New Beta fix #338

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

millersan
Posts: 19
Joined: Sat Jan 07, 2012 2:35 pm
Location: Houston TX

New Beta fix #338

Post by millersan »

Hi All, this is my first post.

First let me say this is a great game, but....
to any that are not aware..........if you're playing this game without the new Beta, the US Navy has 1944 RADAR & fighter control capability in 1/42! I found this out the hard way (see post "this is just wack...on 1-3-12) as a Jap player who was smashed in test after test in an even up CV fight. Wildcats & Buffs tearing up every incoming Jap raid and US SBD's hitting at 35% and vals at 3.7%. We ran tests with planes at dif altitudes and Jap CV in Dif TF and it just didn't matter. As a student of the WITP all my adult life I knew these results were bogus and was very upset the design team would create a masterpiece with a fatal flaw.
We posted the results and got lots of responses about this or that and then got one about the RADAR bug. After installing the Beta and running the battle again the results were about as expected (although I thought my elite pilots should have done better and his Buffs done worse, but I can live with it).

So...tell everyone you know about this fix. Without it the game is a waste of time.

Mark

Mark
User avatar
Sardaukar
Posts: 11295
Joined: Wed Nov 28, 2001 10:00 am
Location: Finland/Israel

RE: New Beta fix #338

Post by Sardaukar »

That does not mean much without knowing parameters. You can see from multitude of AARs that A2A works reasonably well in 80-90% of cases.

There are several ways to "screw up" and 60% of those can be traced to "problem between chair & keyboard, 40% for bad dice rolls". For example, having Vals to fly over 15k is classic way..since then they level bomb and rarely hit anything.
"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-

Image
User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: New Beta fix #338

Post by castor troy »

ORIGINAL: millersan

Hi All, this is my first post.

First let me say this is a great game, but....
to any that are not aware..........if you're playing this game without the new Beta, the US Navy has 1944 RADAR & fighter control capability in 1/42! I found this out the hard way (see post "this is just wack...on 1-3-12) as a Jap player who was smashed in test after test in an even up CV fight. Wildcats & Buffs tearing up every incoming Jap raid and US SBD's hitting at 35% and vals at 3.7%. We ran tests with planes at dif altitudes and Jap CV in Dif TF and it just didn't matter. As a student of the WITP all my adult life I knew these results were bogus and was very upset the design team would create a masterpiece with a fatal flaw.
We posted the results and got lots of responses about this or that and then got one about the RADAR bug. After installing the Beta and running the battle again the results were about as expected (although I thought my elite pilots should have done better and his Buffs done worse, but I can live with it).

So...tell everyone you know about this fix. Without it the game is a waste of time.

Mark



if you are speaking about the thread where the IJ player has put his Vals and many of his Kates at 20000ft to LEVEL BOMB, well, this has nothing to do with a radar bug but is purely a player fault.

If you haven't understood (it seems so as you are stating those hit rates [8|]), you may well go back once more and read the numerous answers THAT BOMBERS SET TO 20000FT ARE GOING TO LEVEL BOMB FROM THAT HEIGHT AND ARE NOT DIVE BOMBING! What do you expect from a dive bomber that is level bombing with a 250kg bomb from 20000ft? I think the three hits or so from the Vals are 3 hits TOO MANY by the way they were used.
User avatar
Treetop64
Posts: 929
Joined: Tue Apr 12, 2005 4:20 am
Location: 519 Redwood City - BASE (Hex 218, 70)

RE: New Beta fix #338

Post by Treetop64 »

If things go poorly, it's the game's fault.

Where is the combat report data of this "even up CV fight"?, unless you're talking about the one in the "This is just wack..." thread. Most problems users experience can be traced to the misunderstanding and misapplication of resources in the game, as in the example shown in the "wack" thread, setting your DBs to a level bombing altitude.

Surely you must have figured that out by now - the "wack" thread is nearly a week old. Why are you posting about this issue again?
Image
millersan
Posts: 19
Joined: Sat Jan 07, 2012 2:35 pm
Location: Houston TX

RE: New Beta fix #338

Post by millersan »

Wow....nice group. Just wanted to point out the beta is needed for a good game. We tried multiple tests with Jap bombers at 10, 14, 15, 20k. Nothing worked due to the Bug that gave US contact at 160 miles allowing every fighter they had to be at altitude and intercept.
Mark
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: New Beta fix #338

Post by witpqs »

I don't know of any such bug, or it being fixed in the Beta. Perhaps I missed it.

