PaulRezendes
Posts: 11
Joined: 2/16/2008 Status: offline
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In response to the first post: Does the AI know how not to send off a max strike all at once, and instead send off two successive strikes from the same CV TG? This probably exposes the CV's to being caught with planes on deck for a longer period, but I'm not sure for how much longer. Assuming a CV TG w/ 2 CV's, 2 CVL's: Strike ONE: a cohesive strike with fighters from CV 1 and CVL 1, DB's from CV 2, and TB's from CV 1 and CVL 2, then: Stike TWO: a cohesive strike with fighters from CV 2 and CVL 2, DB's from CV 1 and TB's from CV 2 and CVL 1 That would send two decent coherent strikes of about 80-100 planes each off in a matter of about an hour and a half, and would account for why you saw a strike turn around, but another strike come in, if that's what happened. Turn-around time should be even faster if the number of planes each CV launches in each wave is not greater than its spot number. (One of my pet peeves with CAWII and III is the inability to launch less than a full squadron so that a two-CV TG can easily launch a deckload apiece, then assemble a second wave. Same problem re launching fighters to escort - you have to monkey with the CAP setting to make sure your fighters don't take up too much deck space. I've come to live with it, though, because the option of micro-managing the number of planes from each squadron, while sometimes fun, etc., can slow the game considerably.) I think something like this was standard doctrine for the IJN for the entire war, and would be surprised if the AI did not use it. On the other hand, the on-screen controls that let the computer organize the strike do not have a "deckload strike" option, only full strike and cohesive full strike, so I don't know.
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