CV Airstrike Coordination

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Ron Saueracker
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RE: CV Airstrike Coordination

Post by Ron Saueracker »

ORIGINAL: Ron Saueracker

Personally, because CAP is too strong (seem to be capable of being in more than one place at a time and don't suffer any apparent lack of coordination themselves) and butchers uncoordinated strikes despite the fact that the strikes might be coming in at relatively the same time but are not organized to attack under optimal conditions (ie torpedo planes make an "anvil" attack while dive bombers attack simultaneously), I'd approach penalizing uncoordinated strikes a different way. Having played UV and WITP long enough allows such revision advocation.

I'd simply reduce the accuracy of the uncoordinated strikes vs ships rather than force each one to run the gauntlet of 100% CAP.

Unfortunately this won't work in all cases so might be inadequate. When you target LCUs on ground attack, the CAP gets to attack the bombers as if uncoordinated even if the strke was successfully coordinated. Why...because of the air combat model's need to split the strikes vs multiple LCUs. To alleviate this, make the strike split and select LCU targets AFTER CAP interception somehow. It is done vs ships. Also, whether a strike is coordinated or not should not impact accuracy of bombers vs LCU from what I can see.

One more thing...

As with LCUs, individual TFs require the strikes to split and guess what? Each split strike vs seperate TFs have to endure one huge homogenous CAP formation, despite being miles apart. This begs still further for CAP to be more TF oriented and less hex oriented.
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Mr.Frag
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RE: CV Airstrike Coordination

Post by Mr.Frag »

Hardly Ron, but you always looked at just one side of the discussion.

(a)

A group of aircraft attacks a target.
The group arrives together as a coordinated party.
The available cap intercepts.
There is not enough cap to deal with the number of aircraft.
Aircraft get through the cap and reach the target.

(b)

Separate groups of aircraft attack a target over a period of time where cap is rotating.
The available cap intercepts.
There is enough cap to deal with the number of aircraft.
Aircraft do not get past the cap.

Pretty simple stuff eh?

Don't get hung up on the word "overpowered", it simply means greater then the available cap can handle. It has nothing to do with size.
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RE: CV Airstrike Coordination

Post by LargeSlowTarget »

ORIGINAL: irrelevant
Fuchida was leading a strike against a fixed base (btw, his control of the strike broke down when his signal was misread by the dive bombers, and a free-for-all ensued, when his intention was that, surprise having been achieved, the torpedo planes should attack first). Tomonaga was leading a strike launched from a single carrier.

Fixed base or break down does not change the fact that the IJN did put some effort into coordinating attacks while the USN didn't even try. AFAIK Tomonaga led the strike on Midway with planes from all four CVs, and later the first strike from Hiryu against Yorktown, being shot down in the process. William Ault was the leader of the Lexington air group, but AFAIK not in overall command of the strike against Shok and Zuik. I concur that the first strike has a higher chance for achieving coordination than follow-on attacks by what is left after the initial battle. And already have agreed on the CAP gauntlet thing the last time we discussed this issue. Sorry for this bad broken English, can only type when my boss is not looking...
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Ron Saueracker
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RE: CV Airstrike Coordination

Post by Ron Saueracker »

ORIGINAL: Mr.Frag

Hardly Ron, but you always looked at just one side of the discussion.

(a)

A group of aircraft attacks a target.
The group arrives together as a coordinated party.
The available cap intercepts.
There is not enough cap to deal with the number of aircraft.
Aircraft get through the cap and reach the target.

(b)

Separate groups of aircraft attack a target over a period of time where cap is rotating.
The available cap intercepts.
There is enough cap to deal with the number of aircraft.
Aircraft do not get past the cap.

Pretty simple stuff eh?

Don't get hung up on the word "overpowered", it simply means greater then the available cap can handle. It has nothing to do with size.

The results are in the pudding Fraggy Boy! [8D] Look at the Air to Air losses after a WITP version of a CV battle and voila. Sheer butchery far beyond any historical example. Bombers are getting intercepted too frequently by a CAP which appears to be capable of multitasking.

Problem is what you term available CAP. Seem to be too many "available" CAP when strikes suffer uncoordination and split for CAP combat purposes (or because of the way the model handles LCU selection during ground attacks or multiple TF selection during naval strikes). CAP should be just as "uncoordinated" due to the necessity of having roving patrols at varied heights at varied points of the compass around TF/base and other factors previously mentioned such as poor or no direction, lack of radar, need for ready CAP etc. I know there is code which tries to emulate some of this but the very fact that the uncoordinated/split strike model exists as it is only undermines it. This results in the massive bloodletting of bombers when historically many were left unassailed (eg DBs at Midway).
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Mr.Frag
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RE: CV Airstrike Coordination

Post by Mr.Frag »

This results in the massive bloodletting of bombers when historically many were left unassailed (eg DBs at Midway).

