ORIGINAL: RangerJoe
ORIGINAL: Ian R
they would stand greater chance of coordinating
That word almost invariably means die rolls.
The "chance of uncoordination is doubled" indicates to me that the default condition is 'co-ordinated', although it would I think be naive to think the chance of uncoordination is ever zero%
There is, however, a possibility that if there are enough other factors elevating the % chance uncoordination, doubling might push it over 100$.
As the precise formula will remain undisclosed, it's best just to stay within limits - or if you go over, go way over. Maybe some DBs will sneak in after the CAP is fatigued.
Hey, don't complain about that - it worked at Midway!
I'm not sure it reliably works that way in the game, unless the CAP was already saturated, or what was available and on standby is surprised (E.G. the IJN didn't have radar and detected it late) and has a short time to climb to DB altitude... so maybe on a 'good'(or 'bad') day, and depending on target die rolls as well, it does work in the game in the sense that is possible that accident of history will be recreated.
I remember Harry Rowland (WiF designer) saying that he thought luck should play a part in that game, to prevent perfect plans, but not so as one die roll swung the whole game. AE seems to me to reflect that philosophy, intentionally or not.


