ORIGINAL: pompack
ORIGINAL: Bullwinkle58
ORIGINAL: castor troy
your cap will never go out 8 hexes (unless you set it to LRCAP). Max leaking Cap is three hexes, but most of the ac will stay in the hex they´re based when being on Cap.
7.4.1 says two hexes--maybe, if a bunch of checks are made. Still that's 80 miles, and flak ranges are thousands of yards.
7.4.1 begs the question--why can the player set CAP at 8--or 10 with drop tanks in some models--if two hexes is the important figure?
Because you don't set CAP to 8 or 10, you set the mission (escort, sweep, etc) to 8 or 10.
OK, light-bulb time. All this time I had not attended to 7.4.1 and assumed that the 8 hexes was a CAP pursuit range against the egress. I have to make a mental adjustment. This game . . .
Very often I don't mix Escort and CAP in the same unit. I do 60% CAP and 40% rest, and set the hex range to max. It's true by 7.4.1 that CAP isn't ever at 8 hexes--not even close--but a bit counter-intuitive interface-wise. In any WITP2 I'd like to see CAP broken out as its own set of parameters. Mixing it with the Escort mission makes no more sense than mixing it with a ground attack mission.