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Re: best practices for TF escorts

Posted: Thu Jan 12, 2023 1:14 pm
by Trugrit
Same setup as above except that the Umikaze waits 9 days until there
is zero percent moonlight to make the run in. Also rain but
RADM Tanaka does not care about the rain; he wants to close to
very close range and archive surprise if possible.

There is zero moonlight on 18 December 1941.

As a side note the phases of the moon in this game are historical.
You can look up on the internet what the phase of the moon are for
Every day during the Pacific War. That is useful information.

Weather and moonlight can play a significant factor in naval combat
As we can see below. It can be overlooked by inexperienced players.

There was a lot of maneuvering during the combat. Many range changes
As the combatants tried for position. The Japanese did not achieve surprise.

CPT Colton on the St.Louis crossed the “T” but was still not able to score a hit.

Maximum visibility was 2,000 yards and the combatants continued
to fire at each other from ranges well beyond max visibility.
I presume firing blind at the direction of sound and incoming rounds.

Another thing I’ve observed in the above tests is that the Japanese and
also probably the Allies as well don’t like to fire torpedoes at 1,000 yards.
They will do it but they prefer to fire at 2,000 to 3,000 yards which makes
real world sense because if a torpedo runs wild it can easily run in a circle.

I would not have thought the game would be this sophisticated but after
years of observation of this game I take nothing for granted.

Is this a great game or what?


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Re: best practices for TF escorts

Posted: Thu Jan 12, 2023 5:05 pm
by RangerJoe
It also depends upon the aggression settings for the Japanese destroyer to see if it will hang around and fight or withdraw. Also, I have noticed that on a "Low" aggression rating, my ships tend to go after the merchant type vessels and not the escorts.

One time, I had a special Japanese AMC surprise an American xAK with a Long Lance torpedo hit at 18k yards. That was it, the xAK sank immediately.

Re: best practices for TF escorts

Posted: Mon Jan 16, 2023 2:56 pm
by Yaab
I would also add that merchant ships should be loaded in a way to reduce fires. Thus xAPs carry only LCUs, while supply fro LCUs is loaded onto dedicated xAKs. The more supply you have on ships, the more fires you generate once a ship is hit by shell/bomb/torpedo.

Re: best practices for TF escorts

Posted: Mon Jan 16, 2023 8:11 pm
by RangerJoe
Yaab wrote: Mon Jan 16, 2023 2:56 pm I would also add that merchant ships should be loaded in a way to reduce fires. Thus xAPs carry only LCUs, while supply fro LCUs is loaded onto dedicated xAKs. The more supply you have on ships, the more fires you generate once a ship is hit by shell/bomb/torpedo.
More important since some LCUs are only cargo, never load a LCU or an air unit on a ship that carries any fuel or oil otherwise there could be a gas BBQ for your units!

Also, split air units up into thirds when loading onto xAKs or AKs so if any ship is lost, only that part would have to be bought back.

Re: best practices for TF escorts

Posted: Mon Jan 16, 2023 8:34 pm
by Sardaukar
RangerJoe wrote: Mon Jan 16, 2023 8:11 pm
Yaab wrote: Mon Jan 16, 2023 2:56 pm I would also add that merchant ships should be loaded in a way to reduce fires. Thus xAPs carry only LCUs, while supply fro LCUs is loaded onto dedicated xAKs. The more supply you have on ships, the more fires you generate once a ship is hit by shell/bomb/torpedo.
More important since some LCUs are only cargo, never load a LCU or an air unit on a ship that carries any fuel or oil otherwise there could be a gas BBQ for your units!

Also, split air units up into thirds when loading onto xAKs or AKs so if any ship is lost, only that part would have to be bought back.
You cannot buy back air units, only land units.

Re: best practices for TF escorts

Posted: Mon Jan 16, 2023 8:44 pm
by btd64
Sardaukar wrote: Mon Jan 16, 2023 8:34 pm
RangerJoe wrote: Mon Jan 16, 2023 8:11 pm
Yaab wrote: Mon Jan 16, 2023 2:56 pm I would also add that merchant ships should be loaded in a way to reduce fires. Thus xAPs carry only LCUs, while supply fro LCUs is loaded onto dedicated xAKs. The more supply you have on ships, the more fires you generate once a ship is hit by shell/bomb/torpedo.
More important since some LCUs are only cargo, never load a LCU or an air unit on a ship that carries any fuel or oil otherwise there could be a gas BBQ for your units!

Also, split air units up into thirds when loading onto xAKs or AKs so if any ship is lost, only that part would have to be bought back.
You cannot buy back air units, only land units.
Yes you can. Look at the lost air groups list under air losses....GP

Re: best practices for TF escorts

Posted: Tue Jan 17, 2023 5:26 am
by Sardaukar
btd64 wrote: Mon Jan 16, 2023 8:44 pm
Sardaukar wrote: Mon Jan 16, 2023 8:34 pm
RangerJoe wrote: Mon Jan 16, 2023 8:11 pm

More important since some LCUs are only cargo, never load a LCU or an air unit on a ship that carries any fuel or oil otherwise there could be a gas BBQ for your units!

Also, split air units up into thirds when loading onto xAKs or AKs so if any ship is lost, only that part would have to be bought back.
You cannot buy back air units, only land units.
Yes you can. Look at the lost air groups list under air losses....GP
Damn...forgot about that! Thanks!