Oh, so now you want a model based on a freak effect that happened once? Japan's air groups were overtasked at Midway. It does *NOT* represent a valid model. Had they been tasked with CV killing instead, the USN would have lots another couple of CV's while getting nothing in return.

Go ahead and send your aircraft off to target a land base while fighting CV's. Look at the results. Apples to apples, quit with the sour grapes.

Two large groups of CV's met, each side lost 4 CV's in the exchange. Somehow thats just not good enough for you. You get lost in the mechanics and ignore the result.
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RE: CV Airstrike Coordination

Post by pompack »

ORIGINAL: Ron Saueracker
ORIGINAL: Mr.Frag

Hardly Ron, but you always looked at just one side of the discussion.

(a)

A group of aircraft attacks a target.
The group arrives together as a coordinated party.
The available cap intercepts.
There is not enough cap to deal with the number of aircraft.
Aircraft get through the cap and reach the target.

(b)

Separate groups of aircraft attack a target over a period of time where cap is rotating.
The available cap intercepts.
There is enough cap to deal with the number of aircraft.
Aircraft do not get past the cap.

Pretty simple stuff eh?

Don't get hung up on the word "overpowered", it simply means greater then the available cap can handle. It has nothing to do with size.

The results are in the pudding Fraggy Boy! [8D] Look at the Air to Air losses after a WITP version of a CV battle and voila. Sheer butchery far beyond any historical example. Bombers are getting intercepted too frequently by a CAP which appears to be capable of multitasking.

Problem is what you term available CAP. Seem to be too many "available" CAP when strikes suffer uncoordination and split for CAP combat purposes (or because of the way the model handles LCU selection during ground attacks or multiple TF selection during naval strikes). CAP should be just as "uncoordinated" due to the necessity of having roving patrols at varied heights at varied points of the compass around TF/base and other factors previously mentioned such as poor or no direction, lack of radar, need for ready CAP etc. I know there is code which tries to emulate some of this but the very fact that the uncoordinated/split strike model exists as it is only undermines it. This results in the massive bloodletting of bombers when historically many were left unassailed (eg DBs at Midway).

It's getting worse! Now I agree with Ron even in the details!![:D]

Until the USN got their act together on how to USE radar, they were unable to even mass the CAP from a single carrier, much less multiple carriers.

As Ron says -USN Doctrine:
prewar: standing fighter patrols at varying distances and altitudes including using scouts (SBDs) for low altitude CAP.
Early war: standing patrols with deck CAP to launch on radar detection.
midwar (tried unsuccessfully in late 42): vectoring of airborn CAP onto raids detected by radar augmented with deck CAP
late war (early 44 on): successful control of all airborn CAP from a TF fighter direction center.

The trouble with CAP until 44 was the inability to consistently CHANGE the orders of fighter a/c in the air. The lack of

1: sufficient comm channels (maybe; I've read that in a couple of places but no one every said what the late war changes were in the radios to fix the problem. See #2 below)
2: sufficient comm discipline (everybody talked at once and mostly about how great or poorly they were doing air-to-air; once the fight started it was difficult to get a word in edgewise in the late 42 battles)
3. Adequate IFF (technical difficultes, short range, poorly trained radar operators and reliability of the a/c sets made ti difficult to tell orange from blue on the radars)
4. Lack of a dedicated CIC with personnel trained to use them in order to fuse all this data and give meaningful orders to the fighters once things got confused.

All of these problems were sorted out by the USN by 44. Prior to that there were consistent probems with trying to mass the CAP from even a single carrier against a large raid.

I have seen nothing that indicates that the Japanese even got started on these problems before they ran out of carrier a/c to control.
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RE: CV Airstrike Coordination

Post by Tristanjohn »

ORIGINAL: irrelevant
ORIGINAL: Tristanjohn

Not only not a lot of fun but ahistorical in the extreme.

Like I said, I wish someone who understood this stuff would get in Gary's ear. (Hasn't happened yet, though. [:(])
I disagree; ahistorical in what way? All CV strikes in 1942 that were directed against TFs at sea suffered from an abysmal lack of coordination. What is ahistorical are the DS megadeath matches that the current system encourages, as described in the top post. Both sides are encouraged to operate their CVTFs in one hex to get the benefits of the combined CAP.

