swagman
Posts: 103
Joined: 8/8/2001 From: Australia Status: offline
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I've played other Gary Grigsby games extensively, but relative to UV, Carrier Strike and War in the Pacific are relevant, since UV is plainly a design deriviative of these, both in terms of overall concept, detail design and mechanics. In those games, I have witnessed the AI throwing rag-tag uncoordinated strikes of remant planes to their doom, and it is made clear in those games this is a result of repairs and returning search aircraft. I know UV handles broken airstrikes just as occurred at Midway...however, the air components were I believe squadron size at Midway...what I am talking about here are 4 or 8 aircraft, often from more than one squadron. Was historical for 3 fighters to follow those 4 dive bombers, rather than their own squadron commander. I am not suggesting the carrier commander control the air-strikes after they leave the deck, I am instead pointing out that after receiving a report of several carriers from his returning mauled main strike, would that carrier commander continue to send strikes of 4 or 8 planes just to see each one smashed. At least the way I played was to harbour my resources...wait for those 12 search SBD's to return, grab some returning repairs and put up a single strike of 30 aircraft, rather than 5 between 4 and 8 planes each.. I admit I haven't checked the actual time stamp of the minor strikes compared to major strikes, however I assumed that they are separate attacks...however, this question is really irrelevant, since the strikes often target different objectives that are multiple hexes apart (ie a hundred or more miles). A broken strike would normally continue to the objective co-ordinates, although rarely it might be redirected. I see this as a flaw in the game mechanics. Sure you can come up with excuses for it, but I do not believe these minor strikes relate to components of a major one.
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