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What I have Learned as Japanese Player

 
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What I have Learned as Japanese Player - 1/6/2007 9:54:34 PM   
Riva Ridge

 

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Relatively newer player compared to folks here and am in two PBMs, one Japanese and one Allied against good players. Here is what I have learned as a Japanese Player in the early war months...

1. Relax and play the game. Don't get overly frustrated (it is okay to get a little frustrated). Don't advertise that you can do dozen turns a week when 3-5 is what you can really swing. If you find yourself getting burned out, take a break for a day or two. Don't quit on a player (I have not but I started two PBMs where players quit in the first couple of weeks without a word).

2. Singapore is the most dangerous point on the map. It is the most important military objective for the Japanese. It needs to be neutralized through massed air-raids immediately or else your opponet will build it in a near unstoppable air strong-point. Get your forces down the Malay Pensiula quickly and reinforce the drive until complete. May it the focus of your air-ground forces.

3. Critical to taking Singapore is taking Kuching. It allows you to dominate the southern approach to Singapore and bomb the Palemberg air-fields which will be used against your troops on their final approach to Singapore.

4. Don't attack into Burma right off the bat!!! Unless your opponent is negligent, he will be able build forces quicker than what you can commit. If he is motivated, he will accept sea losses and he can rapidly build 50-80,000 troops vicinity of Rangoon and Moulmein. You are better served committing those troops to the Singapore drive. The exception is taking Tavoy. It makes a nice place to put a squadron of Nells which which will pick ships off trying to reinforce Rangoon. Once Singapore and Manilla are secured, you will have more than enough troops to make a drive into Burma if that is what you want to do.

5. Don't be in a rush in the Phillipines. You are going to win. The only real variable is time. Opponents are gong to eventually hole up in Manilla or Bataan and then you can spend a couple of months bombarding them with artillery and LBAs and eat their supplies where they will fall easily enough. Don't waste your momentum on your drive into DEI or taking Singapore to hasten the fall of Manilla.

6. Don't land at Legaspi with anything less than a Division if you are going to land there at all. Allied player can get enough force down there to kick you out in the first week or two of the war.

7. Your opponent may attempt to evacuate his aircraft from Phillipines and the logical route for most is down to Davao or Cagayan and then out one of the DEI airfields. If you are quick in your drive into the DEI, you will reduce the ability to evacuate any of his short-range aircraft.

8. Allied opponents start off with lots of ships at sea that are vulnerable. Hit what you can but don't bother hunting down every one of them with your naval units. LBAs in the right locations will do wonders.

9. Allieds start with lots of ships in ports in Manilla and Singapore. Once air-defenses are suitably surpressed, hit his ports which will have a dramatic effect on any early game sub offensive that he may try to embark upon. Also, a surface task force posted near Manilla in the very begininng of the game will kill alot of allied shipping.

10. Pearl Harbor strike? Yes. A second strike will cause more damage to your squadrons but is still good idea. But afterwards, keeping the KB in the Pearl area will really hamper his ability to evacuate ships or attempt to reinforce positions in the Central Pacific. If you opponent is not paying attention, you can definitely cause some damage in subsequent turns if he tries to get ships to/from Pearl.

11. In the Central Pacific, the most critical piece of terrain is Canton Island. Taking Canton Island early is imperative and will add weeks onto any transit time from Pearl to Australia. The Allied Player will eventually take Canton Island away at some point but I am convinced that for every month in 1942 that you hold Canton Island, you are adding an extra month on to the game absent some truly momentous event elsewhere.

12. The most critical points in Ambonia in the early game are Mandoro, Kendari, Ambonia, Brunei. I suscribe that those need to be taken before any other objective in the DEI because this will hamper any efforts to reinforce the DEI and give you a commanding position to take the other objectives you need to take.

13. China. Nanchang is your most vulnerable position to begin with but you should be able to defend it. Don't get fixated on Changsa or Yenan in the beginning. There are other points that are vulnerable that won't require you having to fight through the teeth of Chinese defenses in the very beginning.

