Tristanjohn
Posts: 3027
Joined: 5/1/2002 From: Daly City CA USA Status: offline
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ORIGINAL: The Gnome Hi All, I'm looking for a good CV TF compisition for the allies. I have the bulk of my Yorktowns, all the Lexingtons, and 2 Essex right now. Right now I'm broken down into: 2 CV 1 CVL 2 CA (Northhamptons or Baltimores) 2 CL (Clevelands, Helenas, or Brooklyns) 1 CLAA (Atlanta or Oakland) 7 DD (Fletchers or Bristols) I was thinking of throwing in a newer BB into the mix for more AA, but right now my fastest model is only(only?) 27-28 knots, and I don't want it to slow down the TF. It might be worth the tradeoff but for now I'm going with speed. Anyone see anything wrong, or anything that could be set up better? Because of the rules set re air coordination it's smart (and just happens to represent Allied CV operational doctrine until later in the war) to use your CV assets in smaller TFs, each with a single CV, then have all these CV TFs sail together in the same hex. This allows all the collective flak in the hex to contribute to air defense and makes it likely no more than a couple of your precious CVs will come under attack from any given enemy CV TF or land-based air strike--and with luck only one of your CVs will come under attack. All of your AA cruisers should be in attendance, as well as your best AA-rated BB/CA/CL/DDs. spread out amongst the various CV TFs. To ensure this mob stays together, if possible include a ship that is at least a knot slower than the others and stick it in any CV TF, then order that CV TF lead the way, with the other TFs following along behind (this to ensure your lead CV TF doesn't inadvertently outpace the TFs in train). I don't view speed as being the most important consideration in operations of this kind. The most important consideration is aircraft carrier safety! By including the North Carolina/South Dakota-class BBs you're only going to drop from 6/6 to 5/5, and when you think about it that 6/6 would likely be a 5/5 soon anyway just from normal wear and tear to one of your escorting ships. By starting out as 5/5 you're merely anticipating this inevitability. Meanwhile, by including these newer BBs in the mix you're adding a wealth of AA protection to your CVs, which are, after all, your most important assets. Also, as mentioned above, BBs act as bomb/torpedo magnets during battles, thus saving your CVs from that much more enemy attention. In a word, fast BBs in your mix can make the critical difference between winning and losing an air battle at sea. The only drawback to this arrangement involves the rule re carrier reaction to enemy carriers. Unfortunately, these indivudual CV TFs will all react differently (i.e. it could be one or more will choose not to react, perhaps leaving then one or more CV TFs exposed to enemy reprisal alone). That's a pity, and yet another game mechanic which begs for review, but as long as that rule's in there it has to be dealt with, and so if I were you I'd set reaction to "0" for all your CV TFs. This will effectively guard against the worst case, though it might mean your carriers will not be close enough to strike back at your longer-armed enemy--they probably will be, assuming you know where the enemy CVs are and issue your course orders accordingly, but they might not. Anyway, it's your fleet and the choice is always yours. Be creative if you want. TJ: Agree EXCEPT the flak is per TF. All the CAP in the hex will protect any TF in the hex, but the flak will only protect it's own TF. Well, then I just learned something. That's been changed since UV. Do you have a manual page I can go to for that? I don't believe that it is explicitly in the manual; there was a thread on the subject a LONG time ago (late summer?) and that was the betazoid position. I tried a test (1 AK TF and 15 ship CA/DD TF in the same hex) and the results (only three trials) seemed to support this. Attacks on the AK never damaged any a/c and attacks on the CA/DD TF had a large number of damage reports against the attacking a/c. Well, what you're saying is this is yet another probable undocumented feature? Brother. If there's one thing I don't get it's to ask someone to sit down and play without knowing the rules. Would you willingly sit down at a table of "poker" for real money if you didn't know the rules? Does anyone know for sure and for certain how flak behaves in a multi-TF hex? And I'm talking WitP here, not the way it used to be in UV.
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