Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Allied Pilot training - Dec 8 '41

View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Allied Pilot training - Dec 8 '41 Page: [1]
Message << Older Topic   Newer Topic >>
Allied Pilot training - Dec 8 '41 - 7/4/2012 1:58:35 AM   
The Gnome

Posts: 1204
Joined: 5/17/2002
From: Philadelphia, PA
Status: offline
I'm starting a new game against the AI using Da Babes and was looking to fine tune my game regarding allied pilot training. Is there a general preferred approach to training up the allied pilot pools at the start of the war?

I'm shooting for the following (which may be extreme folly):

Average unit experience 55-60+ unit gets thrown into the breach and shipped to the front.

Average Unit experience is < 55% Avg Exp:

1 - Pilots in the unit with >= 55% all go to the replacement pool, leaving one of higher experience with the unit.
2 - Fill the squadron to capacity with the lowest experience pilots
3 - Set fighters to 90% training in sweep, and medium and dive bombers to Naval Attack. My limited torpedo squadrons going to torpedo attack, obviously.
4 - Give training squadrons leaders with high leadership, high admin, low aggression.

Train until pilot is at General Exp 50-55% and MIssion Experience 55-50%, then transfer to the pool.

Is this horribly walking down the wrong path? I'm worried I may have too many units training and not enough fighting. Thoughts?

Post #: 1
RE: Allied Pilot training - Dec 8 '41 - 7/4/2012 2:00:34 AM   
Commander Stormwolf


Posts: 1623
Joined: 2/19/2008
Status: offline

do not train any pilots

japanese need an edge in pilot skill to make up
for the bad config of their fighters come 1943/1944


"No Enemy Survives Contact with the Plan" - Commander Stormwolf

(in reply to The Gnome)
Post #: 2
RE: Allied Pilot training - Dec 8 '41 - 7/4/2012 2:14:13 AM   
Commander Stormwolf


Posts: 1623
Joined: 2/19/2008
Status: offline

training is limited to 70 exp,

cannot train veterans, but can use veterans
to improve the training of rookies


"No Enemy Survives Contact with the Plan" - Commander Stormwolf

(in reply to Commander Stormwolf)
Post #: 3
RE: Allied Pilot training - Dec 8 '41 - 7/4/2012 3:01:31 AM   


Posts: 10297
Joined: 6/28/2006
From: Near Portland, OR
Status: offline
Inspiration helps with training. Holding back some squadrons for training early on will pay dividends down the line. Fighters should be trained in escort first, then when their skill in A2A gets up around 55-60, set the altitude to 100 feet and switch to sweep, this will train them to strafe and keep piling up their overall experience. Sometimes I set them for ground attack skill too.

Training naval pilots is tough in the early going because there are no extra Naval squadrons, though you can train dive bomber squadrons with the inshore patrol squadrons. Dive bombers should be trained in naval bombing first and search second. Better search training will help them find a target on a naval strike. Torpedo units should be the same secondary training skill.

By secondary skill, I mean the second skill you train for once the primary gets up to good levels.



WitP AE - Test team lead, programmer

(in reply to Commander Stormwolf)
Post #: 4
RE: Allied Pilot training - Dec 8 '41 - 7/4/2012 6:24:54 AM   


Posts: 1665
Joined: 10/12/2010
Status: offline
after a few months, you'll have enough 2nd-line fighters available to start filling out the rear-area sqns. if you switch them to 30%CAP / 70%TRN, the EXP will increase faster, but keep range=0 & alt10k' or less.

for my CV TB sqns, i prefer ASW for the 2ndary skill, CVs in transit run 40%ASW / 40%TRN / 20%REST at range=6 & alt=1k', w/ minimal fatigue build-up.

(in reply to wdolson)
Post #: 5
RE: Allied Pilot training - Dec 8 '41 - 7/4/2012 10:05:59 PM   

Posts: 236
Joined: 10/17/2009
Status: offline

My exp (2 AI games Scen 1 through late 43 and 45, current PBEM Scen 2 in Feb 43, all as allied).

