pompack
Matrix Legion of Merit

Posts: 2582
Joined: 2/8/2004 From: University Park, Texas Status: offline
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quote:
ORIGINAL: Skipster Hi all, got some more questions :D What is a good size for TF's? Does it depend on the mission? Is more always better? Or only sometimes, or never? As Allies in '41, is it a good idea to put all 3 CV's together? I decided to send Force Z after the landing ships at Khota Bharu, and in anticipation of IJN aircraft, had 70+ Buffaloes on 50% CAP (in 4 groups), covering Force Z every step of the way. I had several large air groups come after Force Z, but no sign of friendly CAP. (luckily the IJN planes didn't do much damage) Is there some way to get aircraft to cover a particular TF? Does it help to set your CAP radius to normal range, as opposed to extended? (other than making it easier to find the enemy, which I assume happens when you decrease the search radius in general) What's a good CAP level to set? (for that matter, what are good levels for all the air missions?) I assume that the higher the %, the faster fatigue will raise, but obviously a higher % means more planes in the air. For CAP, does a higher % give me more planes in any given combat, and/or a better spotting chance? Really getting into this game, the problem was I played WaW just before I got WitP, so I have to get used to not making huge offensives every turn (it's a rough transition from 3-month to 1-day turns :D) That's all I have for now (wait till I get to ground combat ) TF Size: More than 15 ships suffer diminishing returns for AA per manual; more that 10 may not fight effeiciently in a surface combat or a bombardment. Note that most everything is a probability function; you can't say more than X ships is bad, only that more than X ships have a reduced probablility of fighting efficiently (and even "X" is a soft number in most cases ) Per your force Z example, it doesn't compute. You can set a percent CAP for a base or Carrier TF. If you use LRCAP to protect something like Force Z then the percentage is automatically set to 100%. If you use LRCAP, you also need to set a target (TF or location) that is to be CAPed. As to a CAP level, the answer is (as always ) "it depends". Personally I tend to set Carrier TF CAP to 80% for the Allies in the first year. They can afford to lose all of their strike a/c but not their carriers; of course someone else may set it to 30% becasue they feel that the carrier is toast anyway and they want the strike to get through. It depends on player strategy, time frame and nationality.
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