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Some first timers questions

Posted: Wed Jun 13, 2007 3:13 am
by jcrohio
Downloaded the game Saturday and have been reading and experimenting. First game - Wake Island as the Americans - had just worked through the tutorials and really did not have a clue what I was doing - descive victory scoring positive points - sunk both Japanese carriers and numerous surface ships - pretty pleased with my self. Spent two days reading the manual and experimenting with save games. Felt like I understood the game now. Played four more games and basically lost most of the American fleet every time. I guess I just stumbled into a good situation on the first game. NOw I am not so pleased with myself! Am encouraged by others getting beat by the ai though.

My biggest question:Everytime I approach Wake Island I either get my strikes of late and his strikes hit me first in which case I loose all my carriers OR I get my strikes of first and they do nothing and then he strikes me and I loose all my carriers. Any suggestions would be appreciated.

Some other questions on game play:
1. What exactly does the "spot number" do? I know what the rule book says but what does the number mean? Does it mean that if your spot number drops to say 15 and your trying to launch 30 planes it will take twice as long? If your spot number is 28 and you are launching a strike of 35 planes, does this take twice as long as just launching 28 planes? Should you try to keep your strikes <= your spot number?

2. What do you do with submarines? Do you try to move them? Place them where you think enemy ships are?

3. How much Cap do you put up? As much as possible? Do you save some for escort duty?

4. Should I be doing any manipulation of the search screen - changing vectors - anything?

5. How are you organizing your strikes - using all planes available? - using cohesive strikes? - using the torpedo bombers (I read in some posting that the American Torpedo Bombers are a liability) - are you using escort fighters or leaving fighters on CAP?

I am enjoying this game even with all my questions - never played the original CAW and have no experience with naval or air games (own a lot of land games - Battlefront, Battles in Normany, GG World at War along with many others). I like the quick games that CAW offers. Thanks in advance for any help

Jack





RE: Some first timers questions

Posted: Wed Jun 13, 2007 12:11 pm
by Gregor_SSG
ORIGINAL: jcrohio

Downloaded the game Saturday and have been reading and experimenting. First game - Wake Island as the Americans - had just worked through the tutorials and really did not have a clue what I was doing - descive victory scoring positive points - sunk both Japanese carriers and numerous surface ships - pretty pleased with my self. Spent two days reading the manual and experimenting with save games. Felt like I understood the game now. Played four more games and basically lost most of the American fleet every time. I guess I just stumbled into a good situation on the first game. NOw I am not so pleased with myself! Am encouraged by others getting beat by the ai though.

My biggest question:Everytime I approach Wake Island I either get my strikes of late and his strikes hit me first in which case I loose all my carriers OR I get my strikes of first and they do nothing and then he strikes me and I loose all my carriers. Any suggestions would be appreciated.

Some other questions on game play:
1. What exactly does the "spot number" do? I know what the rule book says but what does the number mean? Does it mean that if your spot number drops to say 15 and your trying to launch 30 planes it will take twice as long? If your spot number is 28 and you are launching a strike of 35 planes, does this take twice as long as just launching 28 planes? Should you try to keep your strikes <= your spot number?

2. What do you do with submarines? Do you try to move them? Place them where you think enemy ships are?

3. How much Cap do you put up? As much as possible? Do you save some for escort duty?

4. Should I be doing any manipulation of the search screen - changing vectors - anything?

5. How are you organizing your strikes - using all planes available? - using cohesive strikes? - using the torpedo bombers (I read in some posting that the American Torpedo Bombers are a liability) - are you using escort fighters or leaving fighters on CAP?

I am enjoying this game even with all my questions - never played the original CAW and have no experience with naval or air games (own a lot of land games - Battlefront, Battles in Normany, GG World at War along with many others). I like the quick games that CAW offers. Thanks in advance for any help

Jack





1. Spot number on a carrier is the number of planes that can be launched in one go, since planes waiting on the deck reduce the takeoff space for planes in front of them. So if you launch your post number or less then they should all take off in one five minute period. Exceeding your spot number means a strike takes longer to launch but the actual time is a bit hard to predict as it depends on how long planes take to arm and fuel. I wouldn't worry about it unless the number of planes you're sending is very close to the spot number.