I was referring to the way the system encourages ahistorical play, per your observation.
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RE: CV Airstrike Coordination

Post by tsimmonds »

I was referring to the way the system encourages ahistorical play, per your observation.
I get it now. It always helps if I read all the words in someone's post[:o]
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RE: CV Airstrike Coordination

Post by Tristanjohn »

ORIGINAL: Ron Saueracker
ORIGINAL: Mr.Frag
ORIGINAL: LargeSlowTarget

Right from the start, the IJN assigned leaders to overall command of strikes composed of air groups from different carriers - e.g. Fuchida at PH, Tomonaga at Midway - for what I assume were coordination purposes. I'm wondering whether the USN had overall commanders for their carrier strikes early in the war - I always had the impression that the individual squadron leaders were pretty much on their own and coordination was a rather haphazard affair, with no overall commander for C&C purposes. Only for later in the war I have seen references to USN strike leaders coordinating the attacks of several squadrons originating from different carriers. Am I wrong?


Nope, not wrong LST ... This is just another one of those pro USA bias threads where people can't come to terms that the Yanks were not gods.

CAP gauntlet vs incoming strikes behaves same way for either side.

Exactly. Against Chez recently my small Allied air assets at Rangoon were able, day after day, to cream a series of incoming Japanese bombers without escort because of this mechanic. It appears little good thought has been given to this aspect of the air model.

But it gets worse, The solution for Chez was to reduce Rangoon to rubble (along with its troops inside and the airfileds and all the planes there on) through repeated use of night bombardments, and at that by a relatively weak TF. So in the end all that's revealed is that we have yet one more game mechanic that could stand revision.

On and on.
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RE: CV Airstrike Coordination

Post by Tristanjohn »

ORIGINAL: Ron Saueracker

My big thing is why are uncoordinated strikes always assumed to come in series with enough time in between for the CAP to reorganize or even land, rearm, relaunch and redeploy? What is this, a bad kung fu movie where the hero is outnumbered 20 to 1 but the bad guys only take him on one at a time? (I needed a comparison...can't help finding bad analogies[:)])

Rearming is a terrible hole. No provision was made for that, unless it's assumed the incoming bombers methodically fly in slow circles over their targets until they're met "fair and square" by that multitasking CAP force. [:D]
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RE: CV Airstrike Coordination

Post by Tristanjohn »

ORIGINAL: Mr.Frag
ORIGINAL: LargeSlowTarget

Right from the start, the IJN assigned leaders to overall command of strikes composed of air groups from different carriers - e.g. Fuchida at PH, Tomonaga at Midway - for what I assume were coordination purposes. I'm wondering whether the USN had overall commanders for their carrier strikes early in the war - I always had the impression that the individual squadron leaders were pretty much on their own and coordination was a rather haphazard affair, with no overall commander for C&C purposes. Only for later in the war I have seen references to USN strike leaders coordinating the attacks of several squadrons originating from different carriers. Am I wrong?


Nope, not wrong LST ... This is just another one of those pro USA bias threads where people can't come to terms that the Yanks were not gods.

I could have sworn the "pro USA bias" crowd in this thread had bothered to explain in some detail how 1) this problem negatively affects the play of both sides and 2) why it makes not a jot of sense.
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RE: CV Airstrike Coordination

Post by Ron Saueracker »

ORIGINAL: Mr.Frag
This results in the massive bloodletting of bombers when historically many were left unassailed (eg DBs at Midway).

Oh, so now you want a model based on a freak effect that happened once? Japan's air groups were overtasked at Midway. It does *NOT* represent a valid model. Had they been tasked with CV killing instead, the USN would have lots another couple of CV's while getting nothing in return.

Go ahead and send your aircraft off to target a land base while fighting CV's. Look at the results. Apples to apples, quit with the sour grapes.

Two large groups of CV's met, each side lost 4 CV's in the exchange. Somehow thats just not good enough for you. You get lost in the mechanics and ignore the result.

Absolutely nothing resembling sour grapes here Ray. Pointing out a major contributor to accelerated losses, game pace and potential for refinement.
Oh, so now you want a model based on a freak effect that happened once? Japan's air groups were overtasked at Midway. It does *NOT* represent a valid model.

What model was used then?

There were only five CV clashes during the war, and the only coordinated strikes were vs the Shoho and Hornet. Remainder were basically uncoordinated messes which the CAP from both sides could not handle. Large portions of the bomber groups attacked naval targets unmolested, something that rarely happens in WITP at the moment because CAP gets a shot at each incoming wave as one huge CAP entity.