14. Aircraft, replace your dive bombers with Sonias as soon as possible. They are far more survivable than the other pre-war Japanese dive bombers and your Dive Bomber losses will be much less if you do this. Get the best fighters possible as quickly as possible. Replace Claudes with Zeroes as soon as possible. Replace front-line squadrons with Oscars as quickly as possible though Nates are fine for secondary theaters (China, Manchuria). Replace Nells with Betties and Sallys with Helens as soon as possible but choose carefully as your LBAs are one of your most precious weapons.

15. Besides Carriers, the three ship classes that need to be paid attention too are your CAs, DDs, and APs. Your heavy cruisers are your most potent all-around warship and will maul allied CAs in one-on-one fights in the early months of the war. Your DDs are INCREDIBLY precious and you will absolutely need them as the sub-war heats up. It is easy to lose track of losses in your Destroyers but you will miss them. Large APs are very important for troop transports and as you transition to the Defense, they will be what you need to rapidly move forces around to reinforce points on the line.

16. Your CVs are far more vulnerable than the Allied CVs and they cannot withstand a serious pelting by aircraft...but don't be too conservative with them either. They are your most powerful mobile asset and there effects are magnified in the first six months of the war. Use them to support your drive.

Anyrate, these points I believe are important and I state them because I violated near everyone of these and learned them the hard way. I wish I had known these going into my first games. I think I will be better opponent my next PBM by having failed miserably and learning these lessons.

C
Post #: 1
RE: What I have Learned as Japanese Player - 1/6/2007 10:38:34 PM   
irrelevant


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Excellent summary, well analyzed.

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RE: What I have Learned as Japanese Player - 1/6/2007 10:48:13 PM   
Big B

 

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Yep, I agree.

One sticky point though is the Philippines. There really is enough force and supply avaiable to the US that if the key resource centers on Luzon aren't quicky overrun - the US can build up and hold the Philippines almost indefinately - without outside help...that is if they are ignored.

To me, that makes prioritizing a bit of a sticky call. Then again if Singapore isn't quickly taken - it becomes a problem too.

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RE: What I have Learned as Japanese Player - 1/7/2007 3:49:15 AM   
Vladd


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quote:

ORIGINAL: Riva Ridge

3. Critical to taking Singapore is taking Kuching. It allows you to dominate the southern approach to Singapore and bomb the Palemberg air-fields which will be used against your troops on their final approach to Singapore.



An excellent summary; Kuching has always kind of annoyed me though. Historically, there were no swarms of torp bombers closing the Singapore sea lanes, as inevitably happens in WitP. If it were a L3 Airfield, the result would be both a more accurate and interesting game.

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RE: What I have Learned as Japanese Player - 1/7/2007 3:58:31 AM   
Terminus


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Nicely done...

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RE: What I have Learned as Japanese Player - 1/7/2007 4:33:41 AM   
jwxspoon


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Good points, Riva.

jw

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RE: What I have Learned as Japanese Player - 1/7/2007 5:48:57 AM   
AU Tiger


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Reading that tells me how much I must suck as an Allied player.....

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RE: What I have Learned as Japanese Player - 1/7/2007 6:31:33 AM   
RUPD3658


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Don't forget that airborn units are worth their weight in gold. They can be used to cut the Burma road and cut the retreat paths from Malaya.

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RE: What I have Learned as Japanese Player - 1/7/2007 6:53:01 AM   
Big B

 

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quote:

ORIGINAL: RUPD3658

Don't forget that airborn units are worth their weight in gold. They can be used to cut the Burma road and cut the retreat paths from Malaya.


That is affirmative.
On Dec 12th in my game in the Philippines I rushed north to Lingayen to repulse a Japanese landing. I unwittingly left the hex below (San Marcileno) unoccupied for one day. In that day the Japanese parachuted in behind me.
I mauled the landing at Lingayen, but I couldn't swing south fast enough to clear out my mistake at San Marcileno - which gave the Japs a foot hold they never subsequently relinquished.