2. You can't move submarines, as you aren't a submarine commander. All you can do, like any carrier admiral is hope that yours hit and theirs miss.

3. I like to put somewhere and 33 to 50% of my fighters on CAP, depending on the situation I'm facing. Unescorted strikes can get shredded by enemy CAP, so I only send unescorted strikes when absolutely forced to do so.

4. Economy of effort is a golden rule of warfare. Don't waste planes seraching where you don't have to. For instance, if you are the Japanese, the waters immediately south of Rabaul can be left to land based air to search. It's exceedingly unlikely that a US force could get there unseen, even if it wanted to. Carrier based searches use the same bombers you want to strike with, this is especially a problem for the US as the planes carried on their cruisers, unlike those of the Japanese, cannot be used for searching. So only click on the search sectors that you need to.

5. An escorted, cohesive strike stands the best chance of success against enemy carriers, but it takes longer to get underway. There is no golden rule to help you decide, this is one of the crucial decisions of the game, and you as the man on the spot can make it.

The US Devastators are a liability, in that it would a very risky decision to delay a strike against an enemy carrier group merely to get within their feeble range, since they probably won't do much damage and the Japanese strike that may well be headed your way almost certainly will, especially if you still have armed and fueled planes on deck waiting to take off. Again, circumstances must guide your decision.

Gregor

RE: Some first timers questions

Posted: Wed Jun 13, 2007 12:33 pm
by Massattack
I'm another first timer to this genre, but I hope I can help a little.

1) Don't know but your surmises seem sensible, need Gregor on this.

2)Submarines are outside players control. They move on their own patrol routines, and will provide you with the occasional spotting report. They will also attack if they are in the right postion, but this is rare if the surface fleet is moving at 20knots or more. They have an increased chance if they happen upon damaged/slowed down ships. Logic behind all this in para 16.6 in the manual.

3)I typically put up max cap if my airfield is likely to be attacked, or if a searchplane is spotted near my carriers. I think higher cap will increase fighter attrition somewhat, so it is a balancing act. So far I have not used escorts for my strike sorties without ill effect, but maybe the game is waiting to punish me.

4) Most definitely. This is a tactical decision you make based on your current circumstances and your perception of where the enemy might be. If I have 2 carriers in a task force, I will set one carrier seaching to the West and North, the other to The North and East, and land bases to the South of me can search the remaining sectors to prevent a sneak flank attack. Factors to balance in your decision making are: more sectors searched mean less aircraft available for strike duty.( Japanese use floatplanes first for search, so are less affected by this). Narrowing the search pattern does not increase the amount of aircraft sent out on remaining vectors.

5) In general cohesive strikes are better, but again the tactical situation will dictate. For example yesterday I had a contact at max range in the afternoon. A cohesive strike meant that the strike would return after dusk. This is bad as losses to prangs goes way up if recovering non night rated squadrons after dark.

Like you really enjoying this title, well done Matrix and SSG[&o]

Regards

RE: Some first timers questions

Posted: Wed Jun 13, 2007 10:45 pm
by JD Walter
Hi Jack,

Most of your questions have been more than adequately answered by Gregor and Massattack. However, I can recommend the following tactical approach for the early-war ('42 - mid-'43) Americans:

1. The USN eventually settled on a force ratio of 36xF4F's/36xSBD's/12xTBD's for a carrier's flight component by late '42.

2. Generally, 50% of each type would be reserved for strikes, but some admirals preferred to assign a higher proportion of F4F's to CAP, and a higher proportion of SBD's to strike (vs. search).

3. TBD's, if out of range, would be assigned to ASW or low-level CAP (to protect against torpedo-planes, hence the later designation "TBF" for Avengers when that aircraft was upgraded in service).

