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Opposing Fleets at Midway


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#161 Heywooood

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Posted 11 February 2017 - 04:18

Let them get out of the gate...and be thankful they aren't opening with Pearl


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#162 64sTomio

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Posted 11 February 2017 - 05:33

Then there must be one ship of each type excluding aircraft carriers

because it would be really boring to take off from the same carrier each time especially for japanese side which won't have any island...

Attacking the same type of carrier every time is also very boring

 

 

Suggested type of ships to make :

 

AKAGI-KAGA-HIRYU-SORYU-ZUIHO carriers

1 Battleship

1 Cruiser

1 Destroyer

1 Sub

1 Cargo

= 10 IJN ships

 

 

YORKTOWN-HORNET-ENTERPRISE carriers

1 Heavy Cruiser

1 Destroyer

1 Sub

1 Torpedo Boat

1 PT Boat

= 8 USN ships

 

I added the Zuiho carrier with the 4 main carriers for the 2 following reasons :

 

1- It allows to make Invasion force for almost nothing as there should be Destroyer and Oiler/Cargo whatever. Very useful for the campaign.

2- It is a very different carrier compared to the main ones (flat top carrier and shorter) providing a lot of fun itself.

 

 

ZUIHO in 1944 with the COOLEST carrier skin EVER !!! (Different however at Midway)

35755faa.jpg


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#163 =LD=Hiromachi

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Posted 11 February 2017 - 10:36

Zuiho is nice but Zuikaku/Shokaku and Junyo/Hiyo are more practical for any other 1942-1944 operations. And from island lacking carriers, Chitose/Chiyoda after conversion are even nicer than Zuiho. 

 

 

Let them get out of the gate...and be thankful they aren't opening with Pearl

Yeah, that would be quite ... onesided.


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#164 JG5_Zesphr

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Posted 11 February 2017 - 13:54

Yeah, that would be quite ... onesided.

I believe this totally historical footage says otherwise 

youtube.com/watch?v=Ij-nUb5ckQ4


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#165 =LD=Hiromachi

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Posted 11 February 2017 - 14:48

I'd be ashamed of having anything to do with that movie. Also, that 1:20 stick handling ...

 

There are much better and more accurate 3d animations you know :

youtube.com/watch?v=sRMp4Or6GL0

 

Aircraft behave in believable way, but its different kind of approach to 2001 Hollywood. 


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#166 64sTomio

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Posted 12 February 2017 - 15:24

Zuiho is nice but Zuikaku/Shokaku and Junyo/Hiyo are more practical for any other 1942-1944 operations. And from island lacking carriers, Chitose/Chiyoda after conversion are even nicer than Zuiho. 

 

 

Of course but they are not part of Midway battle.

Junyo/Hiyo were in the Aleutians too far away. Zuiho was with the invasion fleet not so far behind the carrier task force


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#167 Gambit21

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Posted 12 February 2017 - 16:26

"In the Aleutians" is why they're essential for Midway.
If they're not included then they will be simulated with other carriers.

The "what if" scenarios are going to be the focus of the mission builders in many cases.
Those carriers being turned around sooner, or never sent north in the first place being one of the
primary 'what if's'.

How events unfolded in the real battle are very specific and we know the results.
Playing with the variables is going to be the fun part.
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#168 II/JG17_HerrMurf

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Posted 12 February 2017 - 23:07

Re-reading this post I see several requests for submarines. There were some pretty significant tactical applications for submarines during the battle. Their overall usefulness in the sim, however, would be minor. While the I-168 is important, the Japanese screening force as a whole was an absolute failure. American subs contributed in an odd way for commander McCluskey but were otherwise similarly unsuccessful. We won't be driving them and we not be seeing them for the most part either. For an initial release they can be left in port on a DEV's computer in favor of a surface asset which can be seen and engaged.
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Game on boys n girls.

 

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#169 Gambit21

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Posted 13 February 2017 - 00:21

Agreed on one hand Murf.

However on the other hand we get back to the "what if" scenarios and semi-historical mission possibilities.

 

As a mission builder I can have a lot of fun with submarines considering I'll have aircraft on both sides to hunt them with, both carrier and land-based including most

likely the PBY since this likely will be included at some point given it's prevalence in the battle.

 

What I really need is a 'branching' or conditional mission progression in the scripted campaign.

If you find the sub you go to the next mission, if you don't find it the campaign "branches" and you go to another mission, taking off again perhaps as a different

flight to continue looking for it. If you don't find it that time, the following mission you're informed that it was found and attacked by another flight, etc.


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#170 II/JG17_HerrMurf

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Posted 13 February 2017 - 03:21

Sure, I want to see them eventually as I want to see any number of capital ships as well. I just don't think they are critical to the initial release, though they are in a few of the suggested lists above. I used to drop subs into missions for no apparent reason all the time because I love seeing type IX's steaming in and out of harbor.

