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tips required - 2/14/2021 11:31:51 AM   
legoff

 

Posts: 3
Joined: 2/28/2016
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Hi Guys,

I'm trying to learn WitP by playing the guadalcanal campaign. I'm not sure how spotting actually work.

Basically, with the us i'm in a situation where my carriers are south of Moresby, and the japenese carrier are between mine and Moresby. I'm trying to locate them with the aircraft on the ground and my aircraft carrier. But if mine are in range of the japenese they get spotted first are likely smached.

Can you tell me the correct course of action to spot them before they spot me and destroy them ? They seem to be in a perfect position from my point of view besically being encircled, so i guess i'm missing something. There is clouds but nothing too problematic, and my submarine are just in front of moresby in case of japenese landing.


thx for any help !
Post #: 1
RE: tips required - 2/14/2021 11:40:54 AM   
Ian R

 

Posts: 3169
Joined: 8/1/2000
From: Cammeraygal Country
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You are thinking too tactically.

This is an operational level game. Get your search assets on mission (Hudsons and Cats at about 70% search 30% rest), set your carrier groups to nav strike, F4Fs to escorts/60% CAP, SBDs about 10% search, and then get right in the face of the Jap carriers and give them a belting.



_____________________________

"You may find that having is not so nearly pleasing a thing as wanting. It is not logical, but it is often true."
- Cdr Spock


Ian R

(in reply to legoff)
Post #: 2
RE: tips required - 2/14/2021 12:19:34 PM   
Uncivil Engineer

 

Posts: 899
Joined: 2/22/2012
From: Florida, USA
Status: offline
Both sides conduct search operations at the same time, but because at that point in the war the Japanese pilots were better trained and experienced than the US pilots, they will likely attack first. You can increase the probability of finding the Japanese carriers by using search arcs, especially if you know they are due north of you. As Ian R stated, use a 60% CAP, to give you a better chance of shooting down incoming Japanese planes. Fly land-based search missions as well, from Port Moresby and Australia. Use whatever bombers you have available; better to fly search, as bombing missions by land-based bombers will not be very effective against carriers.

(in reply to legoff)
Post #: 3
RE: tips required - 2/14/2021 12:32:18 PM   
Ian R

 

Posts: 3169
Joined: 8/1/2000
From: Cammeraygal Country
Status: offline
I don't use search arcs.

There are differing views on that.

Read the forum and form you own.

_____________________________

"You may find that having is not so nearly pleasing a thing as wanting. It is not logical, but it is often true."
- Cdr Spock


Ian R

(in reply to Uncivil Engineer)
Post #: 4
RE: tips required - 2/14/2021 3:41:28 PM   
BBfanboy


Posts: 17340
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: Uncivil Engineer

Both sides conduct search operations at the same time, but because at that point in the war the Japanese pilots were better trained and experienced than the US pilots, they will likely attack first. You can increase the probability of finding the Japanese carriers by using search arcs, especially if you know they are due north of you. As Ian R stated, use a 60% CAP, to give you a better chance of shooting down incoming Japanese planes. Fly land-based search missions as well, from Port Moresby and Australia. Use whatever bombers you have available; better to fly search, as bombing missions by land-based bombers will not be very effective against carriers.

One thing bombing by LBA will do is wear down the Japanese CAP so your carrier strike will have a better chance of getting through. It's worth some LBA losses to make that happen.

_____________________________

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 Uncivil Engineer)
Post #: 5
RE: tips required - 2/15/2021 11:43:27 AM   
ITAKLinus

 

Posts: 593
Joined: 2/22/2018
From: Italy
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I don't believe in search arcs.

Few tips: there is no "I strike first you strike second" in CV battles. Generally, each side strikes at the same time. When the Japanese planes are over your carriers, yours are over the Japanese ones.
Now, DL is one of the most important concept of the game. Given the situation: just run your groups in NavS (I would put an altitude betweek 6k ft and 15k ft, dunno what's the IA CAP setting).
Put your bombers of whatever kind in NavS. Percentage has to be decided by A) their radius; B) their SR.

