Couple Questions for the Vets from a Newbie

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Q-Ball
Posts: 7581
Joined: Tue Jun 25, 2002 4:43 pm
Location: Chicago, Illinois

Couple Questions for the Vets from a Newbie

Post by Q-Ball »

These questions may be somewhat general, but would like your input:

1. What is the ideal CAP Altitude, in your opinion? What CAP level do you typically like to use (seems like 50% is the maximum level that will still keep your aircrews fresh).
2. What is your typical CV TF composition in terms of escorts? More CA's and CL's, or more DD's? How many (if you have them)?
3. How many escorts does a convoy need for ASW purposes? Seems like 1 is enough to keep subs from surfacing.
4. How do you use the CVE's? I know they can ferry aircraft, but almost all aircraft can make it to a base on their own in a couple days. I guess you can base Marine F4F's (or Zeros) on them for convoy cap or something, is that how you guys use them? Seem too slow for fleet carrier purposes. That's also alot of VP's to stick in a convoy where it might get sunk. Thoughts?
thantis
Posts: 161
Joined: Mon Feb 25, 2002 10:00 am
Location: Cooksville, MD

Post by thantis »

1) 10,000ft for P-38s, 5000ft for Wildcats, & somewhere inbetween for Corsairs. I've had good luck staggering my CAP at different altitudes......

2) With a single CV I usually try to have:

1 CV
1 BB (fast battleship)
1 or 2 CLAAs
6 - 7 DDs (depending on CLAA availability)

3) Depending on number of merchants - I try to one DD per three merchants - but I'm usually more worried about air attacks than submarines.

4) CVEs (especially the ones that come with airgroups) can be used in a single task force to cover landings or in a pinch group three or more to get the equivalent of a regular CV (at least in aircraft, if not the speed).

The can also be useful for raids against isolated garrisons & supply lines (where the enemy carriers are not). They have limited bomber groups, but they tend to have larger fighter groups that can be used for LRCAP.

Alone they are extremely vulnerable & need to be grouped together for maximum effect. The three I received in late 1942 (as the allies) helped tide me over until I received my repaired CVs back from Pearl.

I might have used them too aggressively (didn't lose any, but all three eventually had to be sent back to Pearl), but they certainly did the job - eating up AP convoys from Truk to Rabaul, & providing needed airsupport for my landings at Vila, Munda, Buin, & Bonis.
Never Underestimate the Power of a Small Tactical Nuclear Weapon.....
ladner
Posts: 316
Joined: Fri Aug 24, 2001 4:00 pm
Location: Virginia USA

Experiments with Cap

Post by ladner »

In defence of Port Morseby I've staggered the fighter squadron there. Typically with four squadrons, three USAAF of P-39s and one RAAF with P-40s would set the altitudes as follows: 2 P-39s at 11,000 ft, 1 P-39 8,000 ft and RAAF P-40s at 9,000ft. The rationale here is that typically the plane with higher altitude has the advantage and the always predictable AI brings those Bettys and Nells in at 6000ft and supposedly according to the manual the escorts will come in at 3,000 ft above. I'm uncertain of how this influences actual game mechanics but this tactic seemed to provide a fair number of kills against the elite Tainan (sp?) oufit. Unfortunately, I didn't capture the combat results from these engagements. Once the Japanese get reinforcements thought it is often necessary to launch B-17 raids, which even if ineffective for the AI will initially be surprised on the first strike and will not have any Zeroes flying cap. Normally on the next go round the AI will fly cap and mercifully PM won't be hit by the strikes with 70+ escorts which seem to shoot up those P-39 squadrons all to pieces irrespective of the tactics employed.
Kavik Kang
Posts: 26
Joined: Tue Jul 09, 2002 1:13 am

CAP Altitude

Post by Kavik Kang »

I am not sure either. I set my CAP planes to 12000 feet based on the fact that enemy AI fighters are set to 10000 so mine are attacking from above. The manual or a readme.txt also mentioned that climb rate was a critical rating for intercepting fighters, so I assume always being above eliminates that from the equation entirely and helps to equalize my weaker fighters.

But this is just my theory on it. I am a newbie at this game too and don't know either.
"If you choose not to decide, you still have made a choice." -- Neil Peart
NorthStar
Posts: 217
Joined: Fri May 17, 2002 3:53 am
Location: New York, US

Cap Percentage

Post by NorthStar »

On another thread, it was mentiond that 60% CAP is good for minimizing fatigue, and 80% for maximizing protection.

This seems correct, as I rarely seem to have to rest squadrons on 60% CAP, while 80% does seem to wear them down fast.
Burch
Posts: 35
Joined: Wed May 29, 2002 4:32 am
Location: Mississippi

I agree

Post by Burch »

NorthStar seems to do as I do. I set CAP at 60% to rest them and 80% when I have a supply TF bringing in supplies or feel that an air raid on the base is coming soon. On my CV TF's I set one at 60% and one at 80% and rotate percentages (I run 2 CV TF's usually 2 TF's in same hex if possible) This also allows for good cap as well as a decent escort. There are of course exceptions to this.:)
Staggered altitudes for LBA squadrons seems to work but then again so does all FS set at 10,000 ft. I feel that fatigue is a bigger factor than altitude advantages.
I use 1 or 2DD, 1MSW and a formula of 1 SC per 2 AP for troop transport missions. On regular supply missions I use a 1 to 3 ratio of SCs to AKs with a DD if the TF is coming within range of LBA.
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