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PostPosted: Thu Dec 18, 2014 2:53 am 
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Joined: Tue Apr 01, 2014 1:09 pm
Posts: 571
Location: Northern Minnesota
Hawk had a good idea,

Juice= wrote:
Ok you didn't ask for it but...........

--


————START READING HERE (if you want to know reasons read rest below the STOP READING HERE line)

Conclusions/Recommendations:

I believe the GOAL is to get as many buffs to the Known Target Area (Berlin) as possible ……… Therefore:

Forget reality, the circumstances are such that we can not be “Going to Berlin” like the past, the “Game” box is too narrow and restricted to be normal. So we play in the box we have. I happen to call it “Love what you Hate”, others might say “embrace the horror”, or “Grind with the Slime”.
Push the limits without breaking them (short of Gaming the Game), because the game is circumstantially fixed (by however many factors you can name…….. small buff counts, reduced player base, bad modifier variance, useless AIs, otto possibly out of whack, etc…).

1.) Buffs at maximum alt deemed correct. My books say 29K was high but not unknown (yes have read 32k often but was rare and I think it is gamey), so to put a hard number on it I say 28K, which means 27k and 29k for the two groups if I understand correct. Forget the “Escorts” not being able to be effective there, the enemy won’t be either.
2.) “Escorts” become fantasy (think “Redtails”, yes it sucks) gun platforms INSIDE the buff group, they join early and formate with the buffs moving same as buffs with many in front beside buffs. If buffs guns won’t do the job then we add some (think YB-40). This thinking eliminates so many “advantages” the enemy has that it becomes extremely attractive the more I ponder it (range issue solved, gun issue solved, bug issue solved). (See 3C/4C)
3.) Have dedicated egress escorts rather than catch as catch can. This is so the 3 or 4 buffs left after the turn from the Known Target Area will have 5 or 6 fresh fighters with them for a while. Timing critical 30 seconds is too late.

OR (not AND) 4.) As =sqtc= says DESTRUCTION of the enemy is the most effective means of prevention in this circumstance(series). If somehow we can assure a 1 to 1 kill ratio then it would be effective for the buffs. (See Recommendation 2). But, numbers aren’t allowing this, so an “All or Nothing” must be made. So far even though we have NOT been ordering to leave the buffs, if one moves a con away even as little as 1500ft from the buffs the effectiveness of the fighter for close escort is nearly eliminated. Fuel is the prime factor here, we MUST remain heavy for as long as possible, they can engage at will because of the Known Target Area and unlimited Dar…….. hence Recommendation 2.


DISCLAIMER: No-one should be deceived, I am a Fighter Pilot (V) and desire to kill the enemy in air to air combat, save buffs and complete the mission. It is possible that this will cause the enemy to deal with us earlier or other to enable us to be more historic. I am NOT a big fan of changing ANYTHING (such as buff tuff or otto or fuel multiplier) in the middle of a series as I believe it kills good strategy and tactics and causes those who do them to throw hands in the air and say WHY DO IT AT ALL. So, I am all for envelope pushing and out of the box thinking (in the mist of bad circumstances or settings) to achieve goals and possibly cause more realistic encounters in the mist of poor circumstances. Then, in a future Series what is learned will be applied and we all will enjoy it more. Note: I call the “Strippers”— “bugs” in this series because no stripping is really needed, fuel and the Known Target Area (with other factors) already take care of stripping, I would “Bug” the hell out of the enemy just as they are because it would be fun.


————STOP READING HERE (its really boring and obvious)


Series Circumstances:

The Narrowness of the Known Target Area, and that it IS a Known Target Area.
The enemy with unlimited Dar (and I assume colored).
The enemy fighting over own territory.
Fuel multiplier set just a little too low.
AIs not operating to give any assistance.
If AIs operate at all, they are easy points for the enemy.