On CVs just devote some groups to make CAP (mission=sweep/escort and CAP=100% the day of the battle) and some other to escort (mission=escort ; 0% to everyhting). Put dive bombers between 10.000ft and 15.000ft and same with TBs. Both TB and DB in mission=Naval and put a healthy 10% on NavS as well.
The escort group(s) should be roughly at the same altitude.
Your CAP should also be focused on this altitude window.

There are various streams of thought regarding TF composition, so I don't advice on that. Personally, I prefer to keep US CVs together in the same TF in the early war, but it's very arguable due to coordination problems.
Don't forget to:
A) check your air leaders. It's important that they do have a decent aggression rating (along with all the other relevant ones such as air).
B) check your TF commander. I prefer naval skill first and second air, but it's again another arguable thing.
C) check your CV commanders. Naval is important.
D) meteo forecasts (not that they are very useful often).
E) reaction range of your TFs (I'd set to 0 for the time being).
F) if you have any follow command, check that the speeds of the various ships and TFs match in a proper manner.
G) retreat path: you'll need fuel to go, but don't forget you'll also have to come back, hopefully in full speed undamaged.

There are way more settings that are necessary, but that's the fundamental setup.

_____________________________

Francesco

(in reply to BBfanboy)
Post #: 6
RE: tips required - 2/15/2021 4:52:28 PM   
Sardaukar


Posts: 9532
Joined: 11/28/2001
From: Finland/Israel
Status: online
Note that if you set your air search range larger than 12, search is severely diluted even closer hexes. So even when your floatplanes might have range close to 20, be cautious using max range.

That I did learn from Alfred's post.

With CVs, I use 50% CAP, TB/DB Naval Attack and 20% Search, float planes on ships 50% Search.



_____________________________

"To meaningless French Idealism, Liberty, Fraternity and Equality...we answer with German Realism, Infantry, Cavalry and Artillery" -Prince von Bülov, 1870-


(in reply to ITAKLinus)
Post #: 7
RE: tips required - 2/15/2021 5:39:02 PM   
BBfanboy


Posts: 17340
Joined: 8/4/2010
From: Winnipeg, MB
Status: offline

quote:

ORIGINAL: ITAKLinus

I don't believe in search arcs.

Few tips: there is no "I strike first you strike second" in CV battles. Generally, each side strikes at the same time. When the Japanese planes are over your carriers, yours are over the Japanese ones.
Now, DL is one of the most important concept of the game. Given the situation: just run your groups in NavS (I would put an altitude betweek 6k ft and 15k ft, dunno what's the IA CAP setting).
Put your bombers of whatever kind in NavS. Percentage has to be decided by A) their radius; B) their SR.

On CVs just devote some groups to make CAP (mission=sweep/escort and CAP=100% the day of the battle) and some other to escort (mission=escort ; 0% to everyhting). Put dive bombers between 10.000ft and 15.000ft and same with TBs. Both TB and DB in mission=Naval and put a healthy 10% on NavS as well.
The escort group(s) should be roughly at the same altitude.
Your CAP should also be focused on this altitude window.

There are various streams of thought regarding TF composition, so I don't advice on that. Personally, I prefer to keep US CVs together in the same TF in the early war, but it's very arguable due to coordination problems.
Don't forget to:
A) check your air leaders. It's important that they do have a decent aggression rating (along with all the other relevant ones such as air).
B) check your TF commander. I prefer naval skill first and second air, but it's again another arguable thing.
C) check your CV commanders. Naval is important.
D) meteo forecasts (not that they are very useful often).
E) reaction range of your TFs (I'd set to 0 for the time being).
F) if you have any follow command, check that the speeds of the various ships and TFs match in a proper manner.
G) retreat path: you'll need fuel to go, but don't forget you'll also have to come back, hopefully in full speed undamaged.

There are way more settings that are necessary, but that's the fundamental setup.