I figure that one airborne unit cost me a month in my doomed defense of the Philippines (considering the situation it forced me into). An oversight I will never make again.

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RE: What I have Learned as Japanese Player - 1/7/2007 11:16:51 PM   
Hipper

 

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An excellent summary; Kuching has always kind of annoyed me though. Historically, there were no swarms of torp bombers closing the Singapore sea lanes, as inevitably happens in WitP. If it were a L3 Airfield, the result would be both a more accurate and interesting game.

Well sort of, it was used by the IJN to mount mass bomber raids of singapore they just did not move torpedo handling gear there... agree that making it a level 3 airfield will give a more historical feel but if the IJN had thought it worthwhile they could have mounted torpedo strikes from that base !
As the IJN I always try to move torpedo bombers from indochina let them make one attack then move them back to bomb up .

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RE: What I have Learned as Japanese Player - 1/8/2007 5:36:25 AM   
Mynok


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quote:

4. Don't attack into Burma right off the bat!!! Unless your opponent is negligent, he will be able build forces quicker than what you can commit. If he is motivated, he will accept sea losses and he can rapidly build 50-80,000 troops vicinity of Rangoon and Moulmein. You are better served committing those troops to the Singapore drive. The exception is taking Tavoy. It makes a nice place to put a squadron of Nells which which will pick ships off trying to reinforce Rangoon. Once Singapore and Manilla are secured, you will have more than enough troops to make a drive into Burma if that is what you want to do.


Disagree with this one. You do need to take Rangoon and Moulmein early, and it can be done. Don't get greedy past those two until Singapore is taken.



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RE: What I have Learned as Japanese Player - 1/8/2007 7:12:24 AM   
moses

 

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Also if your opponent sends "50,000-80,000" troops to Rangoon then this should be your trigger to invade India. I wouldn't invade India normally but my last opponent sent tons of stuff to Burma so I just had to take advantage. India was an empty shell!!!!!

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RE: What I have Learned as Japanese Player - 1/8/2007 9:33:53 AM   
John 3rd


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I agree with the previous coments.  You have a nicely thoughtout summation.

I am Moses 'last player' mentioned above and he is dead right!  I overcommitted to Burma and lost nearly all of India because of my units all fighting at Mandalay.  Ooooppppsss...

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RE: What I have Learned as Japanese Player - 1/8/2007 2:55:30 PM   
irrelevant


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quote:

ORIGINAL: Mynok


quote:

4. Don't attack into Burma right off the bat!!! Unless your opponent is negligent, he will be able build forces quicker than what you can commit. If he is motivated, he will accept sea losses and he can rapidly build 50-80,000 troops vicinity of Rangoon and Moulmein. You are better served committing those troops to the Singapore drive. The exception is taking Tavoy. It makes a nice place to put a squadron of Nells which which will pick ships off trying to reinforce Rangoon. Once Singapore and Manilla are secured, you will have more than enough troops to make a drive into Burma if that is what you want to do.


Disagree with this one. You do need to take Rangoon and Moulmein early, and it can be done. Don't get greedy past those two until Singapore is taken.

I'd say this can vary depending on what map you are using. Burma is easy to take in stock, more problematic in CHS.

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RE: What I have Learned as Japanese Player - 1/8/2007 3:20:19 PM   
Przemcio231


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John 3rd don't worry with stock A2A model even if you will not send anything to Burma, and Japs will decide to land in India in Force you will not be able to hold them... i tryed but droped the game it was hopeless "Death Star" Effect coused all my massed assluts on the Invasion Fleet futile and since i had to cover all the bases on the coast the interior was unguarded so my opponent used Paras to land bechind my lines and cut off my supply any way with stock A2A if Japanese player decides to attack some area (probably execpt West Coast) he can be sure to capture it as he will surly have air dominance over the target area as you will not be able to do anything about that 

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RE: What I have Learned as Japanese Player - 1/8/2007 4:34:35 PM   
Nikademus


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quote:

ORIGINAL: Mynok


Disagree with this one. You do need to take Rangoon and Moulmein early, and it can be done. Don't get greedy past those two until Singapore is taken.