You mentioned Vals getting 3.7% hit rate and SBDs getting 35% hit rate - I think people explained the Val issue pretty well. SBDs do hit well sometimes, but if you think it's a problem that they did then you could post all the relevant details, like pilot skills, etc.
awaw
Posts: 132
Joined: Mon Jan 11, 2010 9:47 pm

RE: New Beta fix #338

Post by awaw »

Not sure about it, but I interpreted millersan as saying that, the air attacks failed due to superior radar contact that allowed the allied CV to put up a very strong cap.
User avatar
Treetop64
Posts: 929
Joined: Tue Apr 12, 2005 4:20 am
Location: 519 Redwood City - BASE (Hex 218, 70)

RE: New Beta fix #338

Post by Treetop64 »

Too vague, subjective, and incomplete.

What witpqs meant was what specifically are your air group settings. How are you setting up your groups, pilot and equipment condition, etc. etc...? You know, "relevant details". A screenshot of the air unit information page and a read on the Combat Report would be helpful for starters. [:)]
Image
User avatar
sdevault
Posts: 143
Joined: Tue Oct 28, 2008 4:26 pm

RE: New Beta fix #338

Post by sdevault »

ORIGINAL: castor troy

if you are speaking about the thread where the IJ player has put his Vals and many of his Kates at 20000ft to LEVEL BOMB, well, this has nothing to do with a radar bug but is purely a player fault.

If you haven't understood (it seems so as you are stating those hit rates [8|]), you may well go back once more and read the numerous answers THAT BOMBERS SET TO 20000FT ARE GOING TO LEVEL BOMB FROM THAT HEIGHT AND ARE NOT DIVE BOMBING! What do you expect from a dive bomber that is level bombing with a 250kg bomb from 20000ft? I think the three hits or so from the Vals are 3 hits TOO MANY by the way they were used.


What is the ideal dive-bombing altitude setting?
User avatar
Treetop64
Posts: 929
Joined: Tue Apr 12, 2005 4:20 am
Location: 519 Redwood City - BASE (Hex 218, 70)

RE: New Beta fix #338

Post by Treetop64 »

10,000 - 14,000 feet.
Image
User avatar
sdevault
Posts: 143
Joined: Tue Oct 28, 2008 4:26 pm

RE: New Beta fix #338

Post by sdevault »

I've left it at 12k but I can't remember ever hitting a DD, so I thought I'd double-check.
User avatar
Treetop64
Posts: 929
Joined: Tue Apr 12, 2005 4:20 am
Location: 519 Redwood City - BASE (Hex 218, 70)

RE: New Beta fix #338

Post by Treetop64 »

DDs are very hard to hit. They're fast, nimble, and narrow.

Image
User avatar
sdevault
Posts: 143
Joined: Tue Oct 28, 2008 4:26 pm

RE: New Beta fix #338

Post by sdevault »

Could be that nasty FOW fooling me though.
User avatar
bigred
Posts: 3905
Joined: Thu Dec 27, 2007 1:15 am

RE: New Beta fix #338

Post by bigred »

ORIGINAL: millersan

Wow....nice group. Just wanted to point out the beta is needed for a good game. We tried multiple tests with Jap bombers at 10, 14, 15, 20k. Nothing worked due to the Bug that gave US contact at 160 miles allowing every fighter they had to be at altitude and intercept.

Hi Miller. Be advised some of these responders to your thread question probably helped design or participated in some way w/ the construction of the newer version of WitP, called AE. So they may take dislike to the construction of your question based on the fact they perceive you to be attacking the game by calling a bug issue when high probability is you are not familiar w/ the system. Recommend in future the format of your question should be more along the lines of asking for help instead of declaring a bug.[8D]
---bigred---

IJ Production mistakes--
tm.asp?m=2597400
User avatar
bigred
Posts: 3905
Joined: Thu Dec 27, 2007 1:15 am

RE: New Beta fix #338

Post by bigred »

FYI, one of my favorite quotes:
Feltan:
I concur with your thoughts on WITP-AE being a work in progress. Thank God that it is; we should all consider ourselves very fortunate.