ITAKLinus:
- Does SR in the first batch of your advice mean Search Range?
- In the second batch where you mention 0%, that would mean no CAP at all. Did you mean range 0 ?
- I think the Escort altitude has to be within 2000 feet of the bomber altitude for the Escorting fighters to intercept enemy fighters.
- in 1941-42 it seems best to limit CVs per TF to 2, because of the coordination issue (which is not a huge effect anyway - air leader experience is more important). But all CV TFs should be kept in the same hex for mutual CAP coverage. The unique CV react toward the enemy may still break any follow arrangements you set, especially if, for example, a CVE TF uses ops points to refuel at sea and cannot keep up with the big boys.
- having the TF commander with high Air Skill is important to coordinate your strikes from multiple CVs/CVLs in the same TF. The CVs themselves need great ship captains (Naval Skill) but only good Air Skill (to get the aircraft ready for battle quickly).
- if, as Allied player, you know there is going to be a battle, prioritize CAP coverage over escorts for your bombers. SBDs and TBFs/TBMs are rugged planes with some self-defense against rear attacks so I give 70% of my fighters to CAP and the other 30% can escort the bombers.
- Checking fuel levels on all ships before a battle is good joss - you don't want to be refueling your short-legged DDs on the day of battle.

_____________________________

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 ITAKLinus)
Post #: 8
RE: tips required - 2/15/2021 6:22:13 PM   
ITAKLinus

 

Posts: 593
Joined: 2/22/2018
From: Italy
Status: offline
quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: ITAKLinus

I don't believe in search arcs.

Few tips: there is no "I strike first you strike second" in CV battles. Generally, each side strikes at the same time. When the Japanese planes are over your carriers, yours are over the Japanese ones.
Now, DL is one of the most important concept of the game. Given the situation: just run your groups in NavS (I would put an altitude betweek 6k ft and 15k ft, dunno what's the IA CAP setting).
Put your bombers of whatever kind in NavS. Percentage has to be decided by A) their radius; B) their SR.

On CVs just devote some groups to make CAP (mission=sweep/escort and CAP=100% the day of the battle) and some other to escort (mission=escort ; 0% to everyhting). Put dive bombers between 10.000ft and 15.000ft and same with TBs. Both TB and DB in mission=Naval and put a healthy 10% on NavS as well.
The escort group(s) should be roughly at the same altitude.
Your CAP should also be focused on this altitude window.

There are various streams of thought regarding TF composition, so I don't advice on that. Personally, I prefer to keep US CVs together in the same TF in the early war, but it's very arguable due to coordination problems.
Don't forget to:
A) check your air leaders. It's important that they do have a decent aggression rating (along with all the other relevant ones such as air).
B) check your TF commander. I prefer naval skill first and second air, but it's again another arguable thing.
C) check your CV commanders. Naval is important.
D) meteo forecasts (not that they are very useful often).
E) reaction range of your TFs (I'd set to 0 for the time being).
F) if you have any follow command, check that the speeds of the various ships and TFs match in a proper manner.
G) retreat path: you'll need fuel to go, but don't forget you'll also have to come back, hopefully in full speed undamaged.

There are way more settings that are necessary, but that's the fundamental setup.


ITAKLinus:
- Does SR in the first batch of your advice mean Search Range?
- In the second batch where you mention 0%, that would mean no CAP at all. Did you mean range 0 ?
- I think the Escort altitude has to be within 2000 feet of the bomber altitude for the Escorting fighters to intercept enemy fighters.
- in 1941-42 it seems best to limit CVs per TF to 2, because of the coordination issue (which is not a huge effect anyway - air leader experience is more important). But all CV TFs should be kept in the same hex for mutual CAP coverage. The unique CV react toward the enemy may still break any follow arrangements you set, especially if, for example, a CVE TF uses ops points to refuel at sea and cannot keep up with the big boys.
- having the TF commander with high Air Skill is important to coordinate your strikes from multiple CVs/CVLs in the same TF. The CVs themselves need great ship captains (Naval Skill) but only good Air Skill (to get the aircraft ready for battle quickly).
- if, as Allied player, you know there is going to be a battle, prioritize CAP coverage over escorts for your bombers. SBDs and TBFs/TBMs are rugged planes with some self-defense against rear attacks so I give 70% of my fighters to CAP and the other 30% can escort the bombers.
- Checking fuel levels on all ships before a battle is good joss - you don't want to be refueling your short-legged DDs on the day of battle.