Also agree. Burma can be made defensible far quicker than RL. A quick offensive is vital here. I'm in a PBEM right now and i've made Burma very defensible without gutting India (a big no no to gut India in favor of Burma)



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RE: What I have Learned as Japanese Player - 1/8/2007 5:59:22 PM   
Big B

 

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quote:

ORIGINAL: Przemcio231

John 3rd don't worry with stock A2A model even if you will not send anything to Burma, and Japs will decide to land in India in Force you will not be able to hold them... i tryed but droped the game it was hopeless "Death Star" Effect coused all my massed assluts on the Invasion Fleet futile and since i had to cover all the bases on the coast the interior was unguarded so my opponent used Paras to land bechind my lines and cut off my supply any way with stock A2A if Japanese player decides to attack some area (probably execpt West Coast) he can be sure to capture it as he will surly have air dominance over the target area as you will not be able to do anything about that

Yeah, the stock a2a moddle is hopeless. That's a lot why people are using Nik's mod, and that was also what motivated me to do a mod - I just couldn't take a game with so much potential, but with combat results from a bad 'Hollywood' movie.

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RE: What I have Learned as Japanese Player - 1/8/2007 7:24:58 PM   
Nemo121


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IMO the RHS air to air model is superior to both the stock model and NikMod. I'm surprised more people aren't using it.

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RE: What I have Learned as Japanese Player - 1/8/2007 7:29:09 PM   
moses

 

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I disagree. An invasion of India is very difficult if the allied player takes precautions and keeps his India forces in India until all danger is passed.

In my recent game with John III I was almost stoped even after he had sent almost everything to Burma. I had 8 divisions in India and they almost stalled against his one good division dug in to the urban Madras.

If Japan wants to have KB sit of the coast of India week after week then he can maintain air superiority forever at the cost of giving up the rest of the Pacific. But that air superiority is of limited use against large dug in ground forces.

Unlessnot playing some kind of lunacy game, India has at least three months before Japan can bring full force to bear. By that time you can have every coastal position defended and the important ones heavily fortified.

Assuming,of course, that you haven't sent everything to Burma.

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RE: What I have Learned as Japanese Player - 1/8/2007 7:35:52 PM   
TulliusDetritus


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Nemo, I hope you won't think I want to piss in your pockets (you already know I am a RHS freak, I guess) but that is maybe a wild statement.

RHS is still experimental. Did people do enough tests? Or play even games? The problem: we are re-starting our games constantly, as you know pretty well In other words, how could we prove this so-called superiority? Nik's Mod on the other hand has been around for some years. I never tried it, but from what users say it does work.

Needless to say, I hope the RHS air model will work as well, since this will be my mod

< Message edited by TulliusDetritus -- 1/8/2007 7:51:48 PM >


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RE: What I have Learned as Japanese Player - 1/8/2007 8:57:26 PM   
castor troy


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quote:

ORIGINAL: Big B

quote:

ORIGINAL: Przemcio231

John 3rd don't worry with stock A2A model even if you will not send anything to Burma, and Japs will decide to land in India in Force you will not be able to hold them... i tryed but droped the game it was hopeless "Death Star" Effect coused all my massed assluts on the Invasion Fleet futile and since i had to cover all the bases on the coast the interior was unguarded so my opponent used Paras to land bechind my lines and cut off my supply any way with stock A2A if Japanese player decides to attack some area (probably execpt West Coast) he can be sure to capture it as he will surly have air dominance over the target area as you will not be able to do anything about that

Yeah, the stock a2a moddle is hopeless. That's a lot why people are using Nik's mod, and that was also what motivated me to do a mod - I just couldn't take a game with so much potential, but with combat results from a bad 'Hollywood' movie.



