A question of CAP (Full Version)

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Freddy Fudpucker -> A question of CAP (6/12/2005 5:45:42 PM)

Hmmn,

Can somebody bring me up to speed on game mechanics here:

I have four fighter sqdns on 100% CAP at PM at the moment and wierdness seems to be happening. My largest sqdn (forget the unit name) consists of about 40 Tomohawks. Despite being on 100% CAP no fighters go up to intercept Jap bombers but they are going up as to escort my Naval bombers. This shouldn't be happening should it? (btw I have attempted reset their orders several times to ensure they fly CAP).

Also, I've noticed this since UV but why on does my CAP go up
to intercept Jap recon a/c but then fail to go up to intercept unescorted bombers that follow in the same turn? I guess this will remain unaltered, its not a game-breaker or anything but it does annoy me a little when the Jap bombers go on to slaughter my ground units whislt my CAP is chasing around after a recon flight.[8|]

Thanks in advance.

Fred




Terminus -> RE: A question of CAP (6/12/2005 5:52:48 PM)

CAP automatically becomes Long Range CAP if you set it to 100%, and if you then set the target to the air unit's base hex, it doesn't fly. I made that mistake myself; 60-80% is best.




rtrapasso -> RE: A question of CAP (6/12/2005 5:55:33 PM)

quote:

I have four fighter sqdns on 100% CAP at PM at the moment and wierdness seems to be happening. My largest sqdn (forget the unit name) consists of about 40 Tomohawks. Despite being on 100% CAP no fighters go up to intercept Jap bombers but they are going up as to escort my Naval bombers. This shouldn't be happening should it? (btw I have attempted reset their orders several times to ensure they fly CAP).


If you have 100% CAP - the fighters are automatically put on Long Range CAP you need to assign them a "destination hex" or it is left up to the local commander where he wants to send them. Usually, in crisis mode, the highest i set CAP is 90% to avoid this problem.

Also, if you do not limit the max range of the unit, you can have fighters wandering all over the place (i.e. defending other hexes) even if they are not on LR-CAP.




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