After having spent a considerable amount of time developing military simulations (that are used within the military, not commercial ones), I regularly have to pinch myself and remind myself that this "game" is actually available. I am not sure if it has occured to many players, but if this product had been available, say, 25 years ago the Defense Department would have seized it on the basis of national security, slapped a Top Secret classification on the whole thing, and we would never see it again. The potential applications for WITP-AE to modern day planning would have been too great to allow this to float around to potential adversaries. Warts and all, WITP-AE is a great acheivement; it is really the only product of its class.
---bigred---

IJ Production mistakes--
tm.asp?m=2597400
User avatar
sdevault
Posts: 143
Joined: Tue Oct 28, 2008 4:26 pm

RE: New Beta fix #338

Post by sdevault »

ORIGINAL: bigred

FYI, one of my favorite quotes:
Feltan:
I concur with your thoughts on WITP-AE being a work in progress. Thank God that it is; we should all consider ourselves very fortunate.

After having spent a considerable amount of time developing military simulations (that are used within the military, not commercial ones), I regularly have to pinch myself and remind myself that this "game" is actually available. I am not sure if it has occured to many players, but if this product had been available, say, 25 years ago the Defense Department would have seized it on the basis of national security, slapped a Top Secret classification on the whole thing, and we would never see it again. The potential applications for WITP-AE to modern day planning would have been too great to allow this to float around to potential adversaries. Warts and all, WITP-AE is a great acheivement; it is really the only product of its class.

I've found no warts.

Uncontrollable and unexpected things happen in life and they are not always controllable. Such is war, such is life. But there is no doubt that this game IS the pinnacle of this genre.
bradfordkay
Posts: 8500
Joined: Sun Mar 24, 2002 8:39 am
Location: Olympia, WA

RE: New Beta fix #338

Post by bradfordkay »

ORIGINAL: millersan

Wow....nice group. Just wanted to point out the beta is needed for a good game. We tried multiple tests with Jap bombers at 10, 14, 15, 20k. Nothing worked due to the Bug that gave US contact at 160 miles allowing every fighter they had to be at altitude and intercept.


Perhaps the responses seem a little harsh, but the vast majority of us have been playing this game for years without encountering the "bug" you describe. I know that my own experiences tell me that in 1942 the carrier battles in this game are very even, not the one sided slaughter you describe. The hundreds of AARs you can read on this forum describe the same situation, thus the level of dis-credulity you are encountering. Look at the thousands upon thousands of posts on this forum - do you honestly believe that this "bug" would have passed unseen with so many dedicated players?
fair winds,
Brad
User avatar
Puhis
Posts: 1737
Joined: Sun Nov 30, 2008 6:14 pm
Location: Finland

RE: New Beta fix #338

Post by Puhis »

There really was a bug with radar detection. Now beta patch have fixed that.

That bug does have some impact of millersan's battle. Still, he's fighting a battle that's not going to end well for Japan, because he just doesn't have enough fighters.

Even with this 160 NM absurd detection range it's still possible to fight succesful carrier battle as Japan. This is an example from my latest PBEM turn.

--------------------------------------------------------------------------------
Morning Air attack on TF, near Vanikoro at 122,145
 
Weather in hex: Light rain
 
Raid detected at 160 NM, estimated altitude 14,000 feet.
Estimated time to target is 60 minutes
 
Japanese aircraft
      A6M2 Zero x 92
      B5N2 Kate x 99
      D3A1 Val x 68
 
 
 
Allied aircraft
      F4F-4 Wildcat x 69
 
 
Japanese aircraft losses
      A6M2 Zero: 5 destroyed
      B5N2 Kate: 7 destroyed, 8 damaged
      D3A1 Val: 5 destroyed, 17 damaged
 