4. A good strike complement is 12xF4F's + 24-36xSBD's (i.e., as many as you can muster) per carrier. TBD's can be retained for ASW, or sent if in range. Note that although TBD's may not score many (or even any) hits, they are useful for diverting a portion of defending CAP away from the SBD's. At Midway, TBD Flight 7 brought a section of patrolling Zero's down to low level to stop their run, the Japanese having concluded from Coral Sea that torpedo-, not dive-, bombers were the greater threat to a vessel. This allowed Cdr. Wade McClusky's SBD flight to run virtually unopposed at the Akagi & Kaga, their CAP being unable to climb back to altitude in time to prevent it.

RE: Some first timers questions

Posted: Thu Jun 14, 2007 2:48 am
by jcrohio
Thanks for all the good advice

Just played Wake twice as the Japanese and got to decsive vitories - in fact barely even saw any American carriers - in the second game my two carriers never flew any flights - sunk a caarier trying to sneak in from the south with the land based air in the southern islands. (happened this way in both games) His other two carriers never showed. Invaded Wake and end of game.

Again thanks for all the help

Jack

RE: Some first timers questions

Posted: Thu Jun 14, 2007 3:07 am
by TheHellPatrol
ORIGINAL: Gregor_SSG

The US Devastators are a liability, in that it would a very risky decision to delay a strike against an enemy carrier group merely to get within their feeble range, since they probably won't do much damage and the Japanese strike that may well be headed your way almost certainly will, especially if you still have armed and fueled planes on deck waiting to take off. Again, circumstances must guide your decision.

Gregor
Doh! I've been trying a new strategy of rushing within the 'green zone" with my US Carriers...of course it's not working too well[;)]. Back to the drawing board...

RE: Some first timers questions

Posted: Thu Jun 14, 2007 3:28 am
by Rick Bradley
It was actually Torpedo Squardon 8 off the Hornet that lost all 15 aircraft without scoring a hit. Ensign George Gay survived in the water and had a front row seat of the battle. He was later rescued by a PBY.

As stated many of the CAP Zeroes were drawn down on the deck and it was like shooting fist in a barrel. This allowed the SBD's attacking from altitude to hit three of the Japanese carriers many times.

RE: Some first timers questions

Posted: Thu Jun 14, 2007 4:11 am
by Prince of Eckmühl
ORIGINAL: Rick Bradley
As stated many of the CAP Zeroes were drawn down on the deck and it was like shooting fist in a barrel. This allowed the SBD's attacking from altitude to hit three of the Japanese carriers many times.
Honestly, I don't think that it was that simple. The Kido Butai's CAP had no fighter direction. The interceptors leaped off the deck and went looking for targets. At the height of the battle, just as it all fell apart for the seemingly invincible task force, a bunch of them were swarming over Jimmy Thach's two-plane formation of zero-killers, reduced to plinking away at the Wildcats with 7.7mm pop-guns, infuriated at their inability to eliminate the pair of impertinent intruders.

For hours prior to those decisive moments, the zeros had gone dashing around knocking down the piecemeal attacks by U.S. strike a/c. As they did so, the normal rhythm of the individual carriers was disrupted. The constant demands of recovering, rearming and launching fresh CAP had rendered them incapable of arming, spotting, warming-up and launching the strike that was needed to eliminate the USN carriers.

In what was as profound an act of hubris as can be noted in the annals of warfare, the KB's commanders simply dismissed the possibility that their CAP could fail them. While the U.S. had totally botched the tactical portion of the battle to that point, the truth remained that the KB was incapable of repelling a saturation strike from the enemy's strike assets, foremost among them it's cadre of highly skilled dive-bomber aircrew.

In point of fact, the Japanese defeat could have been much, much worse, were the war to have progressed to the point where the U.S. could have mastered the same sort of "cohesive" (aka coordinated) attack that the Kido Butai had made its hallmark. The Japanese got off lucky. This was not a force that could go on station in the face of land and sea-based air assets and operate for days on end. This was not the fleet that came to stay. It was an inherently, flawed and brittle weapon, and it was broken at Midway.

