmbt Eng squads and 4 operational squads.

< Message edited by Anachro -- 12/25/2019 2:29:09 AM >

(in reply to Rogue188)
Post #: 10
RE: Multiple Questions - 12/25/2019 2:56:17 AM   
Rogue188

 

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Got it! Thank you!

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RE: Multiple Questions - 12/25/2019 3:00:10 AM   
Rogue188

 

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On a second note, how much does the HQ matter? I know if you want to move a unit from a [R] HQ, you need to pay PP to do so. However, how much does this impact anything? I see American units in Australia attached to Pacific Ocean Areas or Southwest Pacific and it doesn't seem to matter that much other than giving the unit the ability to be loaded on board transports. Is there something going on under the hood that I'm not seeing?

(in reply to Rogue188)
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RE: Multiple Questions - 12/25/2019 3:35:35 AM   
dr.hal


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No Marine squadrons were CQed in 1941, it was never even considered back then.

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RE: Multiple Questions - 12/25/2019 4:27:45 AM   
Rogue188

 

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Cool to learn!

Edit: Quick update. According to Wikipedia on Marine Corps Aviation history, "Also taking place during the 1920s was that Marine squadrons began qualifying on board aircraft carriers. However, in terms of mission and training, the assignment of two Marine scouting squadrons as component units of the Pacific Fleet carriers would be one of the greatest advancements for Marine aviation."

This can be taken with a grain of salt considering the source but, if accurate, I would say there is an argument that some squadrons could be carrier qualified or given low operational losses in the game.

< Message edited by Rogue188 -- 12/25/2019 5:09:07 AM >

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RE: Multiple Questions - 12/25/2019 11:00:29 AM   
Anachro


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I recommend you read The Fast Carriers: The Forging of an Air Navy by Clark Reynolds as it gets into this briefly in some of the chapters. For all intents and purposes, marine squadrons did not truly have carrier training and there is even an example brought forth in the book of a marine squadron ordered to and operating from a carrier with only a very brief, bare-bones training in carrier landings. The results weren't pretty and operational losses were very high. I'll probably look for it later, but needless to say the op losses for squadrons that are carrier-capable but not trained for it should be much higher until they are trained.

Later in the war, the marines asked for and got permission to have Marine-operated CVEs so they could have their own planes flying CAS from carriers, as the marine aviators were generally viewed by all services as the best at CAS with the most developed and complete doctrine for it (though I'm not sure if it was actually implemented before the war's close). There are examples of marine squadrons operating from carriers in '44 and '45, so no doubt this is why the designers wanted to retain the carrier capabilities for marine squadrons.

(in reply to Rogue188)
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RE: Multiple Questions - 12/25/2019 1:00:29 PM   
dr.hal


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From: Covington LA via Montreal!
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quote:

ORIGINAL: Anachro

Later in the war, the marines asked for and got permission to have Marine-operated CVEs so they could have their own planes flying CAS from carriers, as the marine aviators were generally viewed by all services as the best at CAS with the most developed and complete doctrine for it (though I'm not sure if it was actually implemented before the war's close). There are examples of marine squadrons operating from carriers in '44 and '45, so no doubt this is why the designers wanted to retain the carrier capabilities for marine squadrons.

The Marines DID fly carrier CAPABLE aircraft...that's not in doubt. And yes they did specialize in close air support from CVEs later in the war but no unit was carrier qualified at the start of the war nor was it specifically trained in carrier operations that I know of.

This of course does not stop me from operating my Marine electronic flyers from carriers as my navy units get chewed up!!!!

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RE: Multiple Questions - 12/25/2019 2:32:13 PM   
spence

 

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quote:

no unit was carrier qualified at the start of the war nor was it specifically trained in carrier operations that I know of.


I was curious about this topic. Using "The Location of Navy Aircraft in WW2" (or some such) I found that the USS Bennington (an Essex Class CV) had VMF 112 and VMF 123 assigned on 23 June 1945 flying F4U-1Ds and FG-1s. There were also a number of CVE's with Marine Air Groups attached but Bennington was the only Essex Class that I found with USMC air units attached.


(in reply to dr.hal)
Post #: 17
RE: Multiple Questions - 12/25/2019 2:46:27 PM   
tolsdorff

 

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quote:

ORIGINAL: Rogue188
...