Edited by II/JG17_HerrMurf, 13 February 2017 - 03:22.

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Game on boys n girls.

 

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#171 Gambit21

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Posted 13 February 2017 - 04:00

I'd say not critical for the initial release, but more useful than capital ships if they could be squeezed in.
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#172 Dakpilot

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Posted 13 February 2017 - 09:40

Were there any US submarines docked at the naval base on midway at the time of the Attack?

 

or were they all deployed/at sea at this time

 

Cheers Dakpilot


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#173 Notclear

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Posted 13 February 2017 - 12:58

The submarines were all deployed, 12 formed a defensive quarter circle West to North of Midway, the submarine base was at pearl harbor.

cl. Narwhal: SS-168 Nautilus

cl. Dolphin: SS-169 Dolphin

cl. Cachalot: SS-170 Cachalot, SS-171 Cuttlefish

cl. Tambor: SS-198 Tambor, SS-202 Trout, SS-209 Grayling, SS-210 Grenadier, SS-211 Gudgeon

cl. Gato: SS-212 Gato, SS-214 Grouper, SS-229 Flying Fish

 

For the ships directly attached to Midway:

11 motor torpedo boats from Motor Torpedo Boat Squadron 1 (possibility of 2 of them at Kure Island)

1 gazoline tanker

2 destroyers

 

1 destroyers, 2 seaplane tenders defending French Frigate Shoal, East of Midway

1 mine sweeper, 1 patrol boat and 1 fleet oiler for defending Pearl and Hermes Reef, East of Midway.

4 patrol boats at Lisianski, Gardner Pinnacles, Laysan and Necker, East of Midway

 

http://www.midway1942.com/order.shtml

http://pwencycl.kgbu.../M/i/Midway.htm

For PT action during Midway: http://www.ptboats.o...eports-003.html


Edited by Notclear, 13 February 2017 - 13:06.

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#174 216th_Cat

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Posted 13 February 2017 - 17:26

MIDWAY LOCAL DEFENSES in the immediate area on the day of the attack. Submarines all out on patrol as Notclear says.

USMC Motor Torpedo Sqn 1       PT       8x PT Boat (Midway)
                                                     PT       2x PT Boat (Kure)

Hermes Reef                               Yacht    PY-25 Crystal
                                                     MS       AT-144 Vireo

 

Cheers.
 


Edited by 216th_Cat, 13 February 2017 - 17:28.

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#175 SYN_Mike77

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Posted 13 February 2017 - 17:29

Well, they've done WW1 subs, so the tech is already in place!
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#176 Gambit21

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Posted 13 February 2017 - 18:39

That's what I was thinking
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#177 hames123

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Posted 14 February 2017 - 16:06

But it would be suicide to attack a fleet of ships alone, you would get shot down in less than 15 seconds. That is why on multiplayer, there has to be a popular, full-time Midway server, with incentives to listen to the air-marshals. If not, all this research will go to waste, and the game will turn into a few Anerican planes commiting suicide by flying into a wall of steel alone(similar to reality, in fact).
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#178 =LD=Hiromachi

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Posted 14 February 2017 - 17:06

Maybe, maybe not. Once in a while lone aircraft could penetrate cover or approach unnoticed, depends on clouds and situation. That kind of events occurred during battle of Coral Sea and Santa Cruz. It would be fun if AI would not react like it always knows you're there but if you could surprise enemy fleet. 

 

Well, developers can do only so much. It's up to people then how they use it.


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#179 sinned

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Posted 15 February 2017 - 06:47

I can't agree more. Instead of ships having omniscient detection of spheres, having some variables affecting detection would be really good.

Examle - distance of aircraft from ships, weather (rain, sunset, bright day, squall), camo of plane, presence and distance to cloud, state of ship (smokes, fire) could factor, influence the detection sphere and probability...

Oh.. just thinking about it makes me jizz in my pants.
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#180 mondog

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Posted 17 February 2017 - 10:19

P-40 we already have. Ki-61 is late spring 1943 aircraft, it has its place in New Guinea/Philippine Islands/Home Islands campaigns but I think adding it to Midway particularly is not exactly the best idea. Check my signature if you are more interested in seeing Ki-61 mate. Ki-43 would have to be Model I which offers pretty much nothing over a Zero and has one major flaw for me - telescopic gunsight. That thing is terrible to aim with and any recent attempts to make it somewhat realisitc in War Thunder failed, its just not easy thing to do. 

I'd love to see New Guinea as that allows for far more variety in terms of aircraft and what mission makers can do.


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#181 Gambit21

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Posted 17 February 2017 - 15:55

As a mission creator I already have a list of ideas for Midway - there's no shortage of possibilities there believe me.
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