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DESPERATE TIMES CALL FOR DESPERATE MEASURES

 
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DESPERATE TIMES CALL FOR DESPERATE MEASURES - 5/17/2013 3:26:01 AM   
racndoc


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Im almost embarased to be asking this question after playing this game for 8 years but desperate times call for desperate measures.

Im in the middle of a huge carrier battle against Japan in Feb. 1944. Ive always set my CAP at 1 hex range and a lot of the CAP( and LRCAP) is not available when the incoming strike arrives. Does anyone here set their carrier CAP and LRCAP to a range of zero hexes and does that make more CAP available to fend off incoming enemy airstrikes?
Post #: 1
RE: DESPERATE TIMES CALL FOR DESPERATE MEASURES - 5/17/2013 11:13:02 AM   
GreyJoy


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quote:

ORIGINAL: AdmSpruance

Im almost embarased to be asking this question after playing this game for 8 years but desperate times call for desperate measures.

Im in the middle of a huge carrier battle against Japan in Feb. 1944. Ive always set my CAP at 1 hex range and a lot of the CAP( and LRCAP) is not available when the incoming strike arrives. Does anyone here set their carrier CAP and LRCAP to a range of zero hexes and does that make more CAP available to fend off incoming enemy airstrikes?



Well, it depends on too many factors. Basically It occurred to me to realize that the die&roll about how your CAP will perform is too high to be really a factor the measures you take to maximise it.
I had experienced a 2000 CV CAP at range 0 getting penetrated by 300 bombers and 200 fighters, getting nearly 30 CV/CVL/CVE sunk in a single day...

Weather, detection time, luck... too many variables.

I'd say that a range of 1 is useless. Go for 0 or the usual normal max range for escort.

(in reply to racndoc)
Post #: 2
RE: DESPERATE TIMES CALL FOR DESPERATE MEASURES - 5/17/2013 11:44:03 AM   
MrKane


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Range does not affect cap numbers over carriers. It only define how far you fighters goes CAP when needed.
Generally you CAP is always flying over hex 0 as long it is not requested to fly defend other hex in range. So in you case if you do not have any TF under attack 1 hex away your CAP will stay over flattops.
But as GrayJoy said there is still a lot of factors to take under consideration.

< Message edited by MrKane -- 5/17/2013 11:45:01 AM >

(in reply to racndoc)
Post #: 3
RE: DESPERATE TIMES CALL FOR DESPERATE MEASURES - 5/17/2013 11:46:01 AM   
Miller


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I assume you have certain sqds dedicated to CAP only? In that case set to 90% and range 0. Vary altitude from 5k to 15k.

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RE: DESPERATE TIMES CALL FOR DESPERATE MEASURES - 5/17/2013 2:04:01 PM   
obvert


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If you have multiple TFs the problem with range zero is that some planes might end up on CVs a hex or two from the others due to reaction, fuel issues or other. Then your CAP cannot mutually support and you're screwed.

_____________________________

"Success is the ability to go from one failure to another with no loss of enthusiasm." - Winston Churchill

(in reply to Miller)
Post #: 5
RE: DESPERATE TIMES CALL FOR DESPERATE MEASURES - 5/17/2013 6:29:54 PM   
dr.hal


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Radar had a huge impact on CAP effectiveness, is this demonstrated in the game? I'm thinking that if you give your cap a wider range well beyond zero but short of their max normal range, you could take advantage of radar and intercept your bogies further out thus further reducing potential damage. But is that mixing real world activity into a gaming situation???? Hal

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RE: DESPERATE TIMES CALL FOR DESPERATE MEASURES - 5/17/2013 7:26:30 PM   
jmalter

 

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hi dr.hal,

IME CAP set to range=0 will still take advantage of base radar. range>0 will disperse CAP coverage to include hexes not under attack, & increase pilot fatigue.

using drop tanks will greatly increase fighter effectiveness.

(in reply to dr.hal)
Post #: 7
RE: DESPERATE TIMES CALL FOR DESPERATE MEASURES - 5/17/2013 7:40:18 PM   
LoBaron


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Range settings influence CAP reaction to attacks on bases other than the base of origin, but only in concert with early warning
and some other dicerolls. It is also highly depending on how many targets are under attack within CAP range. OTOH higher range
increases fatigue of airframes and pilots.

Its a tradeoff, as most things are in game.

In case your intention is to only cover the base of origin, range 0 is sufficient and produces the least fatigue numbers. Also, range
0 prevents your CAP, dedicated to protect the base of origin, to run of and defend a different target under attack, and by doing so
exposing your homebase.

dr.hal: Radar increases CAP reaction time, and this automatically results in a big advantage. But as long as only the base of origin is under
attack, range settings do not influence how far out the strike is intercepted.

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(in reply to racndoc)
Post #: 8
RE: DESPERATE TIMES CALL FOR DESPERATE MEASURES - 5/18/2013 1:48:07 AM   
racndoc


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Thanx for all the comments. I had about 800 Hellcats assigned to CAP and LRCAP over the carriers last turn and it seemed that the max in the air at any one time was about 450. In conjunction with about 300 land based LRCAP they shot down some 880 Japanese naval strike AC last turn. I only lost about 65 Hellcats(and only 2 carriers were hit....but they are still operational......but the amphib TF they were supposed to help cover was virtually wiped out) so I am going to pursue KB and continue with another amphib assault deeper into enemy waters next turn as I want to take advantage of depleted Japanese carrier and land based squadrons. I had most every squadron at 1 hex range and had never set the range to zero before. I will set the range of most carrier CAP and LRCAP to zero next turn to hopefully get more CAP and LRCAP into the air and I didnt want to set any squadrons to zero range before checking it out with the forum.

So thank you _very much_ everyone for your responses. If you want to see how it turned out check my thread..."AE Tournament Redux" for what happens next turn.

(in reply to racndoc)
Post #: 9
RE: DESPERATE TIMES CALL FOR DESPERATE MEASURES - 5/18/2013 2:04:11 AM   
wdolson

 

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If you assign 100% of a unit of 36 to CAP, that means 36 will be available for CAP throughout that day. It's probable that at least some will be refueling or the pilots are unavailable when a strike comes. Having extra pilots helps some. Those who are too tired or hungry can take a break while another pilot takes their plane aloft.

Typically fighter units on defense at any given point in time will have some aircraft airborne on CAP, some ready to take off on short notice, and some stood down refueling and allowing pilots a bit of time to get a bite to eat and maybe lie down for a short nap.

Bill

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WitP AE - Test team lead, programmer

(in reply to racndoc)
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RE: DESPERATE TIMES CALL FOR DESPERATE MEASURES - 5/20/2013 5:31:59 AM   
AcePylut


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Spread your CV's over multiple hexes (a center hex, and the 6 adjacent hexes). Set cap to range 1 or 2 on all planes.

The dispersed CV's prevent a "30CV loss in 1 day", while also maintaining a healthy cap across all CV's throughout the day.

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RE: DESPERATE TIMES CALL FOR DESPERATE MEASURES - 5/20/2013 4:46:25 PM   
Lokasenna


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quote:

ORIGINAL: AcePylut

Spread your CV's over multiple hexes (a center hex, and the 6 adjacent hexes). Set cap to range 1 or 2 on all planes.

The dispersed CV's prevent a "30CV loss in 1 day", while also maintaining a healthy cap across all CV's throughout the day.


This will also take a toll on your pilots's fatigue levels though, correct? And CAP is less effective at farther ranges, correct? So there's a bit of a tradeoff...?

(in reply to AcePylut)
Post #: 12
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