4. How quickly should I be pushing my troops out into the field to develop bases throughout the Pacific?



Before pushing, do watch the TOE, XP and morale though.
For instance, many Indian LCU's arrive on the map with really low morale and XP. It takes a long time (5-6 monhts) for these parameters to reach acceptable levels.
their planning points need to reach 100, before XP can go up.

Do remember that the Japanese can capture anything if they want the first year. pushing to hard is pointless if KB is parked right outside your superbase. With good play, the base will be lost.

quote:



UI:

2. I realize that the game is pretty old now, but I wish the information provided in the intel screen had hyperlinks. I don't know where hex (89,90) is without hunting all over the map. It would be nice to click on a hyperlinked (89,90) or city name and have the map center on it.




I always use combat reporter. It comes with a map. Actions in the program, can be clicked on, the map will focus on the hex where the action happened.

link to combat reporter

(in reply to Rogue188)
Post #: 18
RE: Multiple Questions - 12/25/2019 3:05:28 PM   
tolsdorff

 

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Joined: 12/12/2016
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quote:

ORIGINAL: spence

quote:

no unit was carrier qualified at the start of the war nor was it specifically trained in carrier operations that I know of.


I was curious about this topic. Using "The Location of Navy Aircraft in WW2" (or some such) I found that the USS Bennington (an Essex Class CV) had VMF 112 and VMF 123 assigned on 23 June 1945 flying F4U-1Ds and FG-1s. There were also a number of CVE's with Marine Air Groups attached but Bennington was the only Essex Class that I found with USMC air units attached.




according to Rottmann

quote:



F. MARSHALLS–MARIANAS BYPASSED ISLANDS, PELELIU,
PHILIPPINES, AND IWO JIMA
...
Aviation units operating from aircraft carriers are denoted. Units participating
in these operations are identified by a letter designating the specific operation:
A—Marshalls–Marianas Bypassed Islands 25 Dec 43–26 Mar 45
B—Peleliu 6 Sep–14 Oct 44
C—Philippines 10 Oct 44–20 Jul 45
D—Iwo Jima 15 Feb–16 Mar 45
E—Pagan and Rota Islands, Mariana Bypassed Islands 24–26 Jul 45
Detachment, HQ Squadron 1, 1st Marine Aircraft Wing 1 C—10 Mar–4 Jul 45

Marine Fighting Squadron 112 (USS Bennington [CV-20]) D—15 Feb–4 Mar 45
Advance Echelon, Marine Fighting Squadron 123 (USS Bennington) D—15 Feb–4 Mar 45
Marine Fighting Squadron 124 (USS Essex [CV-9]) C—3–22 Jan 45 D—15 Feb–4 Mar 45
Marine Fighting Squadron 213 (USS Essex) C—3–22 Jan 45 D—15 Feb–4 Mar 45
Advance Echelon, Marine Fighting Squadron 216 (USS Wasp [CV-18]) D—15 Feb–4 Mar 45
Advance Echelon, Marine Fighting Squadron 217 (USS Wasp)[D—15 Feb–4 Mar 45 /b]
Advance Echelon, Marine Fighting Squadron 221 (USS Bunker Hill [CV-17]) D—15 Feb–4 Mar 45
Advance Echelon, Marine Fighting Squadron 451 (USS Bunker Hill) D—15 Feb–4 Mar 45



and

quote:


H. AIRCRAFT CARRIER-BASED MARINE AVIATION UNIT
OPERATIONS
Marine carrier-based aviation units participating in previously listed opera-
tions are found under them. The following units participated in other operations,
embarked aboard aircraft carriers, and are identified by a letter designating the
specific operation:
A—Third Fleet supporting: Luzon attacks—6 and 7 Jan 45;
Formosa attacks—3, 4, 9, 15, and 21 Jan 45; China coast at-
tacks—12 and 16 Jan 45; and Nansei Shoto, Ryukyu Islands at-
tack—22 Jan 45
B—Assault and Occupation of Iwo Jima and Fifth Fleet raids
against Japan
15 Feb–16 Mar 45
C—Third and Fifth Fleet raids in support of the Okinawa
Gunto assault
17 Mar–11 Jun 45
D—Assault and Occupation of Okinawa Gunto 24 Mar–30 Jun 45
FLEET MARINE FORCE AVIATION UNIT CAMPAIGN PARTICIPATION 471
E—Balikpapan, Borneo operations in support of Australian
Army landing
15 Jun–20 Jul 45
F—Third Fleet operations against Japan 10 Jul–15 Aug 45
G—Attu Landing, Aleutian Islands, Alaska in support of U.S.
Army landing
11–30 May 43