Allied aircraft losses
      F4F-4 Wildcat: 2 destroyed
 
Allied Ships
      CV Yorktown, Bomb hits 3, Torpedo hits 4,  heavy fires,  heavy damage
      CA Vincennes, Bomb hits 2, Torpedo hits 2,  on fire
      CV Enterprise, Bomb hits 2, Torpedo hits 2,  heavy fires,  heavy damage
      CA Chester, Torpedo hits 1, and is sunk
      CLAA San Juan, Torpedo hits 1,  heavy damage
      CA Quincy, Bomb hits 5,  on fire
      CL Honolulu, Bomb hits 1,  on fire
      DD Morris
      DD Gridley
      CLAA San Diego, Bomb hits 2,  on fire
      DD MacDonough
      CL Nashville
      DD Craven
      CA Northampton, Bomb hits 2,  on fire
      CL St. Louis
      DD Henley

User avatar
obvert
Posts: 14051
Joined: Mon Jan 17, 2011 11:18 am
Location: PDX (and now) London, UK

RE: New Beta fix #338

Post by obvert »

ORIGINAL: millersan

Wow....nice group. Just wanted to point out the beta is needed for a good game. We tried multiple tests with Jap bombers at 10, 14, 15, 20k. Nothing worked due to the Bug that gave US contact at 160 miles allowing every fighter they had to be at altitude and intercept.

People here are very helpful if you frame your comments as a question rather than a statement, as mentioned above, and also gave relevant information in terms of pilot settings and battle reports that show 'correct' IJN DB settings and CAP settings as opposed to the previous thread which had very inneffective setting for these aricraft. When you come in with a chip on your shoulder you pass it on to others. Be respectful and humble and you'll receive the same and better form many here.

It's a good group. Just proud of what they've helped achieve with this game.
"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill
User avatar
Miller
Posts: 2226
Joined: Tue Sep 14, 2004 10:14 am
Location: Ashington, England.

RE: New Beta fix #338

Post by Miller »

It does not matter how many a/c you have on CAP in CV batttles IMO, if they have a decent escort then most of the bombers will get through. Two examples from my game a few turns back:


-------------------------------------------------------------------------------
Morning Air attack on TF, near Vizagapatnam at 41,43

Weather in hex: Thunderstorms

Raid detected at 79 NM, estimated altitude 14,000 feet.
Estimated time to target is 31 minutes

Japanese aircraft
A6M3a Zero x 111
A6M5 Zero x 71



Allied aircraft
Sea Hurricane Ib x 8
F4F-4 Wildcat x 56
SBD-3 Dauntless x 108
TBF-1 Avenger x 68


Japanese aircraft losses
A6M3a Zero: 1 destroyed

Allied aircraft losses
Sea Hurricane Ib: 2 destroyed
F4F-4 Wildcat: 11 destroyed
SBD-3 Dauntless: 5 destroyed, 17 damaged
SBD-3 Dauntless: 1 destroyed by flak
TBF-1 Avenger: 4 destroyed, 11 damaged
TBF-1 Avenger: 1 destroyed by flak

Japanese Ships
CV Junyo, Bomb hits 4, heavy fires
BB Yamashiro
BB Fuso, Bomb hits 3
CL Jintsu
CV Shokaku
CL Sendai
CV Zuikaku
CV Hiyo, Torpedo hits 1, on fire
CA Nachi
CVL Shoho, Torpedo hits 1, on fire, heavy damage
BB Haruna
CVL Ryuho, Bomb hits 2, heavy fires
DD Arashi
CA Ashigara
DD Hatsuzuki
CL Yura
BB Kongo
DD Oshio
DD Myojinami



