Cap Question and CV death (Full Version)

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Ironpaw -> Cap Question and CV death (7/12/2010 5:26:46 PM)

Just a quick question for the board, trying to figure out what I did wrong/why the turn played out as it did. Scenario May 15th - my task force of two CV's 23 Zeros per - set at 50% CAP, fatigue level around 32 - heading from PM to Shortlands, American CV's launch an attack as I enter port - his first strike comes in and only 9 zeros respond - with 46 zeros on the deck at 50% cap I was expecting at least 20? Then odder still was my return strike was escorted by 36 zeros - with escorts set and cap at 50% I expected only 24 zeros to escort?

Was it a fatigue issue - the cap percentage not calculating like I would think?

Version is 2.5.

Thanks for any and all help.




RGIJN -> RE: Cap Question and CV death (7/13/2010 6:20:00 AM)

IIRC, in a (friendly) port carrier operations are limited to some degree. If my memory serves me right the number is 50%, but I canīt say that for sure.

In any case your CVs are quite vulnerable when sitting in the harbour, no matter if only docked, undocked or disbanded since the shipborn CAP is weaker than usually.




Ironpaw -> RE: Cap Question and CV death (7/13/2010 1:45:06 PM)

50% would be about right, maybe that was it, thanks for the reply RGIJN.




mbar -> RE: Cap Question and CV death (7/13/2010 1:48:40 PM)

Thanks for the info. Another layer of the onion has been pealed on this game engine. Man there is a lot to learn.




Kingfisher -> RE: Cap Question and CV death (7/17/2010 2:46:41 PM)

My understanding is that the same penalty applies if a carrier is in a shallow / coastal hex, so placing your CVs in the same hex as an amphibious landing would reduce the CAP available.

Best to divide your CVs into separate TFs and place all in the same deep water (dark blue) hex that is as close to the landing beaches as possible, then assign one carrier's fighter squadron to long range CAP over the beaches and the remainder as CAP over the CV TFs. You will get a higher ratio of CAP over the beaches than just placing the carriers in the same hex.




borner -> RE: Cap Question and CV death (7/17/2010 10:45:45 PM)

In port, it is generally better to transfer your airgroups to the land base, if that is agreed upon as allowable before the game starts... just as carriers did historically. (keep in mind that many players, myself included, consider it "gamey" to have yoru carriers in one port and transfer the airgroups to another base.) Another useful approach, epsecially in the Irau area, is to have your carriers covered by land based fighters, and use more of your carrier groups for lr cap. moving your carriers into a expected landing hex also opens you up to hit after hit from mines.




Kingfisher -> RE: Cap Question and CV death (7/18/2010 12:35:14 AM)


quote:

ORIGINAL: borner

Another useful approach, epsecially in the Irau area, is to have your carriers covered by land based fighters, and use more of your carrier groups for lr cap.


Or to launch strikes with 100% escort, as was done historically in the Rabaul raid in '44.




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