ORIGINAL: Shannon V. OKeets
I meant to reply to your post earlier.
Well, it is amazing that you even manage to reply [:)] - considering all those posts/replies and and the depth with wich you reply.
ORIGINAL: Shannon V. OKeets
Your points are well made and reinforce my uncertainty about how to measure acceptable losses at sea. I am more comfortable doing so on land and in the air, but naval unit types perform several different functions, are expensive to build, and take a long time to build. Added into this are the points you gave: strategic objectives and time. All-in all this does not lend itself to a simple calculation.
Some thoughts about losses at sea:
(This is primarily from a US in the Pacific- perspective, but will probably be the case for most other powers as well)
- Building cost (alone) is not always a good indicator on the 'value' of a unit, when determining which losses to accept/what to be lost.
Iirc priority of losses at sea has been discussed somewhat in another thread (or was it this one?), so some of the below may be a repeat, but nevertheless:
'value': general estimates of usefulness (and thus to be avoided to take as loss): VH: very high, HI: high, ME: medium, LO: low, VL:very low (+/- allows for further differentiation)
For all types: if 'plenty' is available: 'value' reduced somewhat
AMPH:
If on the offensive regarding (more than just small) invasions in the upcoming ½-1 year: these must be protected: VH+
If no invasions are coming up, or if having enough of AMPHs: VH
Otherwise as (slightly better) TRSs.
TRS:
if transportation is much needed (US in general, CW (primarily in Europe), Japan, Italy until mid-war): HI-VH (valuable units being transported: VH+ )
If to few TRS available to meet current or expected transport demand: VH/VH+
CV:
If fighting for superiority/expecting such an upcoming fight/building up forces: VH
If very low on CVP (eg playing without CVPiF/pilots): HI/VH
If heavily outgunned at sea and no chance to get upper hand (eg Germany, Italy): LO-ME
(usually no CVs are left in the force pool (at least for US/Japan, maybe CW) - meaning that all available CVs are needed on map in order to gain superiority)
BB:
'New' (fast - matching CV fleet): HI
'Old' (slow): LO
SCS - non BB:
Fast - long range: ME
Slow / short range: LO
Very slow / very short range: VL
Light Cruisers:
In general: VL
A possible exception: when playing with Cruisers/Convoys in flames, and if CW are having a tough time with regards to axis SUBs, then SCS/Cruisers are needed due to their ASW, and the old BBs can take some of the hits instead (although it is important to also have enough of the old BBs to protect the convoy lanes, so the axis SUBs don't just select surface combat instead - especially if CW is using ASW-naval units for protection, with their 0 surface factors)
In general, I would rather not play to risky if my CVs are at stake - especially if the enemy doesn't have his CVs at stake (eg I am fighting LBA/SCS). Losing even a few CVs can mean a lot and significantly alter the superiority-situation, especially in areas with few LBA.
However, if the enemy main CV fleet is a possible target, one may take the chance - high risk - high reward. A matter of playing style, I guess [:)]
CVPs: it is my experience that optionals: pilots and PiF, CVPiF play an important role regarding CVP losses.
If playing with pilots+CVPiF (/PiF): usually there are plenty of CVPs ready to replace those lost, so no big deal. Rather take a CVP than a (not-to-bad) FTR as loss.
If no pilots/no CVPiF: CVP tend to be available in much less quantities (costing 3 BP each and much fewer available), and the 'immidiate replacement-pool' much smaller - losing a few CVP can be a significant disadvantage, especially at early/mid-war, when fighting for superiority.
- when determining losses:
X: apply to cheap cruisers (especially if playing with Cruisers in Flames - the light cruisers are very nice to soak up X-results...), or poor SCSs, or old BBs with a fairly good defence value. Maybe even to newer BBs with good defence value, if needed
Avoid at all cost to apply to CVs because of the long rebuild time (and poor defence, so to risky to take the chance of applying an X and hoping for a D - this often works on BBs but not on CVs...)
D: if sufficient forces are present in sea area to continue fighting, or if planning to abort sea area after combat round anyway: apply to BBs with good defence value - they will probably just abort. (It is especially nice to be able to give one of the heavy Japanese '0'-defense BB a D if one is going to abort from sea area anyway [:)])
Avoid if possible to apply to CVs - but ok if no other suitable targets.
A: apply to TRS/AMPH with cargo / any other naval unit which one would like to get away from the danger of battle (maybe an outgunned CV, CV without CVP, or damaged CV/other valuable ship which should be saved from receiving potential second X/D-result).
If enough forces in sea area: apply to BB (good chance to stay). Else: apply to cruisers etc. with few combat factors, but who increase the '# of ships'-profile (and thus allows the enemy to cause more damage).
In general: if having the time: usually it is much better to have two ships damaged, as they can be rebuilt in only 2 turns and usually rather cheap (even the modern BBs), compared to one ship sunk - it will take 1-2 years to rebuild (if one is even going to bother).
However, if time is running out, if it is very important to keep as many ships on map as possible just now, or if ones gearing/production doesn't allow for naval repair, then better to let one ship take as many results as possible (i.e. an old BB have a good chance to survive an X, and can then soak up a D-result (and maybe even survive still))