pasternakski
Posts: 6565
Joined: 6/29/2002 Status: offline
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Please take these comments as analytical, not personal. And respond where you think I'm full of s*** (which I often am). I don't think the problems you encountered were the fault of the coding or anything else about the game system. First, having two carrier TFs with one carrier in each is an invitation to disaster. At Coral Sea, this was one of the reasons Lexington was lost and Yorktown badly hurt (the Yorktown and Lexington groups had little practice in operating together. When the Japanese strike force showed up, the Yorktown and her escorts veered one way, the Lexington and her group the other, leaving both carriers vulnerable, particularly to torpedo attack). In early posts after this game was published, I noted a few players advocating this as a viable distribution of strength. I tried it. It was a loser. Your game is an example of why. Maybe when you're "flush" with carriers, multiple air combat TGs of two or so CVs each, one following the other as a unified TF, works. In the early game, and while you have fewer carriers than the IJN (most especially at PBEM), your naval forces are like a big, happy family: they like to go everywhere together. Second, putting the aggressive Spruance in charge of one with the p**** Fitch in charge of the other is asking for trouble. I don't know if you had one TF following the other, but you should have. Even worse, why were you seeking a carrier battle with three IJN CV TFs with two CVs after having had two CVs knocked out in earlier action? I don't know what your earlier success might have been, but I suspect that you were facing the "Midway" carriers at this time, and they are a serious load in sc17. I find your preparations for combat and operational execution of your plan seriously flawed on the basis of the information you give. "Do not react" orders are not imperative on an aggressive commander who tries to interpret them in such a way as to give himself the greatest latitude of action in seizing a perceived tactical advantage, and they may have had no effect here, if, as you say, Spruance's group was moving away from the IJN carriers. Perhaps the fault was with Fitch not following Spruance. Perhaps another fault was that the TFs were not placed sufficiently within the range of LR CAP to allow for limited reaction to the approach of significant enemy forces. If Spruance were moving singlehandedly toward the enemy in a foolhardy manner, maybe a court martial should be in his future. This does not seem to be the case, however. Did you have these TFs set on "do not retire" or "retirement allowed?" This factors into the TF commanders' decisions, as well. The most aggressive setting is the combination "react/no retirement." The most passive setting is "do not react/retirement allowed." I have worked and worked in my play against the AI to understand the mechanics of the various combinations, particularly as they affect TF commanders of various characteristics, and I am getting better, but the picture is still rather muddy. I find that PBEM opponents I have discussed this with are just as confused, if not more so, than I am. There is no mystery in your carrier-based F4F squadron returning to carrier duty. That's where they are supposed to be. Your local commander just exercised the initiative granted him in sending them back to their assigned duty. One last thing. Spruance could not be expected, in my estimation, to act in reliance on what a LR CAP might do. Was his TF retiring toward his home base? In any event, a carrier force commander who has to rely on LBA to protect his ships is, first of all, unduly restricted in his choices of action, and, second, unduly dependent on forces over which he has no control. I am trying, through trial and error and accumulation of little bits of knowledge, to learn this game well enough to play it well. So far, I suck big, red, wet donkey dicks. But I'm getting better, and many things that used to frustrate me I now see as things I just simply didn't understand sufficiently before. Ain't no bugs here that I can see. Uncommon Valor. It's not just a job. It's an adventure. I hope the local looney asylum has a rubber room reserved for me for when WITP comes out. I can tell already I'll NEVER get that one sorted out.
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Put my faith in the people And the people let me down. So, I turned the other way, And I carry on anyhow.
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