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Koniev -> Question (2/22/2012 2:13:28 PM)

I'm attempting to find the optimum means to defend an island with a max airfield size of 4 with land based AC against attack from the sea. Of course fighters are needed and some means of striking back.

I've tried pure fighter defense (F4-U's) but the Naval air squadrons are only 24 AC so I used P-38's. To strike back I'm torn between the dive bombers (SBD's) and attack bombers (B-25's) . Again there is the size problem. It's like everything else in life - a trade off - and I'm wondering how you guys might deal with the problem.




Capt. Harlock -> RE: Question (2/22/2012 8:54:27 PM)

quote:

I've tried pure fighter defense (F4-U's) but the Naval air squadrons are only 24 AC so I used P-38's. To strike back I'm torn between the dive bombers (SBD's) and attack bombers (B-25's)


Aircraft classified as fighter-bombers generally do better against incoming ships than "pure" fighters. If you have P-38J's, they are preferable to P-38G's. My favorite in the P-47D Thunderbolt, which has the advantage that Commonwealth squadrons can fly it as well. If you're in the early days of the war, give some thought to the P-39 Airacobra. With experienced pilots, it's not so bad in A2A combat, and it is the most potent surface attack fighter of the early war.

It is vital to be aware that most Allied attack bombers will not attack ships unless they are set to Naval Interdiction. If you want dual-purpose 2E bombers, there are exactly three ways to get them. First is the Beaufort V, but it has a range of only three. Second is the Beaufighter, but it's not available in the early game. Third are Marine squadrons of B-25's, but they arrive later in the war and are limited to 24 planes per squadron. If you are using 2E bombers with a range of 4, it is wise to put in at least one squadron of fighters with a similar range -- and that means Army fighters rather than Navy.

A final thought is that 2E bombers consume more supplies than dive-bombers. If you are looking at a base likely to be isolated, dive-bombers may allow you to fight longer.




Ian R -> RE: Question (2/22/2012 11:10:03 PM)

Oddly enough I set up DOSbox on my new laptop on the weekend to give this a run.. I had intentions of using the Grigsby 1.1x22 exe (Japan oil stuff works) with the Matrix data files but would need to significantly edit the Matrix base map locations (and not sure some hardwired stuff would still work) so gave up and just played it. Using the Grigsby exe means some utilities like pacpaths (shows the sea lanes) and noendwar (gets rid of the negotiated peace message) would work again, but the matrix map is better.

Try this:

1 - P38 or P47 (US/CW) wing, because it has a range of 4, and B25-26/Beaufighter wing, with an experience of 80+, set to NI, so it drops 2000lb bombs/CW torpedos on the KB, KB2 and mini KB TFs. P47s are better than P38s because fighter bombers will drop 500lbers on the ships if no CAP is left... but 4 (any?) fighters on CAP will cause P47s to jettison their bomb load and fight a2a so this is not crucial.

Plus -

2. F4U and SBD wings that join in the attack at 2-3 hexes range after the first raid damages the carriers' fighter wings and eats the OPs distributed to the TF from Combined Fleet HQ; as stated by CH they are easier to activate supply wise.

3. In a game against the IJN AI, as an experiment occupy the coast of New Guinea all the way up to Sarmi and build up the bases, then fill them with high experience aircraft that trained up bombing depots and land units in the Solomons chain, and some B24/PBY to give them big air zones. Combined Fleet will try and suppress the air zones, sailing its carriers to sit about 2-3 hexes from target where about 3 of your bases can hit the KBs in waves. Generally the result is they lose one of each 4 CVs, one ends up in Osaka on 80 damage, one gets 20-40 and one is OK but it permanently FUBARs their air groups so when they come back the F6Fs completely smear them.

Random editing notes:

The Beaufighter should arrive earlier. Late 42, but in small numbers at first, i.e. don't build it in US factories to be fair about it.

The Mosquito should have the same bomb load as the Vengeance, Corsair, etc, i.e. 20. While it could carry 4000lb in bomber mode the weapons/fuel fit of the composite model in the game is a sort of hybrid cross between the BVI and Australian built FB40, and with the high cannon values the bomb load of about 2000lb is right. The range however is not - give it a 6, less than a max fuel/limited load fit which it willuse to bomb depots etc at a 9 extended range.

The Vengeance should have a range of 3, or maybe 2 with the current bomb load.

The RN ordered, but never got F4U4s. They used various earlier marks with clipped wing tips (to fit in their vertically challenged hanger spaces) and did so earlier than the arrival of the F4U4. Edit them on board in middish 1943. However, some of the RN carriers (at least the Indomitable/Implacables) had problems with hangering the F4U - this is a long and complicated topic but go in and edit them so they have 3 squadrons (you'll have to sacrifice a couple of VFMNs), one each F6F or Seafire, one Firefly, one TBF. Note that this will over fill their capacity so they won't all fly at once... alternately put F6Fs/TBFs on one, and Firefly/TBFs on another and always use them in the same TF to get the right effect.

Can someone remind me, is there some random Japanese ground unit that turns up in the central US or somewhere late in the game, or did that get fixed?




bradk -> RE: Question (2/25/2012 4:21:51 PM)


quote:

ORIGINAL: Koniev

I'm attempting to find the optimum means to defend an island with a max airfield size of 4 with land based AC against attack from the sea. Of course fighters are needed and some means of striking back.


A typical IJN air combat TF (as AI playes or with typical house rules limits) has about 250 aircraft. You have a max airgroup size of 40, which means even with all fighters you're going to have only 160, and thus no strike back capability.

The IJN TF will normally get a strike on the airfield before your aircraft strike. Some of yours will be destroyed. An IJN bombardment TF will destroy more.

You need air support from neighboring bases and/or carriers to bring aircraft to the scene and perhaps both. Consider the historical Midway battle.




Capt. Harlock -> RE: Question (2/26/2012 1:21:23 AM)

quote:

A typical IJN air combat TF (as AI playes or with typical house rules limits) has about 250 aircraft. You have a max airgroup size of 40, which means even with all fighters you're going to have only 160, and thus no strike back capability.


If you're willing to be "gamey", you can transfer 48-strength squadrons to the base, the turn of the main event. This potentially brings you up to 192. Personally I would have three fighter groups and one bomber group -- if your base has adequate supplies, you can replace lost aircraft next turn, which will be harder for the IJN TF to do.

But the point about airstrikes and bombardments is valid. Not infrequently a fast bombardment TF will come in before you get a chance to launch a retaliatory strike. One other counter-measure is to make sure your base is within the patrol radius of PBY Catalinas from other bases.




bradk -> RE: Question (2/26/2012 6:22:02 AM)

Air power at a level four airfield, by itself, cannot prevent a landing if the landing is supported by a typical carrier TF and a bombardment TF.




Cuthalin -> RE: Question (3/1/2012 1:52:00 PM)

Another thing to bear in mind, is that any Fighter-Bombers that intecept enemy fighters, cause all that type to jettison their bombs.
It is therefore sensible to use a couple of types. I.E. 1xP40 and 1xP39, that way if the P40 Squadron intecepts, the P39's can still bomb.




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