Trugrit
Posts: 947
Joined: 7/14/2014 From: North Carolina Status: offline
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It would be useful to have more information. There are a couple of threads on this. This one is the most useful because Numdydar gives more detail: https://www.matrixgames.com/forums/tm.asp?m=3605776 Not much to this one: https://www.matrixgames.com/forums/tm.asp?m=3233605 As far as I know these are the things that could be a factor. The following are checks for each individual air group: Low air group morale can ground or abort: Morale below 50% not good (chance) Below 30% much greater chance may abort or refuse to fly. High unit/Pilot Fatigue: Longer range missions, number of consecutive mission without rest.. Missed Air Group Leadership Check: Air group leader influence. Failure to find the target. The following may shut down all air groups: Advanced Weather: Weather can shut down air operations in the hex where the groups are launched from or in the hex they are going in to. The Carrier Air Task Force Leader’s air skill rating: The TF Commander functions as an Air HQ for the air groups embarked. This will influence how many strike aircraft will fly. Damaged carrier, overloaded carrier....etc. From the Manual: 7.2.1.4 MORALE AND AIR MISSIONS Air groups will now fly regardless of Morale; however, Airborne aborts particularly under duress from enemy attacks, failure to coordinate, or weather will be more likely as Morale decreases. The lower the Morale, the greater the chance the group will fail the test and not fly effectively that particular Air Phase. Also, air units flying a Naval Search, ASW Patrol, or CAP Mission must pass the Morale Tests in order to fly all available planes on the Mission. 7.4.1 COMBAT AIR PATROL (CAP) CAP may react to defend a target as far as 2 hexes away. To do so, the hex to be defended must be attacked by more aircraft then are defending the hex, and the hex the CAP is going to come from must be under attack by less aircraft than are currently flying CAP over that hex (checked for each air unit, one at a time). The CAP that is going to fly out of their hex must have an extended range that would reach the hex to be defended (but no more than 2 hexes away). Also, in order for this extra coverage to happen, the attack must be detected by radar in time to allow for the CAP to reach the target (an intercept is allowed 33% of the time even when there is no radar). The exact number of aircraft that will cover outside their hex is dependent on how good the radar detection is on the incoming strike. I’m always mindful of the two hex rule so I snuggle in close when I provide air cover (one hex off max) and I never set a carrier air group to long range cap. This is a useful thread on carrier long range cap: https://www.matrixgames.com/forums/tm.asp?m=2729578 18.1.2 ADVANCED WEATHER EFFECTS If set to On, there will be a different weather forecast every Day: Clear, Partly Cloudy, Overcast, Rain, or Thunderstorms. The worse the weather that Day, the greater the likelihood of an air Mission missing the target, or even of being grounded before takeoff. If this option is off, the weather forecast will always be Partly Cloudy. That is the order of weather, good to bad: Clear, Partly Cloudy, Overcast, Rain, or Thunderstorms. The worse it gets the greater the chance of grounding. 7.2.1.7.2 FAILURE TO FIND THE TARGET Aircraft can fail to find their Targets due to bad weather en route to or over their target, or due to the inability of the planes to locate their Target before they are forced to return to base due to fuel constraints. For multiple carriers, this is a useful thread, especially post #3, but it also touches on a number of topics: https://www.matrixgames.com/forums/tm.asp?m=4252031 I have found you can't go very wrong following Lokasenna's advice.
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