If I were the ENEMY I would:

- 1. Gain max alt and reduce throttle to minimum to save fuel (they have the same fuel problems as us, difficult to get that high and have fuel left). Since the target area is so narrow no need to scout for position or use up fuel once alt achieved.
- 2. Stage 75% of my force on the edge of the Known Target Area at 28 to 30K if possible, again difficult in 190s. (always having 50% minimum my heaviest hitting buff busters if possible).
- 3. Direct pairs of higher faster fighters to the known (because of unlimited Dar and Donkey foiling any feints) fighter escorts and pick off 1 or so 1/2 away from Known Target Area. Thus causing at least a loss of 4 escorts for every one shot down through empathy and nervousness (general).
- 4. After attackers run out of ammo or gas have them land (as rules allow) west as far as possible and re-up. Thus dualy causing escort to go west early to prevent return AND be able to engage buffs for the second, possible (not probable) third time as the target area is narrow, hence the way home is narrow.
- 5. Keep a running count of approximate buff number destroyed (don't have to worry about AI because Dar shows the difference for enemy) and at 90% evaluate egress escort progress and move away or hit egress at coast with 3 or 4 and keep them busy.
- 6. If eval of buff losses equal 100% keep one buff alive and throw most of force to area to kill as many egress escort as possible (not a problem to coordinate as Dar is unlimited).


COUNTER to Enemy Actions:

- 1. No prevention method for enemy gain to max alt. Enemy in own territory with unlimited Dar with Known Target Area.
- 2. 190 capability to do more than one HO pass is limited above 27k. Having buffs come in at over 28k (inclusive) will create a problem for the attackers with big guns. This will also cause just as bad if not worse problems for escorts.
What is maximum (legal?) buff alt historically or reasonably? 29K max? Again VERY difficult to escort at these alts with Known Target Areas and fuel limiter.
- 3A. “Strippers” or bugs can be ignored outright to save fuel, thus causing a 5 to 10% loss (kills to enemy action, because we do not fight back and retain tanks) to each escort group, but increasing escort at Known Target Area by 10%. Other would be to have designated bug killers that would chase in pairs (no rear view means no eyes without wingman) any bugs. This would automatically reduce escort by 10 to 15% but allow (in the perfect world) rest to keep tanks and reduce throttle for maximum distance/engagement time over Known Target Area. Limited numbers of escort cause strain to closer long distance escorts.
- 4A. At the proper time, presumably just before/or after Known Target Area is hit by maximum amount of Real Buffs. Majority of escort (80%?) are in a free kill zone. The escorts are ordered to chase to destruction all enemy in sight. This will result in 50% minimum (probably near 80%) losses of these escorts as the enemy ack is/has been increased to a high level and the enemy is in his own territory with unlimited dar. This will cause the remaining escorts 5 to 8 remaining to be overwhelmed and near 80% shot down with the eventual loss of all buffs before the channel coast, as egress escort is approximately 5 minutes away from this critical period.
- 3B/4B. (Strippers) Bug removal by designated bug removal system. Since loss of 10 to 15% of escort is assured by bugs. We take 15% of the escort and have them dedicated to removal by having them as light as is practical and as high as possible (this being done by light DTs and/ or no DTs) to specifically engage bugs. They (bug removal escorts) will then run out of fuel early and go home early then come direct to Known Target Area and engage just as the buffs hit the Known Target Area (or just after), ensuring that “some” escorts are there. Initially this is “Escorts for the Escorts” then it is “In Due Time Egress Support”. Timing critical 30 seconds is too late.
- 3C/4C. Escorts become Buff Gun “Enhancers”. Escorts (majority not all approx 80%) fly formation with the buffs, each just in front or frontal with the buff he is in charge of (P-47s initially for guns and because of range), he is not —NOT an escort he is an HO machine (you don’t attack B/P-25Hs HO). So, using the good tactics of the enemy against them we eliminate “Stripper” bugs, because to disrupt these HO machines they would have to engage the buffs too (not going to happen). Also, buffers let the AI gunners shoot forward and they man the rear ONLY for safety, when the enemy comes for the well done HO then all HO machines fire back at the known tactic. Any enemy that attempts to dislodge the HO machines will have to contend with the entire buff group. The HO machines will be able to keep ALL fuel for as long as possible and keep throttle very low for extreme range as they will be in formation (same alt/ speed) as the buffs. They will not move until shot down as they are nothing but gun emplacements. This will result in approx 20% loss of HO machines and approx 50% extra loss of enemy attackers (190s mostly, so if they lost 10 it will be 15). The other 20% “Escorts” will be there to give a semblance of “Escort” to have the enemy not understand what is going on for some time. This will work well ONCE (one frame), then a limited use will work indefinitely but the changed enemy tactics will enable us to come near again to reality. This takes advantage of many things in this series: A. Known Target Area B. Limited Escort Range C. Limited Buffs D. Good tactics/attacks by enemy (use against them) E. Unlimited Dar (it looks like buffs) F. Buff defensive power enhanced
- 5. Stagger buff ingress (almost impossible due to Known Target Area). Buffs in pairs at most with designated 3 or 4 escorts for each pair. The initial 2 or 3 buff pairs will be destroyed but because of distance and staggering the enemy will have difficulty getting the 50% (or more) they have gotten in past frames (unlimited Dar) before the Known Target Area. Timing critical 30 seconds is too late.
- 6A. Have egress escorts wait 45min to an hour to take off and “Meet” the buffs just before the target area or just after. Reduction of the ingress escorts approx 20%. Egress escorts will be able to come faster and lower alt as the fight will be buff alt max. Timing critical 30 seconds is too late.
- 6B. Or you have “spares” in the tower, when an amount or number of escorts is eliminated by action then the egress escorts take off in pairs (minimum) and proceed to the Known Target Area (relay system). Timing critical 30 seconds is too late.