Marine Fighting Squadron 112 (USS Bennington [CV-20]) B—15 Feb–4 Mar 45 C—17 Mar–11 Jun 45
Marine Fighting Squadron 123 (USS Bennington) B—15 Feb–4 Mar 45 C—17 Mar–11 Jun 45
Marine Fighting Squadron 124 (USS Essex [CV-9]) A—3–22 Jan 45 B—15 Feb–4 Mar 45 C—17–24 Mar 45
Marine Fighting Squadron 213 (USS Essex) A—3–22 Jan 45 B—15 Feb–4 Mar 45 C—17–24 Mar 45
Marine Fighting Squadron 214 (USS Franklin [CV-13]) C—17–22 Mar 45
Marine Fighting Squadron 452 (USS Franklin) C—17–19 Mar 45
Marine Fighting Squadron 216 (USS Wasp [CV-18]) B—15 Feb–4 Mar 45 C—17–22 Mar 45
Marine Fighting Squadron 217 (USS Wasp) B—15 Feb–4 Mar 45 C—17–22 Mar 45
Marine Fighting Squadron 221 (USS Bunker Hill [CV-17]) B—15 Feb–4 Mar 45 C—17 Mar–13 May 45
Marine Fighting Squadron 451 (USS Bunker Hill) B—15 Feb–4 Mar 45 C—17 Mar–13 May 45



< Message edited by tolsdorff -- 12/25/2019 3:08:37 PM >

(in reply to spence)
Post #: 19
RE: Multiple Questions - 12/25/2019 3:16:12 PM   
tolsdorff

 

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rottmann on CVE's





quote:

C.3. Marine Aircraft Carrier Units
Perhaps one the Marine Corps’ major failings in World War II was its failure
to aggressively demand that Marine aviation units be deployed aboard carriers.
The primary mission of Marine aviation was “the support of the Fleet Marine
Force in landing operations and in support of troop activities in the field.”
Through 1943, land-based Marine aircraft adequately supported the infantry in
the closely grouped Solomons and on New Britain, where sufficient land bases
were within range. But 1944 was a different matter. The Central Pacific islands
were widely separated, and airfields were at a premium. Marine units operating
from carriers would have been able to support landing operations from the be-
ginning. While it is true that the Navy resisted efforts to embark Marine aviation
aboard carriers, it is also true that the Marines did not push the point. Marine
aviation had become enamored with shooting down enemy airplanes, a principal
USAAF mission, while carrier-based Navy aviation provided much of the close
air support to Marine ground units. As the Fleet Marine Force battled through
the Marshalls and Marianas, supported by the Navy and USAAF, much of the
Marine aviation was relegated to endlessly bombing bypassed, Japanese-held
eastern Marshall and Caroline Islands into coral dust.

It was not until the summer of 1944 that LtGen Vandegrift, Commandant of
the Marine Corps, began to aggressively lobby for Marines aboard carriers. The
war was expected to last into late 1946. Ground forces needed dedicated and
specialized Marine close air support from the beginning of an operation. While
all this made sense, the Navy initially balked, but the truth of the matter was
that by late 1944, the Navy was hard-pressed to provide squadrons to all of its
almost 50 escort carriers. This resulted in Marine squadrons filling gaps aboard
fleet carriers as well. The Navy’s shortages were so severe that the scheduled 20
Jan 45 Iwo Jima assault was postponed until 19 Feb 45. It had to await the
deployment of eight Marine squadrons on fleet carriers in order to have sufficient
aircraft to execute preemptive strikes in the Tokyo area. Marine escort carrier air
units were raised in the fall of 1944, squadron training was begun, and Navy air
support training units were formed to train Marine squadrons in CAS. The first
units were assigned to flattops in Feb 45.

