Stalintc
Posts: 291
Joined: 8/2/2006 From: Bristol UK Status: offline
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quote:
ORIGINAL: SteveF2006 That's a great idea. However, in some of the scenarios posted, you may only have 2 to 4 of a certain type. As soon as they are used to defend your fleet, there is a "hole" in the protection. I quite agree with you, the method I mentioned would of course have to be fit for purpose depending on the scenario you are quite right Perhaps somewhat unrelated, but as an example of adapting to such things, the scenario that I am running at the moment GIUK 3.0 One of the surface groups has four helos, 2 of each of the following type: 2 x SH-60B - Long range, good radar, plenty of sonobouys 2 x Sea Sprite - Short range, fewer sonobouys, faster than SH-60's I let the AI have 1 of the Sea Sprites which it can rotate without running out, positioned in the formation where I expect the a sub threat to appear (or the worst possible place for a sub to appear) I control the 2 SH-60s planting hole plugging barriers at distance from my surface group but close enough for one Seasprite to run to from the formation and get a torp off if needs be. I return the SH-60's to my fleet the moment they have run out of sonobouys to keep a good rotation on the barrier which still leaves me the 1 seasprite in the air, or the one ready on deck to intercept a contact. This way I can keep loss of protection and detection for the shortest time possible Erk perhaps im just rambling waffle, but thats just a current working example of using the formation editor and the game mechanics to get the result you need, without compromising protection when you have limited numbers of A/C I hope I make some sort of sense lol! edit - surface group not fleet.. doh..
< Message edited by Stalintc -- 11/27/2007 2:37:11 AM >
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