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Building a TF 101?

 
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Building a TF 101? - 1/1/2008 1:37:45 AM   
rogue

 

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The next big thing is building a good TF. I know each mission is different, but I feel like I just throw ships together without really knowing how big or small I should go. I know the bigger the TF, the easier they are to be spotted. Also, if a surface combat TF is too big, not all the ships will fight in a battle. I think 15 is the magic number for that kind of TF. But for your basic CV TF what is a good balance? I usually have 1 carrier, 2-3 CA/CLs for AA support and 5-6 DDs for AA/ASW support. This brings me to about 10 ships for a one carrier TF. ASW TF are easy since they are DDs. What about transport TF? I usually have about a 1:1 ratio of transports to destroyers, but generally slightly fewer DDs than transports. If I go into forward base in a hostle area I may have a CA or CVE for AA defense.

< Message edited by rogue -- 1/1/2008 2:09:39 AM >
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RE: Building a TF 101? - 1/1/2008 3:01:46 AM   
rtrapasso


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quote:

ORIGINAL: rogue

The next big thing is building a good TF. I know each mission is different, but I feel like I just throw ships together without really knowing how big or small I should go. I know the bigger the TF, the easier they are to be spotted. Also, if a surface combat TF is too big, not all the ships will fight in a battle. I think 15 is the magic number for that kind of TF. But for your basic CV TF what is a good balance? I usually have 1 carrier, 2-3 CA/CLs for AA support and 5-6 DDs for AA/ASW support. This brings me to about 10 ships for a one carrier TF. ASW TF are easy since they are DDs. What about transport TF? I usually have about a 1:1 ratio of transports to destroyers, but generally slightly fewer DDs than transports. If I go into forward base in a hostle area I may have a CA or CVE for AA defense.

Your surface TF is ok, but i'd but as many as 25 ships in a CV TF... you'll need all the AA you can get. Yes, there is a diminishing return over 15 or so, but 25 ships still have more AA than than 15 ships.

As for transport TF, normally i try to put a few SC or other lightweight ASW ships and maybe a DD in (up to 100 ships total) then have a 6 ship ASW (DDs) escort the transport TF. This will take out almost any subs attacking.

(in reply to rogue)
Post #: 2
RE: Building a TF 101? - 1/1/2008 3:29:21 AM   
wwengr


Posts: 678
Joined: 1/14/2007
From: Menomonee Falls, Wisconsin, USA
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quote:

ORIGINAL: rtrapasso


quote:

ORIGINAL: rogue

The next big thing is building a good TF. I know each mission is different, but I feel like I just throw ships together without really knowing how big or small I should go. I know the bigger the TF, the easier they are to be spotted. Also, if a surface combat TF is too big, not all the ships will fight in a battle. I think 15 is the magic number for that kind of TF. But for your basic CV TF what is a good balance? I usually have 1 carrier, 2-3 CA/CLs for AA support and 5-6 DDs for AA/ASW support. This brings me to about 10 ships for a one carrier TF. ASW TF are easy since they are DDs. What about transport TF? I usually have about a 1:1 ratio of transports to destroyers, but generally slightly fewer DDs than transports. If I go into forward base in a hostle area I may have a CA or CVE for AA defense.

Your surface TF is ok, but i'd but as many as 25 ships in a CV TF... you'll need all the AA you can get. Yes, there is a diminishing return over 15 or so, but 25 ships still have more AA than than 15 ships.

As for transport TF, normally i try to put a few SC or other lightweight ASW ships and maybe a DD in (up to 100 ships total) then have a 6 ship ASW (DDs) escort the transport TF. This will take out almost any subs attacking.


Some early war allied tips that I have learned.

  • The CV TF composition that you proposed is good early on when you have limited resources to run all missions.
  • For ASW Hunter Groups, you can use a group of Minesweepers with a Destroyer. The Destroyer should have good day/night experience. This allows it to act as a flag for the ASW TF increasing chances of locating and attacking a sub. Woith that help MSW's make excellent sub hunters. Use your DD's with short legs for ASW. Keep the long legged DD's for duty with Air Combat TF's and Convoy Escort.
  • If you have an opponent that likes to lay mines, use the long legged MSW's as convoy escorts. The AI in teh stock game is not big on mines.