Marine carrier-based units were deployed aboard two types of aircraft carriers:
fleet carriers (CV) and escort carriers (CVE). Marine aviation units embarked
aboard CVs were subordinate to the Navy carrier air group (CVG) but were the
sole unit aboard CVEs. Other Marine aviation units frequently operated off other
carriers but were not committed directly to combat or were merely transported
to fly into island bases, from which they conducted land-based combat opera-
tions. The first Marine unit to fly combat missions from an aircraft carrier was
Detachment, Flight Echelon, VMO-155 flying in support of the Army’s May 43
Attu Landing (Operation LANDCRAB ) from the USS Nassau (ACV-16, later rede-
signated CVE-16). Equipped with three F4F-3P photo recon fighters, the detach-
ment was the only FMF unit to operate in the North Pacific Area.

*The Essex Carrier Air Group 4 (CVG-4) was commanded by a Marine officer from Jan 45.
Marine fighting and torpedo-bombing squadrons specifically organized to op-
erate from escort aircraft carriers had the sole mission of direct support of ground
units. They were designated “(CVS)” for carrier squadron. It was originally en-
visioned that 11 CVEs would be provided to the Marine Corps, but only 6 had
been made available by V-J Day. Marine squadrons operating from fleet carriers
retained their standard organization and were not redesignated “(CVS).”

Carrier units were controlled by three echelons of command, all of which in-
cluded “group” in their designations and can be confusing. These units were
subordinate to Marine Carrier Groups, Aircraft, FMFPac established on 21 Oct
44. It controlled Marine Air Support Groups (MASG) 48 and 51 (the latter never
deployed aboard carriers) during unit training. The MASGs were each respon-
sible for four Marine Carrier Groups (MCVG), of which 16 were formed. MASG-
48’s MCVGs were each embarked aboard four Commencement Bay–class CVEs
assigned to a six-carrier division. The other two ships of Carrier Division 27
hosted Navy aviation units to fly antisubmarine and combat air patrols. Each
MCVG had a VMF(CVS) with 16 FM-2 (or F4U-1) and two F6F-5P (photo recon)
fighters, a VMTB(CVS) with 12 TBM torpedo-bombers, and a Marine Carrier
Aircraft Service Detachment (CASD) for centralized maintenance. The latter were
components of the MASG, until actually assigned to a carrier. There was no
MCVG headquarters; the senior squadron commander served in this billet. The
USS Block Island (CVE-106, not to be confused with CVE-21 lost earlier) was
equipped with a height-finder radar and could support night fighters. Its
VMF(CVS)-511 was equipped with 10 FM-2 (or F4U-1), eight F6F-3N night, and
two F6F-5P photo recon fighters.

MASG-51 (2d Division, Marine Carrier Groups) was not committed to combat,
but MASG-48, headquartered aboard USS Block Island, was (its MCVG-3 saw only
very limited combat):

The two Navy aviation–staffed CVEs rounding out the division were the USS
Kula Gulf (CVE-108) and USS Siboney (CVE-112). It was planned for eight CVEs
with MCVGs embarked to provide CAS during the invasion of Japan. MCVG-5
and 6 were embarked on USS Salerno Bay and USS Puget Sound on V-J Day but
did not see combat. MCVG-7 and 8 were not embarked aboard CVEs until Nov
45.

Besides carrier operations, another shipboard aviation initiative was consid-
ered. The U.S. Navy was impressed by the IJN’s use of float planes for attack
and reconnaissance from undeveloped forward island bases lacking airfields. It
was proposed that twin float-equipped Marine scout-bombers and fighters (pre-
sumably, Curtiss XSB2C-2 Helldivers and Grumman F4F-6S Wildcats) be based
on specially built seaplane tenders to support advanced base operations. Four
Currituck-class seaplane tenders (AV-7, 11–13) were built between 1944 and 1945
for this role and fitted with flush-deck catapults. This plan was never imple-
mented, however.