-It means service rating. "radius" is to be intended as "search range". SR is important to give continuity to operations.
-I do mean no CAP at all indeed. I operate specialised groups: either they are fully (100%) in CAP or they are fully in escort.
-Escort: you're right. I tend to put escorts at the same altitude, but when I wrote "roughly" it was meant in the way you better explained it.
-I know about the penality. I just find easier to manage a single TF rather than multiple for various reasons, including and especially the problems with the react.
-As far as I know, the TF commander with high air skill is redundant: air groups' commanders are what it matters the most and I prefer to have a good TF commander naval-wise, rather than a good air leader. Same goes with ships. Clearly, I also pick the best leaders for individual groups. I think this was outlined many years ago in the famous post from LoBaron.
-Regarding fuel: I also add torpedoes and sorties in general. Sometimes I have run out of both at the decisive moment (as Japanese). As Allies I've never had such a problem, though.

< Message edited by ITAKLinus -- 2/15/2021 6:23:10 PM >


_____________________________

Francesco

(in reply to BBfanboy)
Post #: 9
RE: tips required - 2/15/2021 6:55:09 PM   
Lokasenna


Posts: 9234
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline
I rarely use search arcs on my carriers as well. There are some times when setting search arcs will be better, but they are few (e.g., you know where your opponent's ships are going to be going). Also I'd prefer not to be surprised from a quadrant I didn't even have a chance to search because I set the arcs to other areas instead.

I almost always use search arcs with LBA search planes. This is almost always the optimal way to use them.


RE: escort altitude - it doesn't matter much. You just want to make sure your escorts fly with the bombers, and setting the altitude close to the altitude of your bombers minimizes the chance that the bombers will become separated.

I would never limit the number of carriers in my TFs because of a fear of strike coordination penalties (which are not guaranteed to occur). Concentrated defenses are better.

(in reply to BBfanboy)
Post #: 10
RE: tips required - 2/16/2021 4:23:34 AM   
Dan1977

 

Posts: 62
Joined: 1/28/2021
Status: offline
To legoff, The people that have posted already are experienced and their way will work much of the time.

Let me offer an alternative to consider, if you are not in a hurry to strike the enemy carrier with your carrier aircraft: Position your carrier TF, so that it is OUTSIDE of the enemy Kate's-torpedo radius (normal range). It is the Kate (or Batty or Nell) with a torpedo that is most dangerous to your ships. Instead of launching an airstike against his ships that needs an escort, just put all your fighters on CAP and take his first blow.

Your goal is to weaken his air units while minimizing your losses. If you are positioned correctly, then the enemy will attack at extended range, and his Kates will carry bombs not torpedoes. Here is another trick, place a decoy force of 1-2 DD's in an adjacent hex to your CV TF, on the enemy side of your CV TF formation. The idea is to confuse the enemy AI into striking at your decoys to either weaken/divert their attacks. You can of course use LRCAP to protect the decoys.

In a perfect situation, the enemy attacks the decoys with Zeros, Kate-bombload & maybe Vals. Your LRCAP intercepts over the decoys and he loses aircraft on a less important target. Of course, the AI could attack your decoy and your CV TF, but hopefully that will dilute his striking power. In the meantime, you use your land-based bombers to go after his CV TF.

You can also position your naval forces near to a friendly fighter base (but NOT in a port) that can provide LRCAP over your ships. If you have some expendable ships at Port Moresby, or at Cooktown, Cairns or Townsville, then you can put them out to sea, as additional decoy targets. If you have fighters at Port Moresby, then maybe they can go up on LRCAP for the adjacent ships. The idea is to give the enemy AI extra expendable targets to consider, instead of making your CV's the sole target. This early in the war, the enemy pilots & Kates w/torps give the AI an advantage in an otherwise even fight. Don't make it an even fight, and don't fight fair. This is merely a suggestion for an alternative, that has worked often for me. I have discovered that the AI is often willing to attack enemy ships at extended ranges instead of moving in closer. I'm curious if others have noticed the same thing. I welcome all comments.