Aircraft Attacking:
4 x SBD-3 Dauntless releasing from 2000'
Naval Attack: 1 x 1000 lb SAP Bomb
30 x SBD-3 Dauntless bombing from 3000 feet
Naval Attack: 1 x 1000 lb SAP Bomb
17 x TBF-1 Avenger launching torpedoes at 200 feet
Naval Attack: 1 x 22in Mk 13 Torpedo
29 x SBD-3 Dauntless bombing from 8000 feet
Naval Attack: 1 x 1000 lb SAP Bomb
18 x TBF-1 Avenger launching torpedoes at 200 feet
Naval Attack: 1 x 22in Mk 13 Torpedo
18 x SBD-3 Dauntless bombing from 8000 feet
Naval Attack: 1 x 1000 lb SAP Bomb
13 x TBF-1 Avenger launching torpedoes at 200 feet
Naval Attack: 1 x 22in Mk 13 Torpedo
6 x SBD-3 Dauntless releasing from 2000'
Naval Attack: 1 x 1000 lb SAP Bomb
12 x TBF-1 Avenger launching torpedoes at 200 feet
Naval Attack: 1 x 22in Mk 13 Torpedo
4 x SBD-3 Dauntless releasing from 4000'
Naval Attack: 1 x 1000 lb SAP Bomb
4 x SBD-3 Dauntless releasing from 3000'
Naval Attack: 1 x 1000 lb SAP Bomb

CAP engaged:
Akagi-1 with A6M3a Zero (0 airborne, 12 on standby, 0 scrambling)
0 plane(s) not yet engaged, 5 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 9000 and 15000.
Time for all group planes to reach interception is 30 minutes
6 planes vectored on to bombers
Kaga-1 with A6M3a Zero (4 airborne, 10 on standby, 0 scrambling)
4 plane(s) intercepting now.
0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 10000 and 15000.
Time for all group planes to reach interception is 35 minutes
5 planes vectored on to bombers
Soryu-1 with A6M5 Zero (0 airborne, 10 on standby, 0 scrambling)
0 plane(s) not yet engaged, 4 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 1000 and 15000.
Time for all group planes to reach interception is 37 minutes
5 planes vectored on to bombers
Hiryu-1 with A6M3a Zero (4 airborne, 10 on standby, 0 scrambling)
4 plane(s) intercepting now.
0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 9000 and 17000.
Time for all group planes to reach interception is 39 minutes
5 planes vectored on to bombers
Shokaku-1 with A6M5 Zero (0 airborne, 10 on standby, 0 scrambling)
0 plane(s) not yet engaged, 1 being recalled, 4 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 3000 and 15000.
Time for all group planes to reach interception is 30 minutes
5 planes vectored on to bombers
Zuikaku-1 with A6M5 Zero (4 airborne, 10 on standby, 0 scrambling)
4 plane(s) intercepting now.
0 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 6000 and 15000.
Time for all group planes to reach interception is 29 minutes
9 planes vectored on to bombers
Junyo-1 with A6M3a Zero (0 airborne, 10 on standby, 0 scrambling)
0 plane(s) not yet engaged, 4 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters to 15000.
Time for all group planes to reach interception is 20 minutes
Hiyo-1 with A6M3a Zero (0 airborne, 10 on standby, 0 scrambling)
0 plane(s) not yet engaged, 0 being recalled, 4 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 8000 and 15000.
Time for all group planes to reach interception is 24 minutes
5 planes vectored on to bombers
Shoho-1 with A6M5 Zero (0 airborne, 8 on standby, 0 scrambling)
0 plane(s) not yet engaged, 4 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters to 10000.
Time for all group planes to reach interception is 33 minutes
Zuiho-1 with A6M3a Zero (4 airborne, 8 on standby, 0 scrambling)
4 plane(s) intercepting now.
Group patrol altitude is 10000 , scrambling fighters between 10000 and 13000.
Time for all group planes to reach interception is 37 minutes
8 planes vectored on to bombers
Taiho-1 with A6M5 Zero (1 airborne, 10 on standby, 0 scrambling)
1 plane(s) intercepting now.
0 plane(s) not yet engaged, 4 being recalled, 0 out of immediate contact.
Group patrol altitude is 15000 , scrambling fighters between 7000 and 15000.
Time for all group planes to reach interception is 36 minutes
6 planes vectored on to bombers
284 Ku S-1 with A6M3a Zero (4 airborne, 8 on standby, 12 scrambling)
4 plane(s) intercepting now.
Group patrol altitude is 10000 , scrambling fighters between 5000 and 15000.
Time for all group planes to reach interception is 22 minutes
16 planes vectored on to bombers

Fuel storage explosion on CV Hiyo
Heavy smoke from fires obscuring a Japanese CV
Fuel storage explosion on CV Junyo
Ammo storage explosion on CVL Shoho