I have not had the pleasure of a PBEM game yet. I have been playing the AI and playing Head to Head with my brother, my son, and a friend. My brother is an avid wargamer as is my friend. My son does it because he is a teenager and he can ask me for money after a few hours of play! Interestingly enough, my son who has never had an interest in history or the military readily grasps the concepts of strategy and makes a very formidable opponent. He also learns game systems very quickly and has a pretty good command of informal game theory (not interested in math either...), so I keep having to read here to find house rules!

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I have been inputting my orders for the campaign game first turn since July 4, 2009. I'm getting close. In another month or two, I might be able to run the turn!

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RE: Building a TF 101? - 1/1/2008 3:55:49 AM   
rogue

 

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thanks guys.  Should a CV task force ever have more than one carrier?  I know you can put more in, but from a game play perspective, is it a good idea?

(in reply to wwengr)
Post #: 4
RE: Building a TF 101? - 1/1/2008 4:11:46 AM   
FeurerKrieg


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Yes. Allied groups early war, I think two is ideal, and as the air coordiation penalties get better, you can add more.

Japanese can take 3-4 CV's from day 1 with no problem.

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RE: Building a TF 101? - 1/1/2008 4:24:05 AM   
Nomad


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For surface combat I have found that TFs in the 6 - 10 ship range work well. 2 -4 BBs, CAs, CLs with 4-6 DDs seem to do best overall. Having two of these instead of 1 larger seems to give the best results. But, as in all things WitP, you mileage may vary.

I do not escort TFs that are only caring supply or fuel. I use as many escorts as I can for troop convoys.

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Post #: 6
RE: Building a TF 101? - 1/1/2008 4:40:53 AM   
wwengr


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From: Menomonee Falls, Wisconsin, USA
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From a different thread:

quote:

ORIGINAL: herwin


quote:

ORIGINAL: Mynok


I was under the impression that the coordination penalty had to do with the number of planes rather than the number of CV. My often faulty recall is remembering 400+ for IJN and 200+ for USA incurs the penalty.





Allied 1942--poorly coordinated in any case and if more than 100 + rnd(100) planes are in the TF, the chance of uncoordinated attacks doubles.
Allied 1943--if more than 150 + rnd(150) planes are in the TF, the chance of uncoordinated attacks doubles.
Allied 1944-5, IJN 1941-5--if more than 200 + rnd(200) planes are in the TF, the chance of uncoordinated attacks doubles.

rnd(N) means a uniformly distributed random number between 1 and N. Hence if you have two CVs, each with 90 aircraft, the chance of doubling is 80% in 1942, 20% in 1943, and 0% in 1944. Three CVs produces 100% chance in 1942, 80% in 1943, and 35% in 1944.

That suggests the optimal count is one CV (or two RN CVs) in 1942, two CVs (or three RN CVs) in 1943, and two CVs and a CVL in 1944.


Other discussion suggests that keeping the USN CV's in seperate TF's with all set to follow the lead TF may be the best approach. This avoids the coordination penalty and lessens the chance of multpile carrier sinkings in a single strike. Additionally all TF's in the same hex enjoy the benefit of each other's CAP.

Other players see this as not the best approach. They site cases where one CV TF gets aggressive and sprints off to its death by reacting to a nearby enemy. They also cite cases where the TF's will split apart when one is faster than another, especially when the lead TF decides to retire. (note: I thnk multiple TF's to avoid the coordination penalty is a little gamey, but the problem of getting the TF's to stay together is a fair downside as the effect is a lack of unity of command).

One good note is that several players always use a fast BB in their CV TF. The BB adds a lot of AAA and will draw attacks that will otherwise go after the carrier and the BB can easily absorb the damage without too much risk. The downside is that the top speed of the TF is reduced when set to full speed or reacting.

_____________________________

I have been inputting my orders for the campaign game first turn since July 4, 2009. I'm getting close. In another month or two, I might be able to run the turn!

(in reply to rogue)
Post #: 7
RE: Building a TF 101? - 1/1/2008 5:53:48 AM   
Nomad


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From: West Yellowstone, Montana
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I have been using single CV Tfs and I have all of them follow a SC TF. The SC Tf will not react to an enemy CV TF. I have not had one sprint off yet, but, things happen and I haven't seen everything that WitP offers.

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