(in reply to Lokasenna)
Post #: 11
RE: tips required - 2/16/2021 5:02:18 AM   
RangerJoe


Posts: 12735
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: online
Set CAP to range 1 and try to have at least one of your DDs have radar so it would then be a Radar Picket TF like what was used later on during the war.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Dan1977)
Post #: 12
RE: tips required - 2/16/2021 12:11:19 PM   
Moltrey


Posts: 263
Joined: 4/11/2010
From: Virginia
Status: offline
So I have been following the recent threads on Air Arcs and have the following thoughts/questions:
Basic assumptions: ASW arcs are less effective than "auto" (i.e., no arcs set), Air Search arcs are more useful and more effective when set manually.
First off, who agrees and/or disagrees? I get myself confused with all the ongoing discussions.

Essentially, I have "bought into" the notion that AIR ASW arcs are not the best way to do it. My personal experience has proven this out as I get VERY few ASW attack messages with air assets in-game if I manually set arcs for ASW air assets.

However... I am worried with the Naval (Air) Search function. If I leave it on AUTO, it would seem to leave a whole lot of inefficient or downright counter-productive arcs (US coastline 0-170 degrees) in play for the game engine. What do you guys think?

(in reply to RangerJoe)
Post #: 13
RE: tips required - 2/16/2021 1:12:39 PM   
HansBolter


Posts: 7602
Joined: 7/6/2006
From: United States
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quote:

ORIGINAL: Moltrey

So I have been following the recent threads on Air Arcs and have the following thoughts/questions:
Basic assumptions: ASW arcs are less effective than "auto" (i.e., no arcs set), Air Search arcs are more useful and more effective when set manually.
First off, who agrees and/or disagrees? I get myself confused with all the ongoing discussions.

Essentially, I have "bought into" the notion that AIR ASW arcs are not the best way to do it. My personal experience has proven this out as I get VERY few ASW attack messages with air assets in-game if I manually set arcs for ASW air assets.

However... I am worried with the Naval (Air) Search function. If I leave it on AUTO, it would seem to leave a whole lot of inefficient or downright counter-productive arcs (US coastline 0-170 degrees) in play for the game engine. What do you guys think?


I do not use search arcs.

When limiting your search to designated arcs, the unit STILL searches a 360 degree arc out to a range of 3 or 4 hexes (can'ty recall exactly which).

One is SUPPOSED to be getting a more concentrated search in the limited area of the search arcs beyond the limited 360 degree range.

I emphasize 'supposed' because I have almost never been surprised by an enemy TF popping up within my extended 360 degree search range when NOT using search arcs. The search at extended range over 360 degrees just doesn't ever feel so diluted that I feel pressed to concentrate that search into a limited area. I have dozens of games under my belt.

I would be constantly worrying what I was missing in the arcs I chose not to search.




_____________________________

Hans


(in reply to Moltrey)
Post #: 14
RE: tips required - 2/17/2021 12:02:20 AM   
Moltrey


Posts: 263
Joined: 4/11/2010
From: Virginia
Status: offline
Hans, do you think that changes if you are referring to a small detachment group of, let's say PBY-5's?

Obviously, one can cover more square miles with a large squadron, but do you find that your smaller detachments get just as good results searching w/o arcs? Thanks for feedback btw!

(in reply to HansBolter)
Post #: 15
RE: tips required - 2/17/2021 12:10:02 AM   
GetAssista

 

Posts: 2721
Joined: 9/19/2009
Status: offline
quote:

ORIGINAL: Moltrey
Essentially, I have "bought into" the notion that AIR ASW arcs are not the best way to do it. My personal experience has proven this out as I get VERY few ASW attack messages with air assets in-game if I manually set arcs for ASW air assets.

Nope, arcs for ASW work just fine (see attach from 1 turn). Arcs for Nav Search though are bugged when looking specifically for submarines - arced NavSeach does not see them while full one does





Attachment (1)

(in reply to Moltrey)
Post #: 16
RE: tips required - 2/17/2021 5:49:23 AM   
Lokasenna


Posts: 9234
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: HansBolter


quote:

ORIGINAL: Moltrey

So I have been following the recent threads on Air Arcs and have the following thoughts/questions:
Basic assumptions: ASW arcs are less effective than "auto" (i.e., no arcs set), Air Search arcs are more useful and more effective when set manually.
First off, who agrees and/or disagrees? I get myself confused with all the ongoing discussions.