--------------------------------------------------------------------------------
Morning Air attack on TF, near Vizagapatnam at 44,42

Weather in hex: Clear sky

Raid detected at 117 NM, estimated altitude 19,000 feet.
Estimated time to target is 30 minutes

Japanese aircraft
A6M3a Zero x 84
A6M5 Zero x 70
B6N1 Jill x 172
D4Y1 Judy x 249



Allied aircraft
F4F-4 Wildcat x 91


Japanese aircraft losses
A6M3a Zero: 3 destroyed
A6M5 Zero: 4 destroyed
B6N1 Jill: 1 destroyed, 9 damaged
B6N1 Jill: 5 destroyed by flak
D4Y1 Judy: 5 destroyed, 13 damaged
D4Y1 Judy: 4 destroyed by flak

Allied aircraft losses
F4F-4 Wildcat: 4 destroyed

Allied Ships
BB South Dakota
BB Washington, Bomb hits 2
CV Yorktown, Bomb hits 5, heavy fires, heavy damage
CV Wasp, Bomb hits 6, heavy fires, heavy damage
BB North Carolina, Bomb hits 3, Torpedo hits 6, and is sunk
DD Shaw, Bomb hits 4, and is sunk
DD Fanning, Bomb hits 1, Torpedo hits 2, and is sunk
DD Gridley, Bomb hits 6, and is sunk
CA Houston, Bomb hits 4, Torpedo hits 2, and is sunk
CL Columbia, Bomb hits 11, Torpedo hits 4, and is sunk
CV Lexington, Bomb hits 2, Torpedo hits 2
CV Saratoga, Bomb hits 3, on fire
CV Hornet, Torpedo hits 1
DD Worden, Bomb hits 1, Torpedo hits 1, and is sunk
DD Drayton, Bomb hits 5, and is sunk
DD Lamson, Bomb hits 5, and is sunk
CL Boise
CA Indianapolis, Torpedo hits 1
CL St. Louis



Aircraft Attacking:
12 x D4Y1 Judy releasing from 3000'
Naval Attack: 1 x 500 kg SAP Bomb
16 x B6N1 Jill launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
3 x D4Y1 Judy releasing from 2000'
Naval Attack: 1 x 500 kg SAP Bomb
15 x B6N1 Jill launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
7 x D4Y1 Judy releasing from 1000'
Naval Attack: 1 x 500 kg SAP Bomb
18 x B6N1 Jill launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
14 x D4Y1 Judy releasing from 3000'
Naval Attack: 1 x 500 kg SAP Bomb
18 x B6N1 Jill launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
22 x D4Y1 Judy releasing from 2000'
Naval Attack: 1 x 500 kg SAP Bomb
17 x B6N1 Jill launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
18 x D4Y1 Judy releasing from 2000'
Naval Attack: 1 x 500 kg SAP Bomb
17 x B6N1 Jill launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
6 x D4Y1 Judy releasing from 3000'
Naval Attack: 1 x 500 kg SAP Bomb
9 x B6N1 Jill launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
13 x D4Y1 Judy releasing from 1000'
Naval Attack: 1 x 500 kg SAP Bomb
9 x B6N1 Jill launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
9 x B6N1 Jill launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
9 x B6N1 Jill launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
10 x B6N1 Jill launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
14 x D4Y1 Judy releasing from 2000'
Naval Attack: 1 x 500 kg SAP Bomb
18 x B6N1 Jill launching torpedoes at 200 feet
Naval Attack: 1 x 18in Type 91 Torpedo
4 x D4Y1 Judy releasing from 2000'
Naval Attack: 1 x 500 kg SAP Bomb
17 x D4Y1 Judy releasing from 1000'
Naval Attack: 1 x 500 kg SAP Bomb
19 x D4Y1 Judy releasing from 3000'
Naval Attack: 1 x 500 kg SAP Bomb
1 x D4Y1 Judy releasing from 10000'
Naval Attack: 1 x 500 kg SAP Bomb
6 x D4Y1 Judy releasing from 2000'
Naval Attack: 1 x 500 kg SAP Bomb
9 x D4Y1 Judy releasing from 1000'
Naval Attack: 1 x 500 kg SAP Bomb
7 x D4Y1 Judy releasing from 3000'
Naval Attack: 1 x 500 kg SAP Bomb
7 x D4Y1 Judy releasing from 1000'
Naval Attack: 1 x 500 kg SAP Bomb
12 x D4Y1 Judy releasing from 2000'
Naval Attack: 1 x 500 kg SAP Bomb
7 x D4Y1 Judy releasing from 3000'
Naval Attack: 1 x 500 kg SAP Bomb
8 x D4Y1 Judy releasing from 1000'
Naval Attack: 1 x 500 kg SAP Bomb
8 x D4Y1 Judy releasing from 3000'
Naval Attack: 1 x 500 kg SAP Bomb
7 x D4Y1 Judy releasing from 2000'
Naval Attack: 1 x 500 kg SAP Bomb
1 x D4Y1 Judy releasing from 1000'
Naval Attack: 1 x 500 kg SAP Bomb
5 x D4Y1 Judy releasing from 1000'
Naval Attack: 1 x 500 kg SAP Bomb
1 x D4Y1 Judy releasing from 1000'
Naval Attack: 1 x 500 kg SAP Bomb
5 x D4Y1 Judy releasing from 3000'
Naval Attack: 1 x 500 kg SAP Bomb
8 x D4Y1 Judy releasing from 3000'
Naval Attack: 1 x 500 kg SAP Bomb