But there is a problem with the latest version of Nik´s mod. The durability of fighters and fighter bombers being FAR TOO HIGH. It´s not possible to maintain a decent CAP. The Allied player experiences this for the first year (when he´s on the defense) and the Japanese player is experiencing this for the rest of the war.

If you put your fighters on more than 50% CAP then 70-80% of them are damaged after a few turns. Let me tell you an example I just had against Przemcio: 190 Japanese fighters at Akyab. I was only able to maintain a 40% CAP (more CAP and my fighters would all become damaged even though there is 300 air support). After reconning Prz know that there are only a couple of fighters in the air and he decided to sweep and bomb it. Result: sweep with 150 planes against 44!!!!! fighters in the air (190 available!!!). Being heavily outnumbered my fighters didn´t have much of a chance. In the afternoon there came the bombers of course and torched the airfield destroying more fighters on the ground...

In stock I would put thoses 190 fighters on 90% CAP and my opponent would have a hell of a hard time against experienced pilots. In my case most of the attacking fighters were just damaged (in stock I would have had more planes in the air and more kills - not damaged planes).

So this is a problem. Of course it´s now only a problem of the Japanese because as the Allied player it´s enough to maintain a 30% CAP and the radar will bring up the rest of the fighters. Not to talk about the fact that the Japanese player is on the defense 98% of the time after 42. As it stands now I have to think about what will happen the next one and a half year. I can take the losses in stock and somehow I accepted them during the years. I don´t know if I can accept them in the mod when my fighters don´t even take off and you can defend major airfields with only 50 fighters on CAP. This coupled with the fact that 4E bombers are nearly immune to attacks this will lead to an even more bloody and out of '!"$)$ game....

All I can say is that Nik mod version around 5 was far better and everyone trying 8.0 should know what will happen starting late 42. So at the moment I´m feeling also more like a tester than a player and it would be a pity if I decide to tell my opponent that I can´t play on because of this issue in a couple of months game time. I´m now in 3/43 playing the mod and the latest stock game I´m playing is in 8/44 (both me playing the Japanese). Both games are producing "strange" results. In stock the same things PzB is experiencing (uber Cap, no leakers, bloody A2A); in Niks mod a less bloody A2A but no chance to bring the planes even in the air in decent numbers and the planes all get killed on the ground...




< Message edited by castor troy -- 1/8/2007 9:16:20 PM >

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RE: What I have Learned as Japanese Player - 1/8/2007 10:06:44 PM   
Nikademus


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can you send me a save regarding this? (with passwords///both sides if PBEM)

I'm assuming you to mean that this "70-80%" occurs without combat?

thx

lansoar@hotmail.com

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RE: What I have Learned as Japanese Player - 1/8/2007 10:22:15 PM   
Widell


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quote:

ORIGINAL: Riva Ridge

Relatively newer player compared to folks here and am in two PBMs, one Japanese and one Allied against good players. Here is what I have learned as a Japanese Player in the early war months...

.......

Anyrate, these points I believe are important and I state them because I violated near everyone of these and learned them the hard way. I wish I had known these going into my first games. I think I will be better opponent my next PBM by having failed miserably and learning these lessons.

C


I simply had to add this to the infamous Wiki, as it was among the best advice I have seen in a while.... Link to content is here. Feel free to add stuff as usual (although no one ever bothers to do so )

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RE: What I have Learned as Japanese Player - 1/8/2007 11:22:08 PM   
Nemo121


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Tullius,

Well all I have to go on are my own tests. I've run upwards of 4 or 6 million sorties in 42, 43, 44 and 45 testing the air to air model, the intercept model, bombing results etc etc. Hell, I ran over 300,000 sorties just to test the effects of RHS on the port attack model nevermind the air to air model.