END OF STOP READING SECTION


Just my thoughts

Juice







Lets post Frame 3 discussion here!


<S!>
MuskyZ
Newest member of the 4th

No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
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PostPosted: Thu Dec 18, 2014 3:02 am 
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OK, I have a couple questions, since we are throwing out ideas.

#1 - If the real pilot (me) is in the tailgunner position, does that make me immune to HO PK's. Yes this could be considered gamming the game but was wondering.

#2 - could a B17 fly NOE with 150' DAR? Boy would that mess them up. Not sure its possible but maybe.

#3 - We have 3 squads of buff;s, would it be against the rules if we flew separate groups? Would it be against the rules if we all flew by ourselves? Normally this would be stupid as the Buff Box should swat down singles and doubles but with no otto the buff box is not helping us but is helping the AX by allowing them to concentrate on the box. Maybe the best bet would be to have everyone flying 5 miles apart and at different elevations? Zig Zagging all the way to target?


Or maybe Jabo will up the Otto and give us a chance :cry:


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MuskyZ
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
George S. Patton


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PostPosted: Thu Dec 18, 2014 3:12 am 
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One other thing, I remember in POS and ADDR we routinely flew at 30K in the B17's. We ALWAYS went to 30K after drop. I remember there were times we went to 35K after dropping and never saw a AX on the way home.


I know this wasn't realistic and we had several intense arguments back then about it. The realistic folks wanted to stay under 25K where non-pilots, like myself, liked going high. Jabo said it would be heavy clouds up there but we could either drop at target or (yes game the game) if we are shooting for TOT on Berlin, the DTF could say when to drop.

We used to up with 1000lb bombs and drop one over the ocean and climb like hell.

I know the escorts can't do much but neither can the 190's. The 109's can hit us but only once on the way in and once on the way out. and the escorts can attack the 109's and 190's that drop.


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MuskyZ
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
George S. Patton


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PostPosted: Thu Dec 18, 2014 6:38 pm 
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I really don't think we have to concern ourselves with being historical. This series is about as historical as Hannabal putting miniguns on his elephants. 100% losses with all available bomber/strike pilots and wingmen (albiet AI) in the same formation is a CLEAR example of poor settings and setup. Screw the no changing the settings during a series rule...this is crazy. Fodder, thats what we are. I'm surprised the LW dont have surface to air missile capabilites. OK that was too much but you get my point.

Jabo...if you are not going to actually change settings than at least turn the GPS off. Make the defense work just a little bit. jeeeze


Juice...good post, good ideas. Sucks for both us bombers and you fighters but if we are going to play this we are going to lose many airplanes so it's just a matter of how many we don't.

Bombers........whoever is leading at the actual time of bombs away needs to be the ONE AND ONLY player in a bombsite. All other bombers should drop on his VERBAL command. We can use delay and pickle settings or drop until they are gone but it makes no sense to destroy the bomber formation by trying to hit an actual structure. It takes way way too long to reestablish any sort of formation with individual bombing. This is all about tons on target. All we need to do is make sure someone is tracking the drop so we can count the numbers of bombers for verification of tonnage. All bomber pilots except the primary lead drops from the cockpit view while holding a tight form on the leader. Thus making it soo much easier on any remaining fighters to cover and making it harder on the already pressed for kills LW pilots.


