JWE
Posts: 6580
Joined: 7/19/2005 Status: offline
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quote:
ORIGINAL: vettim89 One thing that I feel is missig from WITP is that the fleet HQ's are support assets vice combat. I feel that the use of fleet HQ's was another asset in the USN doctrine where the fleet HQ directed the TF's vice relying on the TF commanders. This lead to better cohesion and better information processing. Of course a lot could be said about 3rd fleet's command performance but that's for another thread. I wish that the fleet HQ's would be ship bound and could have a positive effect on things like Ops points, strike coordination, etc While the Sara air group certainly was a major impact on Midway, I feel command and control won the battle. The USN performed very well in that area and the IJN failed miserably Yeah, me too. This was a biggie on my hit-list, but … Thing is that Fleets were both operational and administrative HQs. Halsey & Spruance spent a lot of time on-shore, planning the next op with their staff, and transferred their flags to an operational ship when it was time to rock, leaving a huge base staff back home to keep tabs on the “other” crap. Really wish we could have modeled this, but all we could do was have Halsey or Spruance command critical TFs, or stay at home and play REMF. Game system offered no other options. Believe me, we tried, and tried, and tried, but absolutely no joy. Would have required a fundamental re-write of the HQ system.
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