I've run a lot of air to air combats using the editor to match up the various planes and, from what I know of the Pacific War, I found the air to air model held up extremely well. I also have run enough turns to know that the durability issue being discussed herein isn't, IMO, a factor.

Obviously opinions can differ etc but 4 to 6 million sorties run under various conditions using planes from various periods during the war is a good frame of reference. Obviously I understand others won't be convinced until they try RHS. All I can say is that I was and probably continue to be one of the most trenchant critics of RHS I( and refuse to play using supply sinks as I feel they are deeply flawed ) but that the air to air model has validity. I may be wrong but it is, at least, an honestly held opinion.

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RE: What I have Learned as Japanese Player - 1/8/2007 11:22:25 PM   
castor troy


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quote:

ORIGINAL: Nikademus

can you send me a save regarding this? (with passwords///both sides if PBEM)

I'm assuming you to mean that this "70-80%" occurs without combat?

thx

lansoar@hotmail.com



I´ll tell Przemcio to send his turn to you and I´ll send you mine!

Thanks

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Post #: 25
RE: What I have Learned as Japanese Player - 1/9/2007 12:00:16 AM   
TulliusDetritus


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Nemo, I truly hope you are 100% right and this air model is excellent. Ok, millions of sorties, but isn't El Cid Again adding new toys constantly -- understable, the mod is after all experimental: the flak, the radar thing, etc.? Can't these new changes alter somehow the situation? The job is indeed impressive. Nobody can refute this

P.S.:
yes, I remember you "hate" the supply sinks. Respectable. To each his/her own taste, indeed

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RE: What I have Learned as Japanese Player - 1/9/2007 12:25:49 AM   
Nemo121


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Tullius,

Well, any new units added won't change the fundamental issues tested which focused on the major changes ( gun vs cannon-armed planes, % leakers under various conditions, how PGMs work etc). So, I think they'll hold up. My advice is to try it out for yourself.

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RE: What I have Learned as Japanese Player - 1/9/2007 1:51:25 AM   
Demosthenes


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quote:

ORIGINAL: Nemo121

Tullius,

Well all I have to go on are my own tests. I've run upwards of 4 or 6 million sorties in 42, 43, 44 and 45 testing the air to air model, the intercept model, bombing results etc etc. Hell, I ran over 300,000 sorties just to test the effects of RHS on the port attack model nevermind the air to air model.

I've run a lot of air to air combats using the editor to match up the various planes and, from what I know of the Pacific War, I found the air to air model held up extremely well. I also have run enough turns to know that the durability issue being discussed herein isn't, IMO, a factor.

Obviously opinions can differ etc but 4 to 6 million sorties run under various conditions using planes from various periods during the war is a good frame of reference. Obviously I understand others won't be convinced until they try RHS. All I can say is that I was and probably continue to be one of the most trenchant critics of RHS I( and refuse to play using supply sinks as I feel they are deeply flawed ) but that the air to air model has validity. I may be wrong but it is, at least, an honestly held opinion.

This made me remember air combat testing done by Nicholas Bell last fall.

Here are links to the results of RHS:
http://www.matrixgames.com/forums/tm.asp?m=1239881&mpage=1&key=��

and the B Mod:
http://www.matrixgames.com/forums/tm.asp?m=1246591

An interesting comparison - unfortunately I found no such test of the Nik Mod, and we all know what Stock looks like.

Demo


< Message edited by Demosthenes -- 1/9/2007 2:04:21 AM >

(in reply to Nemo121)
Post #: 28
RE: What I have Learned as Japanese Player - 1/9/2007 2:15:10 AM   
Nemo121


Posts: 5807
Joined: 2/6/2004
Status: offline
Well two things:

1. The tests were flawed because they featured 99 Exp pilots who are demonstrably more lethal than the more normal 60 to 80 Exp pilots we actually see in-game ( my tests were all run with 80 Exp pilots on both sides so as to more closely resemble in-game conditions and to remove any bias due to experience.