Both sides have to endure this design as it stands so there is no real advantage aside from the unwarranted Japanese coordination bonus. But unfortunately it leads to anamalous combat results and the need for players to use their assets in completely ahistoric ways, means and tactics to achieve some sort of acceptable outcome for their strategic designs.
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RE: CV Airstrike Coordination

Post by freeboy »

The Midway issue.. as I understand it, was the UNCOORDUINATED US strike.. by "accident" split the cap and the first wave of Torpedoe bombers severly reduced the high cap.. a grave error.. if the cap would have been either better lead or more disciplined.. perhaps those cv at midway might have servived...
Using Midway fails for so many reasons, it was a freak show of errors for the JAps...
so, what are we really talking about.. penelties for massive planes in a cv group.. perhaps we should ask ? why are these included by the designers....

I believe, my guess, is that to not include them would make late 42 and ealry 43 too gamay allowing huge coordinated strikes....

My suggestion.. toss the rule as is, allow all planes to fly but if they fail a similar test of total planes /leadership/year per side then the groups split into partial groups per carrier and fly with different ability to find carriers..like at Midway...
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RE: CV Airstrike Coordination

Post by Halsey »

In this action Midway has just fallen. Strategic victory on the ground, while the naval action was a draw. The remaining IJN DS's are hovering out side of PH LBA range. There are 700 LBA at PH.

This thread was started not to complain, but to rehash a problem with the game mechanics.

1. The use of massive CV TF's to utilize the CAP model.
2. Coordination rolls applying to only one side. Allowing one side to use DS's with impunity. While forcing the other side to take a chance on bad die rolls.

I took the chance, because the CAP model forces the combination of CV TF's in a single hex. As it stands now that is the only way to handle early war amphibious assaults against bases defending with LBA.
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RE: CV Airstrike Coordination

Post by Mr.Frag »

Absolutely nothing resembling sour grapes here Ray. Pointing out a major contributor to accelerated losses, game pace and potential for refinement.

Your complaint (the moving target of the day) is that CAP is overpowering when you cluster enough CV's. *DUH!* of course it is! Thats why they do it.

This is exactly your same complaint with ASW. Once again *DUH!* of course it is! Thats why they do it.

This is exactly your same complaint with LCU combat. Once again *DUH!* of course it is!

See a common theme emerging?

Whenever one side grossly overpowers the other side, the results will show it. Somehow you always feel that the game should magically say NO! you cannot play the game the way you want and use grossly overpowering forces.

You seem to think you can dictate peoples play style by preventing things from being used. It is not going to happen. Quit trying to dictate how people play the game. People will play the game the way they want.

Simple fact of life: War games are 10 times as bloody as reality as there is no one who is going to shoot you in the back when you are a poor commander. The one element that is *always* missing from a war game is your *boss* who is going to fire you for being a crappy commander.
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RE: CV Airstrike Coordination

Post by Halsey »

In all honesty, this was a very cool battle to watch unfold.[:)]

The reinvasion of Midway while knowing that the entire IJN was racing to the rescue!
Now as the Allied player I am enjoying watching the IJN sail around, with nothing else to do, burning up a lot of fuel.[;)]

I am sure PH looks very tempting right now with all the IJN assets in the area.

As an after note.
My use of a one hex deployment allowed the Allies to withstand the Midway LBA attacks. Not one single strike from Midway got through the CAP.[;)]

This operation was not implemented because the Allies had nothing to do. The reconquest of Midway caused 30,000 IJA casualties. The first of it's kind in this war.

No Allied player worth his salt knowingly sends his CV's into harms way early in the war. I don't think 8/42 is that early. I safeguarded them for 9 months without losing any. How many other players show that kind of restaint?[;)]
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RE: CV Airstrike Coordination

Post by freeboy »

1. The use of massive CV TF's to utilize the CAP model.
2. Coordination rolls applying to only one side. Allowing one side to use DS's with impunity. While forcing the other side to take a chance on bad die rolls.

This whole issue completely flip flops in 43.. I would love to see a 4 5 or 6 to 6 even cv engagement as the US /Allied .. I guess your complaints really fall on my deaf ears due to that fact.... And my post above was in response to Ron.. I think the uncoordination rules favore Japan for a reason.... but they lose much of the affect as bette rUS planes and more CV's come around... If you want a 42 only campaiegn that is cv intensive.. maybe a trip to the editor is in order
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Ron Saueracker
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RE: CV Airstrike Coordination

Post by Ron Saueracker »

ORIGINAL: Mr.Frag
Absolutely nothing resembling sour grapes here Ray. Pointing out a major contributor to accelerated losses, game pace and potential for refinement.