Colonel mt-dew
Commanding Officer
-=Night Stalkers=-
"If you see us, it's already too late"


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PostPosted: Thu Dec 18, 2014 8:23 pm 
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Salute!

Sheesh, Dew, tell us how you really feel!!! LOL.

-ALTITUDE: 25K is a very realistic alt for the buff's cruise altitude and uses less gas than grabbing another thousand feet or two. I do not see a big advatage going to 27K, but if that makes the lites happy, then what the hell. We got a long way to go and a long time to get there.

- Make no mistake, ol' Gums proposed climbing after bombs away to 30K or higher long ago. It is viable and historical. The few missions I flew to "Downtown" in real life we could barely maintain 25K carrying 12 x 500 pounders and the ECM pods. After drop we climbed to 35K +.

- My personal view is to drop the biggest eggs we have on Big B. We just gotta get there, huh?

- An otto command file is forthcoming, and we can, indeed, change some of the default settings. Gotta have the arena active to ensure what we can change.

Gums opines....


"God in your guts, good men at your back, wings that stay on - and Tally Ho!"


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PostPosted: Thu Dec 18, 2014 8:51 pm 
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Crazy idea 1

Bombers fly at 5000ft

1. LW have nowhere to dive out to and if they boom and zoom - even at full speed they can only recover to about 12k max.
2. LW flying anything much above 15k wont even be able to see the Buffs
3. Bombers may be mistaken for the low level malfunctioning AI
4. fighter jocks can enjoy a nice low level furball.

I don't necessarily recommend it but there is a crazy idea for you.
As long as the OTTO is more of less ineffective, you have to gun yourselves and rely on fighters to clear cons.

For reference.

MA
OTTO range D10
OTTO accuracy 2 out of 10
OTTO retarget time 2 seconds.

S3
OTTO range D10
OTTO accuracy 1 out of 10
OTTO retarget time 5 seconds.

A plane travelling at 400mph will be 0.56 miles away in 5 seconds. (D9 in Warbirds terms)
If making a HO pass (combined closing speed of 700mph) the enemy will be 1 mile (D17) behind you in 5 seconds.

Food for thought.
Cant say I'm an expert on OTTO settings at all but this is the info you can see openly in .show
Nothing the player can adjust is going to make much diff.

Good shooting last time out Gums!


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PostPosted: Thu Dec 18, 2014 9:21 pm 
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Quote:
-ALTITUDE: 25K is a very realistic alt for the buff's cruise altitude and uses less gas than grabbing another thousand feet or two. I do not see a big advatage going to 27K


please correct me if I am wrong but the F190 performance darn near falls off the table above 25k doesn't it?


coolon
4th Fighter Group

formerly: -=Night Stalkers=- | 44th FS Vampires | Widowmakers


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PostPosted: Thu Dec 18, 2014 9:49 pm 
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--

The extra 2k+ makes a HUGE problem for 190s........... as it does for escorts.

Buffs above 30k (32k?) starts to become out of the norm historically and reasonably in "Game Play" (I do not wish to open the COW-- can of worms-- on this one)

(Gums if we could only have the real aircraft to "play" with........ you still need to write it all down sir)

Juice


352nd Fighter Group C.O. (V) - "The Blue Nosed Bastards of Bodney"
487th Fighter Squadron (V)-HO
486th Fighter Squadron (V)-PZ
328th Fighter Squadron (V)-PE
We have the whips - KILL THEM ALL


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PostPosted: Thu Dec 18, 2014 10:56 pm 
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Salute!

O.K. Let's try for 27K with our buffs. 27K. Get it?

We buffs have been taking a lotta gas, but we have time to try a few runs using less gas ( that relates to climb rate and range due to higher GS)

I call for a vote by the Allies!!!!!! Vote for all you agree with.

a) Go as we have been for two frames

b) Drop as much on Big B as we can and screw the pissant factories and such.

c) Go higher, like 27K, and carry most eggs we can and make it back with ten gallons of gas.

d) RTB at 30K plus

Gums makes the motion for a vote.......


"God in your guts, good men at your back, wings that stay on - and Tally Ho!"


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PostPosted: Thu Dec 18, 2014 11:31 pm 
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Maybe a combination of all the above. A direct route, 27k, drop a load and still do tac turns to throw them off.


Capt Hawk
CO - The Knights Who Say Ni!


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