As the war progresses you'll have a chance to shift your thresholds. Until mid 42 you'll be rotating pilots into combat at @ 45-55 with specialty skills in the 50-60s range (unless attrition rates get really ugly for you...). Watch out for your early P40s (II Ftr Group I think, the ones that show up a few days after Dec 7), they come with pilots who exp is in the 30s but you need to ship them ASAP regardless, plan to swap out pilots for those in training as soon as they're delivered to the front by your merchantmen or AKVs. By mid 42 you may be able to take it up to 50-60s and 60s-70 skill level(s). Below is a link to a thread with a number of good posts on the question and approach to pilot training. Am in late Feb 43 and my typical US Army fighter pilot in the Reserve pool has 60s flight exp and 70s Air/Air, bomber pilots high 40s flight and 60-70s Ground attk. Brits lag a bit behind and commonwealth a bit behind them in stats. Oddly enough in my PBEM the Chinese pilots have done quite well for themselves vs the two AI games they just got slaughtered and never got ahead.�

Re:How many Sqdns to keep back for training. Always send out those who start deployable. If PDU is "Off" watch the upgrade paths of those you can make deployable with PPs, insuring you don't short yourself access to advanced airframes for the front line. PDU off already restricts you enough without making bad deployment choices. Remember you will also be culling pilots with front line experience from sqdns you withdrawal which will happen fairly frequently in '42.

In all cases, roll with punches and have fun!


(in reply to jmalter)
Post #: 6
RE: Allied Pilot training - Dec 8 '41 - 7/5/2012 5:08:14 AM   

Posts: 685
Joined: 6/3/2004
From: Where the heart is; Home of the Fighting Irish
Status: offline
Humbly submitting my thoughts.

Now Jan 2, 1942

All the following is for the USA. Basically there are 25 restricted bombers and 26 restricted fighters. There are like 10-15 unrestricted fighters and bombers, with more coming in soon.

Since the beginning all restricted groups were and will stay as training units. I completely filled the groups to max with fresh meat (some in the low teems skill; everyone was pulled from the replacements). If there were vets, each unit got a vet (fighters come out well, ASW is terrible). Have a high leadership (helps with xp), air (helps with skill) and aggression for fighters.
I currently have the following pilots in training with average primary skill for the units.
160 NavB, 30-35
120 Ground, 40-50
110 ASW, 25-30
760 fighters, 2/3 of units have skills in the 60s others 50s.

It appears that the general XP of the pilots are about 15-20% less then their primary skill. That can be worked on in combat.

I will get the average to 65+ for fighters and switch to 100’ sweep for the defend skill to about 60 or so, that should get the general xp close to combat I hope.

I will switch to more Ground Bomb in a bit, but right now, I am most concerned about his subs and TF. Take a look at your DD xp, most are like 50s, now get depressed and look at your YP xp, they start in the teens. Until the first upgrade and they get radar, none of the ASW TF is really ineffective. I will always use ASW, as most of the map is water and the IJN subs are effective.

More NavB since I will have to fight to get close to land. Let me sink some ships now and hit him with ground in a bit. NavB is also for the few USN training units which are for the CV’s DB. There is like one or two TB training units. Also, remember that the Kingsfish (4) are USN, and so are those training units above for the NavB (and a few US Army units for NavB, remember you’re A-24 Banshees (DB) which come in early and are US Army units.).

I do not bother to train Nav Search since the PBYs are USN and there are no USN groups (other than 4 Kingsfish, the TB and DB, and need to be kept for the CV units).

All the ASW training units sit on the West Coast and do 50/50 on ASW and training. That way they can hunt for the subs while training.

NZ units will all train on ASW and a bit on NavB. They will not really see action, just defend the home waters.

Oz will do pretty much the same thing, closer to 50/50 on the ASW vs NavB. Those dang pesky subs are killers around OZ.

China is ALL ground.

India will be 1/3 Ground, ASW, and NavB.

Do not forget to train the Soviets at the beginning. Just takes time to set up and leave it alone, but if it gets activated, they will be ready to rock and roll.

These are just my thoughts.


"War makes Heros on both sides." Hero (the movie)

Thanks !!


