Nikademus -> RE: Carrier grouping (2/27/2006 4:38:39 PM)
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There was a similar issue in Pacific War. The standard tactic in that game was simply to bring overwhelming CAP and Flak defenses to the base being invaded (as Allies) and let the Japanese dash themselves to pieces against it. No need to sweep or preform other offensive actions. Granted, this was also required due to the one week turns which allowed no real preperation/softening up of the target. in WitP, turns are 24 hours so preperatory actions are possible. However as with Pacwar, they are not a manditory prerequisitite (that is, if the player is willing to accept damage/sinkings of some ships.) It was discovered during UV that the best tactic to use was to stack all the TF's in one hex right up to and including the invasion hex. This would create a shield over all the TF's as the game considers the entire hex to be covered by the CAP. This effectiveness was reduced by the 1/2 effectiveness rule if carriers are operating in shallow-water hexes/base hexes. However players can still stack all TF's in one hex and sit them off the invasion site and invite attacks. For a future game, i'd like to see CAP be represented a little more dynamically, based on TF location, not hex location. This would help further reduce CAP over-effectiveness and encourage historical tactics such as the sweeping of available airfields. (plane hunting)
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