Rogue188
Posts: 30
Joined: 11/26/2019 Status: offline
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quote:
ORIGINAL: BBfanboy There are many things that can contribute to you "luck". Some you cannot change and some you can. Did you select your admiral based on Naval Skill or Air Skill? For a CV TF, the latter is more important. Same for CV captains, although they should have decent Naval Skill as well to handle damage. I picked Admiral Fredrick due to his high Air and Aggression skills of 87 and 74 respectively. The carriers have their default captains and I don't know their skill. Did you put excellent leaders in your air squadrons? That may not be possible with the ones at sea, but any LBA you have should be checked. I think have good leaders, but I don't have a break down of who is leading what. The Yorktown Dauntlesses are under strength due to a maximum range engagement from the previous day. Did you use your Patrol Aircraft, float planes and subs to get good detection on the Japanese TFs? Detection is very important to drive initiative and effective attacks. If you have some small fry naval vessels you could also send them out as pickets. The Japanese TF was between Port Moreby and Cooktown. As this campaign started May 1st and game time is May 9th, I don't have any submarines in position for detection. However, I have strong air search groups that located the Japanese TF easily. Did you choose the right mix of CAP% vs. escort for your CV fighters? Was your CAP at a suitable altitude to intercept enemy air strikes? If you are too high by 5000 feet or more, your chances of an intercept shrink. Weather and detection time before intercept play a part in this, but being about 3000 feet above the enemy bombers is probably ideal. I have my fighters on both carriers at Escort, 50% CAP, 10000'. Its the same as the bombers. I have no imagination. Did you send all your CAs and CLs off on Surface Combat mission or keep them with your CVs for AA and to draw some of the air attacks? Nope. I keep them with the carriers. Did you use waypoints or patrol zones to keep your TFs moving around instead of steaming in straight lines or remaining in one small area? I'm using waypoints, but I'm very close to the Japanese TF. Generally 6 hexes or less. Those are just a few of the things that I though of - a thorough review of your situation and results would require lots of screenshots and description of what you tried to vary to get different results. It may be that the new AI script is too tough for the Allied player to beat, but I doubt it. For every measure there is usually a countermeasure. I realize there is a lot that goes into a successful attack or its failure. Most of my pilots have an Exp/Air/NavBombing skill levels of 60-70. While I am trying to be good about not reloading a bad result, I was shocked just how bad this turned out. I tried to move the TF to different areas, get B-17s involved (to mess with the CAP), put Port Morseby on long range CAP, but nothing worked. The B-17s never launched and the Port Morseby Kittyhawks never joined in the attack. The consistent result I got was one strike from my carriers (AM) and at least two strikes from the Japanese (AM/PM). Even in the rare times I scored hits, it wouldn't be enough damage to prevent or limit the second strike. My airstrikes took severe damage and all the planes would divert to Port Morseby once the Japanese were done raking over my ships. I was hoping that I could catch the Japanese TF vulnerable with their airgroup busy bombing Port Morseby. Basically the Midway formula. However, that doesn't seem to work in the game. Don't get me wrong, this isn't a complaint or rant. When I start the game from Dec 8th, I see better results quickly as my carriers get to practice on transports. I want to keep Port Moresby safe, but it doesn't look like starting a campaign in May without some sort of previous practice gives bad results for the Americans!
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