(in reply to kbfchicago)
Post #: 7
RE: Allied Pilot training - Dec 8 '41 - 7/5/2012 7:52:24 AM   


Posts: 1665
Joined: 10/12/2010
Status: offline
i've spent a lot of training effort on NavB w/ lgt, med & hvy level-bombers, but have little to show for it. 1 bomb hit out of 36 sorties seems to be the best i can manage, which don't even qualify as harassment. if you want to kill ships w/ these planes, train them in GrdB & send them out on PortAttack missions.

to kill undocked ships, you need torpeckers or dive-bombers. those shore-based Vildebeests & A-24s can bring the hurt, if you can convince them to fly. also let me sing the praises of the PBY-5/5A as a torpedo-bomber. i inadvertently created a NavT-skilled sqn, it was set for torp-load when i clicked it to NavAttack training instead of NavSearch. these guys have ruled the waves around Port Moresby.

if i start a new game, i'd create 2 NavT PBY sqns immediately, by culling 3-4 NavT-skilled pilots from each of the initial CV VT sqns.

(in reply to KPAX)
Post #: 8
RE: Allied Pilot training - Dec 8 '41 - 7/5/2012 10:02:27 AM   

Posts: 4058
Joined: 9/30/2003
From: Little England
Status: offline
Even squadrons without a/c in them can train, albeit much more slowly. Even stripped West Coast squadrons can be useful, therefore.

The majority on the west coast should be training - probably everything but the patrol aircraft. For that matter, anything which isnt going to be involved in combat should be training. Of course you have to gauge where combat might happen but if theres no shooting expected training should be constant, everywhere.

Anything that can train escort should do so in 1942 I think, as the Allies have few bombers in 1942 which means you need few bomber pilots, and your fighter squadrons will be hard pressed. Ideally you want air skill 70 - they'll have experience 50 ish most likely by then, that is perfectly adequate and will give Tojo a run for his money. Anything with an air skill below 60 is cannon fodder so avoid using pilots that green at all costs.

The Dutch bombers probably want to be training NavB or LowNav from day 1. They will get reamed anyway come the Invasion of Java but you might manage a bomb hit or three on a juicy ship at least.

NavSearch is good as ops losses for your precious few Catalinas are very high until you have navsearch around 60 ish, so a pool of patrol skilled pilots may be a good idea. However if you dont aggressively use Catalinas and expose them to hostile fire, they'll probably train on the job reasonably well and not require specific training with ops losses adequately below replacement.

With USAAF bombers, ground bombing and lownav are probably the main thing. I wouldnt bother with strafing until you have masses of training squadrons and a big pool of pilots - 1943 at the earliest. It is nice to have but bomb hits are more important by far. Even a B25C is dangerous at low level so long as its trained, you dont need an attack bomber to hurt transports and the like.

If your CVs are disbanded in a safe port and doing the fleet in being thing, they should be training. Its hard to train USN pilots in 1942 because there arent many USN squadrons that arent on carriers or are precious patrol squadrons, so take every opportunity do so if you can. Later on you get a lot of USN level bombers who can train for CV bomber crews at least.

< Message edited by EUBanana -- 7/5/2012 10:03:16 AM >


(in reply to jmalter)
Post #: 9
RE: Allied Pilot training - Dec 8 '41 - 7/5/2012 3:41:52 PM   
The Gnome

Posts: 1204
Joined: 5/17/2002
From: Philadelphia, PA
Status: offline
Thanks for all the great suggestions, going to incorporate a lot of this into my turn one planning. Does airfield capacity affect training missions negatively? In previous games I pretty much used SF as a training base for units to be shipped forward, East Coast for purely training squadrons (good suggestion on using restricted squadrons for this), and San Diego for USN/USMC squadrons. Things were pretty cramped by mid 43, if there are overcrowding issues, it's easy enough to build up some secondary bases.

(in reply to EUBanana)
Post #: 10
RE: Allied Pilot training - Dec 8 '41 - 7/5/2012 5:33:28 PM   

Posts: 704
Joined: 11/12/2011
Status: offline
Ogden, UT starts with a size 8 airfield, I usually shift one of the restricted air HQs there and a couple base forces, and use it as a training hub.


Check out my AAR - Avoiding the Turkeyshoot! (Marianas Scenario, as Japan):

(in reply to The Gnome)
Post #: 11
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> Allied Pilot training - Dec 8 '41 Page: [1]
Jump to:

New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts

Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI