Organizing Air Cover for Bombardment TF's (Full Version)

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corona -> Organizing Air Cover for Bombardment TF's (9/2/2004 9:59:31 AM)

With a whole bunch of newly fixed up BB's at Pearl, I decided to whistle up a bombardment TF and go hit Kwajalein. From previous raids there, I knew (or thought I did) that Japanese air in the area was almost non-existent so since all my CV's were off doing other things, I sent the CVE Long Island with a squadron of F4F4's to tag along.

Long story short, there were more Japanese aircraft this time around and the BB Pennsylvania succumed to 3 torpedo hits from Betty's while the Long Island barely made it back to Pearl after becoming a bomb magnet once the Wildcats were slaughtered by Zero's.

So I feel the need to get some revenge (with 3 CV's in tow for air support).

Can anyone give me some tips on the best way to keep the Bombardment TF covered while not leaving my CV's open?

What's the best setup to make sure everything goes smoothly?

So far I've been running an Air-Combat TF set to 'follow' the bombardment group but I'm sure that will change as soon as I try to bombard a hex that has been mined and one of my precious CV's smacks into one.




Captain Cruft -> RE: Organizing Air Cover for Bombardment TF's (9/2/2004 2:21:51 PM)

You need at least two, preferably three carriers to do this.

The Air Combat TF needs to stop following the Bombardment TF once you get within range of the target. "Range" depends on the speed of the Bombardment TF and whether it is set to Patrol/Do Not Retire or not (see manual). Put the CV TF on Patrol/Do Not Retire and park them somewhere where you can set a squadron of fighters to LRCAP the Bombardment TF. The other fighters should remain on their standard Escort/CAP setting.

Use the same procedure for invasions. CVs should not ever be put into a base hex as this causes 50% less planes to fly.




Mr.Frag -> RE: Organizing Air Cover for Bombardment TF's (9/2/2004 4:36:20 PM)

Need to be a bit creative with this one to drive them completely nuts!

Remember that a Bombardment TF set to retire will sprint in, bombard, then flee before the sun comes up.

You use this to your advantage by keeping the CV's standing off and LR-CAP the BB's. Since the BB's will hit during the night and flee, they should be back within range of the CV's air cover if and when the air attack comes for a visit.

Until you get within that range, you need to keep the BB's locked at cruise speed and the CV's at mission speed following the BB's.

Other Option ...

Smack the base with the BB's during the night, they run ... follow up with the CV air wings during the day turn to polish off whats there.

All depends on what you are facing.




mogami -> RE: Organizing Air Cover for Bombardment TF's (9/2/2004 4:49:16 PM)

Hi, The Betty has a range of 15 with torpedo and 21 with bombs. What is the range of your fighters? So before you send in the BB you need to get rid of the Betty. Send your CV to 16 hexes away and slaughter them if they attack. They will be unescorted and loaded with bombs not torpedos. Then move to 11 hexes (the extended range of the A6M2) The Betty will have torpedos but be reduced in number. Now go home and replace your fighter pilots.
When you return bring the BB with you. Your CV must always stay close enough to provide CAP once you are within that 21 hex range. (Just set the CV TF to follow the BB TF. When the BB reach to point where the next day/night they will bombard halt your CV and assign some to LRCAP over BB remainder to CAP over CV.

Be advised that the Japanese may consider it worth while to move their CV into the area. This could spoil all your fun.

Also if the Japanese simply set the max range of the Bombers and fighters to 8 you will be faced by escorted torpedo loaded bombers with escorts flying in normal range. Can your BB cover 9 hexes and back in one movement phase?

So all of the above is just a way to exploit the AI or a new WITP playing human.




Mr.Frag -> RE: Organizing Air Cover for Bombardment TF's (9/2/2004 4:58:53 PM)

Just make sure your BB's are set to retire so they don't pull the CV's into the base hex.




tsimmonds -> RE: Organizing Air Cover for Bombardment TF's (9/2/2004 5:13:33 PM)

quote:

Send your CV to 16 hexes away and slaughter them if they attack. They will be unescorted and loaded with bombs not torpedos. Then move to 11 hexes (the extended range of the A6M2) The Betty will have torpedos but be reduced in number.


Don't be surprised if your PBEM opponent fails to cooperate with this plan by having his aircraft on a shorter leash than this....6-8 hexes is more likely.




UncleBuck -> RE: Organizing Air Cover for Bombardment TF's (9/2/2004 5:49:09 PM)

I find that if I use my BB's on Retiremnt allowed I just leave the CV's on Follow with the BB's. They will not take CD fire. Since the BB's will run in and then back out, and you will ahve been taking Air Attacks for almost 2 days before this, you shoudl have dented teh AC available, not to mention a bunch of bb's will flat ruin an Airfield for a day or two. Since it is set to retire, they will leave the Base areas quickly. Another thing I do is make sure to set all of your Attack AC to Naval Attack and rest, or if you do nto think any enemy ships of worht will be around stand them down or put them on ASW. This will keep you from sending escorts off with teh attack forces. You are not doing a carrier raid you are trying to provide cover for a bombardment group.

UB




corona -> RE: Organizing Air Cover for Bombardment TF's (9/2/2004 6:32:21 PM)

Well this is vs AI to clear that up...

I'm having some trouble getting my bombardment TF not to chicken out, using the retirement allowed option. I had a strong bombardment force (5 BB's, 5 CA's, 5 CL's) and 3 CV's in tow, and a good aggressive surface fleet commander, but after an initial air attack by about 20 Japanese planes (vs my 86) the bombardment TF wanted to turn tail and run.

Maybe because I didn't have an air wing LR Cap'ing them at the time? I just had my carriers in the same hex, with high CAP settings.

Weird.




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