CAP and LRCAP

Uncommon Valor: Campaign for the South Pacific covers the campaigns for New Guinea, New Britain, New Ireland and the Solomon chain.

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swagman
Posts: 102
Joined: Wed Aug 08, 2001 8:00 am
Location: Australia

CAP and LRCAP

Post by swagman »

What is the difference in UV between CAP and LRCAP. Would an escort squadron with cAP set to 100% be the same as LRCAP, except that the CAP squadron would only defend its base and LRCAP would defend against an airraid within range?

CAP and LRCAP could historically never support 100% of the squadron in the air at the one time. At best this might be 50%, with the rest of the available planes being refueled on the ground while pilots rested. UV is supposed to treat aircraft indiviudally. Does the game model this, so that in an air raid there might be 10 planes at altitude, another 2 climbing as new additions to the patrol, while the rest of the squadron must take off and climb for the intercept? Or does it just assume that the whole squadron happened to be on CAP at altitude when the air-raid was detected?

local CAP is managed by selecting a fighter operation like escort, then adjusting the CAP %. By setting this % to 100%, is the entire squadron then assigned to local CAP of the air-base.

LRCAP has a required CAP level of 100%. There are a number of issues around LRCAP. If a squadron is flying LRCAP over a TF 5 hexes distant, historically it would be unlikely to it will not rush back to undertake local cap if an enemy air-raid

What is the hex range of LRCAP? Will a fighter fly to its maximum range to carry out a LRCAP? Historically, a LRCAP was normally assigned a TF etc to protect, rather than having a defensive sweep assignment. As planes would have to fly from base to target, many aircraft assigned to a LRCAP would be in transit rather than on station, so the LRCAP available to intercept an airraid would be greatly reduced. Does this occur in UV?

As LRCAP requires the pilots to fly longer distances to maintain it, does it cause increased fatigue and aircraft operational attrition?

The game seems to simply portray the CAP as being there at its assigned altitude. I was wondering whether time to intercept and other factors modelled within the game? For example, if the squadron altitude is 10,000 feet and half the planes have to take off to climb there, would they break off their climb to intercept torpedo bombers at 5,000 feet instead of climbing all the way to 10,000 feet and suffering a penalty.
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