*Edit : edited the layout a little

Attachment (1)

< Message edited by tolsdorff -- 12/25/2019 3:22:10 PM >

(in reply to tolsdorff)
Post #: 20
RE: Multiple Questions - 12/26/2019 8:33:20 AM   
Ian R

 

Posts: 3420
Joined: 8/1/2000
From: Cammeraygal Country
Status: offline


Gameplay Questions:

1. What do you do with "useless" LCUs and squadrons?

Pilot training, and asw patrols around home port areas; the ground units do garrison duty, but I also treat them as engineer units. Over the course of 1942, those with engineers will move around the home countries and build up all the facilities to garner the hundreds of VPs on offer that will help stave off any auto victory check.

2. How do you know when a pilot is done training and ready for combat?

When they reach 70+ on their major skill. Fighters - is air/air. All bombers I train for naval attack; they will get very good at ground bombing by do it, it is more important to be able to hit the odd ship that comes along. Patrols do search training.


3. It is intended to be historical, but the thing is, you get more than enough carrier trained airgroups to fill your carriers. Later in the war you might want to land some VR squadrons and put some Marines aboard those CVES. The VM squadrons become carrier trained after a couple of months aboard.

4. How quickly should I be pushing my troops out into the field to develop bases throughout the Pacific?

Quickly, but cement your "stop lines" first. That is your chains of bases with aribases/ports defended by at least a US regiment or an Aus. Brigade, fighter cover, patrol squadrons and ASAP SBD squadrons that will scare off IJN SAGS, and might put a bomb through a scarce IJ carrier deck. If you are playing the AI, I suggest doing the line Hilo - Palmyra - Canton - Pago Pago - Suva -Noumea - Brisbane, while you are in "staff college" mode.


5. How much flexibility do I have with light/medium/heavy bombers?

Early in the war I use the US bombers (including B17s) for naval search. As I said above, I train them to bomb ships - they get ground target training by doing that mission. The one exception is fighting for Java - using medium bombers on naval attack to attrite the IJ carriers, while the B17s from the PI and elsewhere bomb the oil fields after the IJA occupies them. After things settle down, the most powerful firepower you have is the heavy bombers. You can shut down any IJ airbase in range, and wreck any port, and then the navy takes in the marines.

So in general terms, this is all very flexible. Also, from time to time you will see posters here saying that it is not historical for allied bombers to bomb below 10k feet, there should be house rules against it, etc. My new year's resolution is to politely ask those posters to direct me to some historical source material that supports that, because what RAAF stuff I have read indicates that in the Pacific, air warfare was conducted at a much lower altitude than in Europe.


6. Training ground bombing vs airfield vs port attack. Since ground bombing is the only skill category, does training in these areas actually increase port or airfield damage or does it simply indicate that an attack will focus on those targets while using ground bombing skill as the method to determine success?

Ground forces, and facilities, are stationary targets. I train my bombers in ship attack. I suggest the next most important skill is airfield attack, but that is a matter of opinion.


Manual:

1. Why is there no .pdf of the manual? There is. You should have a sub-directory called ... manuals

UI:

1. Why is there so much math involved for the player to figure out? I think the formula for determining minimum AF size for planes was something like engine number/4200 or something. Why doesn't the aircraft data simply say Minimum AF: 4 or something like that? You can put oversised aircraft on undersized fields, so there is no maximum (but they lose capability and mission types) but don't worry, after a while it becomes pretty routine. And the divider is 6500 IIRC.

2. I realize that the game is pretty old now, but I wish the information provided in the intel screen had hyperlinks. I don't know where hex (89,90) is without hunting all over the map. It would be nice to click on a hyperlinked (89,90) or city name and have the map center on it. Some of the screens do that (like the unit screens), the reports don't.

Forums:

1. What is the best way to search the forums? I was watching XTRG pull up a guide on selecting commanders on youtube, but when I searched for the thread I got a message saying no results found. In fact, I almost never find anything I search for :(

Alfred has a really good search parameters instruction email that he'll hopefully drop in here.

There is also a way to use google to do it.


Thank you and Merry Christmas!

Edited for grammar or question clarification
[/quote]


_____________________________

"I am Alfred"

(in reply to Rogue188)
Post #: 21
RE: Multiple Questions - 12/29/2019 4:51:30 AM   
Rogue188

 

Posts: 30
Joined: 11/26/2019
Status: offline
Thank you everyone for the answers! I've been taking a break for Christmas and my wife surprised me with a second monitor! The game blocks the mouse from moving between both screens while the game is active, but can I switch between screens without having to ALT-TAB? Would this be a good screen to use the WITP Tracker?