CAP engaged:
VF-2 with F4F-4 Wildcat (0 airborne, 10 on standby, 0 scrambling)
0 plane(s) not yet engaged, 4 being recalled, 1 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 10000 and 18000.
Time for all group planes to reach interception is 29 minutes
VF-3 with F4F-4 Wildcat (0 airborne, 14 on standby, 0 scrambling)
0 plane(s) not yet engaged, 6 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 10000 and 16000.
Time for all group planes to reach interception is 24 minutes
VF-42 with F4F-4 Wildcat (1 airborne, 11 on standby, 0 scrambling)
1 plane(s) intercepting now.
0 plane(s) not yet engaged, 4 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 10000 and 19000.
Time for all group planes to reach interception is 39 minutes
VF-8 with F4F-4 Wildcat (0 airborne, 11 on standby, 0 scrambling)
0 plane(s) not yet engaged, 5 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 9000 and 19000.
Time for all group planes to reach interception is 28 minutes
VRF-1F with F4F-4 Wildcat (0 airborne, 8 on standby, 0 scrambling)
0 plane(s) not yet engaged, 4 being recalled, 0 out of immediate contact.
Group patrol altitude is 10000 , scrambling fighters between 11000 and 17000.
Time for all group planes to reach interception is 40 minutes
VRF-5F with F4F-4 Wildcat (4 airborne, 8 on standby, 0 scrambling)
4 plane(s) intercepting now.
Group patrol altitude is 10000 , scrambling fighters between 16000 and 20000.
Time for all group planes to reach interception is 35 minutes
No.273 Sqn RAF with Sea Hurricane Ib (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 7 being recalled, 0 out of immediate contact.
Group patrol altitude is 9000
Time for all group planes to reach interception is 17 minutes

Training flight from No.273 Sqn RAF has been caught up in attack
Heavy smoke from fires obscuring CV Wasp
Heavy smoke from fires obscuring DD Shaw
Heavy smoke from fires obscuring DD Fanning
Heavy smoke from fires obscuring CA Houston
Heavy smoke from fires obscuring DD Drayton
Heavy smoke from fires obscuring CL Columbia
Heavy smoke from fires obscuring DD Gridley
Heavy smoke from fires obscuring CV Yorktown
Heavy smoke from fires obscuring DD Lamson
Heavy smoke from fires obscuring CV Saratoga


I got the luck this turn as his bombing accuracy was reduced by the bad weather. Note almost 200 Zeros on CAP managed to shot down about only 10 bombers. My counter strike was the most awesome carrier strike I have seen in numbers in any WITP/AE game. Perfect co-ordination and I think I lost only 3 or 4 bombers to his CAP...................
Post Reply

Return to “War in the Pacific: Admiral's Edition”