Essentially, I have "bought into" the notion that AIR ASW arcs are not the best way to do it. My personal experience has proven this out as I get VERY few ASW attack messages with air assets in-game if I manually set arcs for ASW air assets.

However... I am worried with the Naval (Air) Search function. If I leave it on AUTO, it would seem to leave a whole lot of inefficient or downright counter-productive arcs (US coastline 0-170 degrees) in play for the game engine. What do you guys think?


I do not use search arcs.

When limiting your search to designated arcs, the unit STILL searches a 360 degree arc out to a range of 3 or 4 hexes (can'ty recall exactly which).

One is SUPPOSED to be getting a more concentrated search in the limited area of the search arcs beyond the limited 360 degree range.

I emphasize 'supposed' because I have almost never been surprised by an enemy TF popping up within my extended 360 degree search range when NOT using search arcs. The search at extended range over 360 degrees just doesn't ever feel so diluted that I feel pressed to concentrate that search into a limited area. I have dozens of games under my belt.

I would be constantly worrying what I was missing in the arcs I chose not to search.





Honestly, there isn't a functional difference in using arcs or not for ASW mission for most planes - the ASW mission halves the range of the planes, so unless the plane has a range of 10+ it will not be able to search out beyond 4 hexes anyway. Only IJN CV-based planes that can undertake the ASW mission have that kind of range until the TBFs get drop tanks later in the war.

I also don't use arcs when doing ASW - a sub can appear anywhere. May as well just use whatever proportion of ASW I am looking for and leave them on random arcs.

(in reply to HansBolter)
Post #: 17
RE: tips required - 2/17/2021 5:50:12 AM   
Lokasenna


Posts: 9234
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: Moltrey
Essentially, I have "bought into" the notion that AIR ASW arcs are not the best way to do it. My personal experience has proven this out as I get VERY few ASW attack messages with air assets in-game if I manually set arcs for ASW air assets.

Nope, arcs for ASW work just fine (see attach from 1 turn). Arcs for Nav Search though are bugged when looking specifically for submarines - arced NavSeach does not see them while full one does




I have noticed this also, actually. Setting arcs for NavS seems to lock the planes into searching for surface ships only.

(in reply to GetAssista)
Post #: 18
RE: tips required - 2/17/2021 12:06:14 PM   
Moltrey


Posts: 263
Joined: 4/11/2010
From: Virginia
Status: offline
Hmm. Maybe I ended up getting it backwards from all the back and forth discussion. Which is great btw... if there is any one lesson I have learned on WITP:AE, it is that there is almost always something else to learn or get an alternate perspective on.

Currently working on my latest Andy Mac Scenario 1 Dec 8th turn setup (I am on India alphabetically) so I can always go back and change the search patterns as needed.
Thanks again guys.

(in reply to Lokasenna)
Post #: 19
RE: tips required - 2/17/2021 12:13:42 PM   
Moltrey


Posts: 263
Joined: 4/11/2010
From: Virginia
Status: offline
quote:

ORIGINAL: GetAssista

Nope, arcs for ASW work just fine (see attach from 1 turn). Arcs for Nav Search though are bugged when looking specifically for submarines - arced NavSeach does not see them while full one does





OK, so it appears that this all might "work out" if only in the way that one needs to do air naval search in close proximity to key ports anyway... so it would follow that (planes permitting) you set at least ONE asset to do an AUTO ARC naval search mission, while also having a few ASW missions on either AUTO or planned arcs as needed or apparent.

I am just trying to get a sense for what combination(s) of air asset use work the most efficiently in certain situations.
Thanks GA.


< Message edited by Moltrey -- 2/17/2021 12:14:21 PM >

(in reply to GetAssista)
Post #: 20
RE: tips required - 2/17/2021 1:05:07 PM   
RangerJoe


Posts: 12735
Joined: 11/16/2015
From: My Mother, although my Father had some small part.
Status: online
I usually use the Whirlaways in Australia to do the ASW search at 1000 feet while also training. 50% on each one works fine, lots of coverage especially when you set the arcs.

_____________________________

Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing!

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
― Julia Child


(in reply to Moltrey)
Post #: 21
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