ORIGINAL: LoBaron
Extreme settings such as 100% or 0% CAP always have a disadvantage in WitP.
For 100% the most obvious are that you deny escorts for your strikes, and that you get a very high fatigue gain with this setting.
Both points work against you immediately in case something does not turn out exactly as you planned.
Being new to AE, trying to figure out CAP has been an interesting, still ongoing learning experience. I find curious that there isn't a separate altitude setting for your CAP i.e.
there appears only one altitude setting you can make for your fighter squadron, and I have been making sure that setting is made to match or be slightly higher than the
bombers the fighter squadron might be escorting on a mission. (Am I'm missing something here?) So I don't know - do CAP fly at some pre-determined altitude? Should I
be instead setting Fighter altitude for CAP rather than ESCORT? Is there an additional setting somewhere I'm missing??
I also find the way you set CAP by percentage (%) distracting as I still end up doing the math of the actual number of planes in the fighter squadron, calculating
the percentages (and reducing down the results) to know exactly how many planes will be in CAP. And also in addition to that, how many will actually be in-the-air -
makes me do another calculation of 1/3rd - again rounding down. I really want to know how many planes I will have in the air to defend against what I suspect will
be the incoming air raid - and a simple CAP percentage selection doesn't do this for me.
ORIGINAL: LoBaron
I general I would reccommend to start at a 50% setting and slightly adapt due to mission specific factors, force relation, and admin stuff...
Personally I would consider 80/20 settings for CAP as already quite extreme, but YMMV.
Interesting. The computer AI defaults to much less - usually 10%? So as a noob (playing Coral Sea of course [:D] ) I made my CAP similar
to computer AI. Although I adjusted often based on the tactical situation, and more importantly as you mentioned earlier - CAP really is
about how many planes you want going out on Escort - that's what is really being set. Since (as I read the manual more and understood more) - even
say a 50% CAP doesn't mean the other 50% of the squadron will do nothing if the TF is attacked - if they are present they will scramble, albeit
much more slowly than if they were part of the original assigned CAP percentage. The CAP question then becomes: how much fatigue will be
generated by higher levels of readiness? And how much do I want available for Escort? And I imagine the fatigue level calculations may be so
intricate that to provide some kind of simplified chart would be not so useful (such as pilot skill levels, type of aircraft, type of commanders,
airframes, etc.)
So I find myself adjusting per turn based on current fatigue levels, tactical needs and what I suspect might occur - risk management - i.e. if
I am very certain I have incoming next turn, I'm going to keep pushing higher CAP levels despite growing fatigue - until it gets to the point
I really need to remove the TF from the combat air zone and stand down (if I have the choice available.)
ORIGINAL: LoBaron
EDIT: just to avoid misunderstandings: I am referring to CV borne CAP in combination with escort settings for potential naval strikes here.
As soon as LBA or other mission types are concerned, entirely different factors come into play.
Also the above does not cover special cases, such CVE groups solely assigned to CAP/ASW duty for example.
Yes got it. Thanks for your tips LoBaron. Most helpful - as have been your later discussion on this thread regarding assigning leaders.