PoE (aka ivanmoe)

RE: Some first timers questions

Posted: Fri Jun 15, 2007 1:38 am
by Rick Bradley
ORIGINAL: Prince of Eckmühl
ORIGINAL: Rick Bradley
As stated many of the CAP Zeroes were drawn down on the deck and it was like shooting fist in a barrel. This allowed the SBD's attacking from altitude to hit three of the Japanese carriers many times.
Honestly, I don't think that it was that simple. The Kido Butai's CAP had no fighter direction. The interceptors leaped off the deck and went looking for targets. At the height of the battle, just as it all fell apart for the seemingly invincible task force, a bunch of them were swarming over Jimmy Thach's two-plane formation of zero-killers, reduced to plinking away at the Wildcats with 7.7mm pop-guns, infuriated at their inability to eliminate the pair of impertinent intruders.

For hours prior to those decisive moments, the zeros had gone dashing around knocking down the piecemeal attacks by U.S. strike a/c. As they did so, the normal rhythm of the individual carriers was disrupted. The constant demands of recovering, rearming and launching fresh CAP had rendered them incapable of arming, spotting, warming-up and launching the strike that was needed to eliminate the USN carriers.

In what was as profound an act of hubris as can be noted in the annals of warfare, the KB's commanders simply dismissed the possibility that their CAP could fail them. While the U.S. had totally botched the tactical portion of the battle to that point, the truth remained that the KB was incapable of repelling a saturation strike from the enemy's strike assets, foremost among them it's cadre of highly skilled dive-bomber aircrew.

In point of fact, the Japanese defeat could have been much, much worse, were the war to have progressed to the point where the U.S. could have mastered the same sort of "cohesive" (aka coordinated) attack that the Kido Butai had made its hallmark. The Japanese got off lucky. This was not a force that could go on station in the face of land and sea-based air assets and operate for days on end. This was not the fleet that came to stay. It was an inherently, flawed and brittle weapon, and it was broken at Midway.

PoE (aka ivanmoe)

That too. But you obviously know of what you speak so answer me this. I have always thought the TBD was a 3 man plane but I saw a list of the 29 who died and add Ensign Gay that makes 30. Did they have only 10 planes and not 15 or were there only 2 men per aircraft?



RE: Some first timers questions

Posted: Mon Jun 18, 2007 10:36 pm
by JD Walter
Hi Rick,

Appreciate the correction. It was, of course, VBT 8 which made the attack at Midway. Thanks.

RE: Some first timers questions

Posted: Mon Jun 18, 2007 10:41 pm
by JD Walter
Hi PoE,

Very interesting discussion in your post #7 above.

I would like to read more about the KB and its tactical flight operations, but find sources limited and difficult to obtain. From which books or articles did you obtain your information? (Or could you recommend any from your library?) Appreciations.

RE: Some first timers questions

Posted: Tue Jun 19, 2007 8:13 pm
by anarchyintheuk
Tbds, tbfs, etc. were all designed as 3-man planes. Only 29 are listed as dead for vt-8 so they must have gotten rid of the bombadier/torpedo operator in the tbd. No idea when they changed over. As far as a I know, tbfs were all flown with 3-man crews as a part of strikes.

RE: Some first timers questions

Posted: Tue Jun 19, 2007 10:21 pm
by Panther Bait
ORIGINAL: Def Zep

Hi PoE,

Very interesting discussion in your post #7 above.

I would like to read more about the KB and its tactical flight operations, but find sources limited and difficult to obtain. From which books or articles did you obtain your information? (Or could you recommend any from your library?) Appreciations.

I would highly recommend Shattered Sword if you are interested in the Kido Butai and it's flight operations/procedures. It is a very recent, thoroughly researched take on the Battle of Midway, and dispells a lot of myths based on authentic Japanese sources. As PoE states above, Japanese carrier doctrine was not particularly well thought out in a lot of ways, and the outcome of Midway was not as miraculous as history would have you believe. This is a link to a website about the book: Shattered Sword

Also check out the following website: Combined Fleet in the Imperial Japanese Navy for some good information on ships, planes, etc. It is by the same authors that wrote Shattered Sword