I have a couple more gameplay questions.

1. How do you use early war AKVs? I have three on map and the manual says they allow aircraft to be transported intact instead of being disassembled like on a regular AK. However, all the AKVs I have don't allow for aircraft transport and only seem to provide seaplane support. Am I missing something?

2. How many air groups can carriers support? I thought 4 was the max without penalties, but by air groups have been suffering from attrition and replacement aircraft have been slow to get produced. I think Lexington now has 5 under strength air groups and is still not maxed out on aircraft.

(in reply to Ian R)
Post #: 22
RE: Multiple Questions - 12/29/2019 5:48:33 AM   
Ian R

 

Posts: 3420
Joined: 8/1/2000
From: Cammeraygal Country
Status: offline
What are the names and class of the AKVs to which you refer?

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Post #: 23
RE: Multiple Questions - 12/29/2019 1:30:11 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline
You appear to be mixing up AVs which support Patrol and Float aircraft with AKVs which can carry aircraft without disassembly (when they are in an Air Transport TF). A few of the Allied AVs can carry 2-4 patrol aircraft with them but cannot operate them at sea AFAIK.

Most of the IJ AVs can carry float planes and operate them at sea IIRC. That would be heavily dependent on the weather because the FP must land on the ocean and be lifted aboard by crane.

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(in reply to Rogue188)
Post #: 24
RE: Multiple Questions - 12/29/2019 5:43:04 PM   
Rogue188

 

Posts: 30
Joined: 11/26/2019
Status: offline
I'm asking about the USS Hammondsport and Kittyhawk. They are listed as AKV but have cargo capacity, but 0 aircraft capacity. However, Kittyhawk does provide seaplane support. Are they mislabeled?

Also, how many pilots should I have per group or squadron? I see the new to have a few extra in case of losses, but do I need 15 pilots for 4 B-17s or 26 pilots for 18 fighters, etc? Do they train faster as a smaller pool instead of a large pool?

< Message edited by Rogue188 -- 12/29/2019 5:58:36 PM >

(in reply to BBfanboy)
Post #: 25
RE: Multiple Questions - 12/29/2019 6:05:52 PM   
Kull


Posts: 2625
Joined: 7/3/2007
From: El Paso, TX
Status: offline
Both of those are AKVs, and do not have seaplane support. Unless there's a database error in your particular scenario - which one are you playing?

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Post #: 26
RE: Multiple Questions - 12/29/2019 7:17:02 PM   
BBfanboy


Posts: 18046
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: Rogue188

I'm asking about the USS Hammondsport and Kittyhawk. They are listed as AKV but have cargo capacity, but 0 aircraft capacity. However, Kittyhawk does provide seaplane support. Are they mislabeled?

Also, how many pilots should I have per group or squadron? I see the new to have a few extra in case of losses, but do I need 15 pilots for 4 B-17s or 26 pilots for 18 fighters, etc? Do they train faster as a smaller pool instead of a large pool?

Just use the "Load Troops button and the aircraft (if unrestricted) will instantly load and show as "troops" on your AKV. You can fill the rest of the space with supply before departing. One squadron per AKV or other Air Transport ship.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

(in reply to Rogue188)
Post #: 27
RE: Multiple Questions - 12/30/2019 3:27:09 AM   
Ian R

 

Posts: 3420
Joined: 8/1/2000
From: Cammeraygal Country
Status: offline
The AKV needs to be in a transport TF (the Air transport type works) and docked to load the airgroup, and can only load one. It needs likewise to dock to unload at destination.

Later in the war you can use a CVE in an air transport TF to do the job as well, although generally you will want those training their airgroups, if not on operations. In theory you should be able to crane on, e.g., a group of P47s and fly it off to captured airbase and straight into action. Non CV capable planes can fly off to a base, and count 4 aircraft spots each, usually preventing any other plane ops.

Once the load is done you can undock and merge the AKV into another transport TF; it will load the supplies undocked, just not the aircraft.

The need for this is quite limited for the allies - you really only need to do this to move aircraft between SFO and PH/Hilo, and Aden/Karachi. From there they can base hop to their training base behind the front.

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Post #: 28
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