2. The current RHS air model has been heavily revised from that time.

I really don't think that the test linked to are representative for those two reasons. If you want to get a sense for RHS have a look at the Empires Ablaze and Chumming the Water mods. They both feature a slightly modified RHS air model ( instead of making all aircraft weapons have a range of 1 I gave MGs a range of 1, cannons up to 30mm a range of 2 and cannons of more than 30mm a range of 3). Apart from that everything else is the same.

The main conclusions I've drawn are that Nates and Oscars are now quite useful over China, Oscars can fight Buffalos and DEI fighters well but fare poorly against Hurris, P40s etc and that Zeroes are extremely useful in A2A combat but far from unbeatable - the I-16 Type 24s and Yak 1s, for example, easily defeat Zeroes with similar numbers and experience ( in fact the Yaks really slaughter them). In addition P-40Es are equal to the Zero if both have equal experience and numbers.

In terms of bombers the main thing is that almost no matter how many fighters one surrounds one's carriers with some bombers will almost always get through. They are very badly disrupted and don't often hit but they do tend to get through. This is so even with 100 fighters on CAP in these games... and in my testing if one loads the attack with enough fighters ( even if only of poor quality) you can get a lot of the bombers through as the defending fighters "use up" their smaller number of firing passes in RHS on the fighters such that very few are left over with which to attack the bombers by the time they break through to them.

(in reply to Demosthenes)
Post #: 29
RE: What I have Learned as Japanese Player - 1/9/2007 2:45:37 AM   
Demosthenes


Posts: 520
Joined: 12/8/2005
From: Los Angeles CA
Status: offline
quote:

ORIGINAL: Nemo121

Well two things:

1. The tests were flawed because they featured 99 Exp pilots who are demonstrably more lethal than the more normal 60 to 80 Exp pilots we actually see in-game ( my tests were all run with 80 Exp pilots on both sides so as to more closely resemble in-game conditions and to remove any bias due to experience.

2. The current RHS air model has been heavily revised from that time.

I really don't think that the test linked to are representative for those two reasons. If you want to get a sense for RHS have a look at the Empires Ablaze and Chumming the Water mods. They both feature a slightly modified RHS air model ( instead of making all aircraft weapons have a range of 1 I gave MGs a range of 1, cannons up to 30mm a range of 2 and cannons of more than 30mm a range of 3). Apart from that everything else is the same.

The main conclusions I've drawn are that Nates and Oscars are now quite useful over China, Oscars can fight Buffalos and DEI fighters well but fare poorly against Hurris, P40s etc and that Zeroes are extremely useful in A2A combat but far from unbeatable - the I-16 Type 24s and Yak 1s, for example, easily defeat Zeroes with similar numbers and experience ( in fact the Yaks really slaughter them). In addition P-40Es are equal to the Zero if both have equal experience and numbers.

In terms of bombers the main thing is that almost no matter how many fighters one surrounds one's carriers with some bombers will almost always get through. They are very badly disrupted and don't often hit but they do tend to get through. This is so even with 100 fighters on CAP in these games... and in my testing if one loads the attack with enough fighters ( even if only of poor quality) you can get a lot of the bombers through as the defending fighters "use up" their smaller number of firing passes in RHS on the fighters such that very few are left over with which to attack the bombers by the time they break through to them.

Actually he states that he ran the tests with aircrews at 75 Exp and Moral, and 50% CAP.

Also, I have read the Empires Ablaze and Chumming the Water AAR, and the results look good.

Personally, not to throw mud, but I think both of their results and AARs Ive seen of those two mods, look better than the Nik Mod from spot checking. I think the Nik Mod's losses are actually too low. IMHO anyway.

EDIT: I stand corrected - he does state that RHS test was done at 99 exp

< Message edited by Demosthenes -- 1/9/2007 3:01:16 AM >

(in reply to Nemo121)
Post #: 30
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