Your complaint (the moving target of the day) is that CAP is overpowering when you cluster enough CV's. *DUH!* of course it is! Thats why they do it.

This is exactly your same complaint with ASW. Once again *DUH!* of course it is! Thats why they do it.

This is exactly your same complaint with LCU combat. Once again *DUH!* of course it is!

See a common theme emerging?

Whenever one side grossly overpowers the other side, the results will show it. Somehow you always feel that the game should magically say NO! you cannot play the game the way you want and use grossly overpowering forces.

You seem to think you can dictate peoples play style by preventing things from being used. It is not going to happen. Quit trying to dictate how people play the game. People will play the game the way they want.

Simple fact of life: War games are 10 times as bloody as reality as there is no one who is going to shoot you in the back when you are a poor commander. The one element that is *always* missing from a war game is your *boss* who is going to fire you for being a crappy commander.

Here we go...the two immovable objects squaring off...[8|]
Your complaint (the moving target of the day) is that CAP is overpowering when you cluster enough CV's. *DUH!* of course it is! Thats why they do it.

I said CAP is overpowering because of the model...it allows the entire CAP a go at each successive strike!! Read what I'm saying, not what are conditioned to think I'm saying![:-]
This is exactly your same complaint with ASW. Once again *DUH!* of course it is! Thats why they do it.

The game allows you to organize and utilize ships in ways physically impossible in reality. The WITP gang bang is BS and you know it.
This is exactly your same complaint with LCU combat. Once again *DUH!* of course it is!

There is so much wrong with land combat I won't bother with further comment.
See a common theme emerging?

The only theme I'm seeing is you are either an ass kisser or are simply enjoying constantly trying to marginalize my views and those of a great many other forum members.[8D]
You seem to think you can dictate peoples play style by preventing things from being used. It is not going to happen. Quit trying to dictate how people play the game. People will play the game the way they want.

Players should not be able to use assets in a way which is so far off base it is physically, logistically, tactically, fundamentally, diddillly friggin impossible! 25 ship gang bang ASW TFs as a case in point. Give us all a break![&:]
Simple fact of life: War games are 10 times as bloody as reality as there is no one who is going to shoot you in the back when you are a poor commander. The one element that is *always* missing from a war game is your *boss* who is going to fire you for being a crappy commander.[/

Yeah...it would be a real crime if there was never an attempt to improve upon this....at 40 I would have thought you could still be creative and weren't an old fuddy duddy![:D]
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RE: CV Airstrike Coordination

Post by Sonny »

ORIGINAL: Mr.Frag

Your complaint (the moving target of the day) is that CAP is overpowering when you cluster enough CV's. *DUH!* of course it is! Thats why they do it.

This is exactly your same complaint with ASW. Once again *DUH!* of course it is! Thats why they do it.

This is exactly your same complaint with LCU combat. Once again *DUH!* of course it is!

See a common theme emerging?

Whenever one side grossly overpowers the other side, the results will show it. Somehow you always feel that the game should magically say NO! you cannot play the game the way you want and use grossly overpowering forces.

You seem to think you can dictate peoples play style by preventing things from being used. It is not going to happen. Quit trying to dictate how people play the game. People will play the game the way they want.

Simple fact of life: War games are 10 times as bloody as reality as there is no one who is going to shoot you in the back when you are a poor commander. The one element that is *always* missing from a war game is your *boss* who is going to fire you for being a crappy commander.

Really on those first two it is not so much that you can mass assets, it is that the massing produces unrealistic results.

CAP and ASW should be treated the same way AA is treated in a TF - diminishing returns after a certain level has been reached (12 ships?). A similar process should be done for CAP and ASW.
Quote from Snigbert -

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"I'll say it again for Sonny's sake: If you mess with historical accuracy, you're going to have
ahistorical outcomes. "
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RE: CV Airstrike Coordination

Post by Halsey »

The problem is with the mechanics. Not the way the battle was played.

The bottom line is.
1. Neither side showed any apptitude in coordinating CV vs CV actions during the war.
2. CAP is allowed to defend every TF in a hex, instead of only it's own. Without dedicating fighters to a LRCAP mission to other TF's in the same hex.

If what we consider issues are not brought up, then why bother with this forum.
One of the reasons I play this game is because is because of it. Since the Beta's do show some inclination to fix some things. Then why not post what we as players consider to be ahistorical.

This thread was started because most players don't get to participate in an action like this. Just thought I'd share it with the community.

When they stop fixing the game, all of my future posts will be on utilizing tactics and playing the mechanics. Just as I did on the UV forum.[;)]
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