Problem With Canary's Cage

Take command of air and naval assets from post-WW2 to the near future in tactical and operational scale, complete with historical and hypothetical scenarios and an integrated scenario editor.

Moderator: MOD_Command

Post Reply
Goofeyfoot
Posts: 40
Joined: Sat Nov 27, 2021 3:05 pm

Problem With Canary's Cage

Post by Goofeyfoot »

First, let me say that this mission is particularly good because it forces you to use combined arms to get the job done.

I have done all the tutorials, read the manual, etc. I have also played a bunch of "green level" missions.

But Canary's Cage is giving me a problem. I am actually doing quite well with anti-sub issues, refueling, ship strikes, HARM deployment, etc. But every time I play there comes the moment of truth where my task force gets absolutely swarmed by enemy planes. The ships do a pretty good job at disposing of the Vampires as they come in, but eventually some missiles do get through and I lose ships big time.

Have played this four or five times now and I get smoked at that critical point where the planes swarm the task force.

I must be doing something fundamentally wrong but I cannot figure out what it is.

Any help would be appreciated.

Thanks.

Michael
User avatar
PirateJock
Posts: 469
Joined: Thu Sep 14, 2006 8:59 pm
Location: North West, UK

Re: Problem With Canary's Cage

Post by PirateJock »

Hi - Very new to the game and finding Serious Strategy Gamer's YouTube playthrough for this scenario very helpful. Only a few videos in so far but lots of useful info on the game.

https://www.youtube.com/playlist?list=P ... qkLZqR4UeF
Combat Command Matrix Edition Company, The Forgotten Few
thewood1
Posts: 10130
Joined: Sun Nov 27, 2005 6:24 pm
Location: Boston

Re: Problem With Canary's Cage

Post by thewood1 »

Be a little carful on that play through. Its six-years old. A lot has changed since the CMNAO days. If you search "Canary's Cage" on youtube, I think there is a play through thats only a couple years old. Not that you won't learn the general concepts of the one listed above, but menus and units have changed somewhat.
User avatar
PirateJock
Posts: 469
Joined: Thu Sep 14, 2006 8:59 pm
Location: North West, UK

Re: Problem With Canary's Cage

Post by PirateJock »

Thanks - will have a look through some of the more recent playthroughs.

Yes, I'm using SSG's videos for the general game concepts/descriptions rather than detailed 'how-to' mechanics - they are giving up a lot of good tips for a newbie. Also, thinking that the approach to the scenario would the same, so that'll be interesting to see what happens with the current CMO.
Combat Command Matrix Edition Company, The Forgotten Few
User avatar
Tcao
Posts: 565
Joined: Thu Oct 10, 2013 2:52 pm
Location: 盐城

Re: Problem With Canary's Cage

Post by Tcao »

I took an offensive approach. Used my F/A-18 fleet to disable the two morocco Airport before make my fleet sail forward.

that worked back in CMANO days, not sure if the same strategy works in CMO.
Goofeyfoot
Posts: 40
Joined: Sat Nov 27, 2021 3:05 pm

Re: Problem With Canary's Cage

Post by Goofeyfoot »

See note below.
Last edited by Goofeyfoot on Wed Feb 01, 2023 7:56 pm, edited 1 time in total.
Goofeyfoot
Posts: 40
Joined: Sat Nov 27, 2021 3:05 pm

Re: Problem With Canary's Cage

Post by Goofeyfoot »

Really? How do you do it? When I play, I’ve got about six hours to wait before I get any ordnance that will damage the airport. What do you do while you are re-loading?
User avatar
Tcao
Posts: 565
Joined: Thu Oct 10, 2013 2:52 pm
Location: 盐城

Re: Problem With Canary's Cage

Post by Tcao »

I wait for 6 hours 8-)

Image
Goofeyfoot
Posts: 40
Joined: Sat Nov 27, 2021 3:05 pm

Re: Problem With Canary's Cage

Post by Goofeyfoot »

Ok, but by the time 6 hours expires you have already been clobbered by both of the bases you are waiting to attack.

Seems like base attack comes too late in the game.

I’m obviously missing something.
ftroiano58
Posts: 2
Joined: Sat Jul 20, 2013 12:15 am

Re: Problem With Canary's Cage

Post by ftroiano58 »

Hi,
waiting for planes to destroy the bases is not an option due the long load time as the enemy planes attack you almost at beginning of the scenario.
What I did is I positioned the F/A 18 with the aim's already loaded from Moron halfway between the two naval groups and the mainland to deal with the first wave of enemy planes and positioned the F/A 18 from Torrejon the same way to deal with second wave of enemy planes and was able to destroy most of the enemy planes in the two attacks and no ships damaged.

Francesco
Goofeyfoot
Posts: 40
Joined: Sat Nov 27, 2021 3:05 pm

Re: Problem With Canary's Cage

Post by Goofeyfoot »

ftroiano58 wrote: Thu Feb 02, 2023 6:57 pm Hi,
waiting for planes to destroy the bases is not an option due the long load time as the enemy planes attack you almost at beginning of the scenario.
What I did is I positioned the F/A 18 with the aim's already loaded from Moron halfway between the two naval groups and the mainland to deal with the first wave of enemy planes and positioned the F/A 18 from Torrejon the same way to deal with second wave of enemy planes and was able to destroy most of the enemy planes in the two attacks and no ships damaged.

Francesco
I think your point is valid. My problem, however, is that by the time we get the planes on scene, they get into a furball where I’m losing as many planes as I am gaining from the other side. What are you using for weapons release authorizations, altitude, speeds, etc. to gain success?

Thanks,

Michael.
ftroiano58
Posts: 2
Joined: Sat Jul 20, 2013 12:15 am

Re: Problem With Canary's Cage

Post by ftroiano58 »

Hi Michael,

first would like to correct my previous statement where I said I used the F/A 18 from Torrejon to deal with second wave. I used the Harries from the carrier group.
Normally I don't play around with the WRA as I am not very confident with it, I consider myself an end-user with a medium knowledge. Depending on the enemy I adjust the altitude and I like to micro-manage most of the times.
I noticed in this game that once the enemy is in range the planes with not fire missiles until they get closer, so that is when my micro-managing comes in place and manually have the planes fire the missiles. Lots of work and time consuming witch I don't mind.

Francesco
Goofeyfoot
Posts: 40
Joined: Sat Nov 27, 2021 3:05 pm

Re: Problem With Canary's Cage

Post by Goofeyfoot »

Francesco:

That explains it. I’m much more likely to rely on the AI to handle affairs on the map, rather than to micromanage. But I can see why your way is better, because sometimes the pilots do some things which are totally irrational, and which must be corrected.

Thanks again.

Michael.
Post Reply

Return to “Command: Modern Operations series”