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Aircraft Carrier idea

Posted: Wed Apr 19, 2017 3:19 am
by Hairog
I never thought that carriers were given enough power/combat range etc. I experimented with giving the CV more Spotting (Naval) range. Here is what the Soviet CL see...



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RE: Aircraft Carrier idea

Posted: Wed Apr 19, 2017 3:22 am
by Hairog
Here is what the US CV sees at 10 hexes which simulates the carriers true search range.



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RE: Aircraft Carrier idea

Posted: Wed Apr 19, 2017 3:25 am
by Hairog
Only one carrier and one escort carrier were sunk by naval shell fire. It just shouldn't happen. This solution should prevent most of the problem.

Here is after the CV moves to avoid the CLs.



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RE: Aircraft Carrier idea

Posted: Wed Apr 19, 2017 9:41 pm
by Hellfirejet
ORIGINAL: Hairog

Here is what the US CV sees at 10 hexes which simulates the carriers true search range.



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I really like this tactic, that the Carrier can see 10 hex or approx 200 miles,this not only makes the Aircraft Carrier much safer,but it also protects any other ships that are in company with it,such as Battleships,Cruisers etc.[&o]

RE: Aircraft Carrier idea

Posted: Wed Apr 19, 2017 10:08 pm
by Hairog
The only problem I see is that there is a 100% chance that the carrier will see everything within 10 hexes. I would like some randomness included outside of 6 or so hexes.

RE: Aircraft Carrier idea

Posted: Wed Apr 19, 2017 11:50 pm
by sPzAbt653
I've also experimented with this, and I saw an issue with the mechanic that units only spot after you end their first move. This resulted in moving carriers one hex, then unselecting them so that the spotted hexes are revealed, then proceeding with unit operations within that spotted radius. Its not very user friendly.

Additionally, BB's and all the larger German ships had scout planes so I think they also should have a larger spotting range. And I also feel that spotting should occur at the beginning of the turn for all units, not after a 'recon move' by a unit. My kluge for this for land units has been to give them a spotting range equal to their movement points. This doesn't reveal everything, there is still a level of Fog of War, but it works better for me as opposed to only seeing what is adjacent, or using combat air units for limited linear spotting.

For naval aspects, after playing games of both sides using extended naval spotting ranges, I found that the naval is more than I want in this type of game. The Pacific is more suited to fleet type engagements. The ETO was mostly about threats in place, and after a few early mistakes it was about the threat from air power keeping naval assets out of harms way. So I've made bigger modifications [as outlined in the 'Naval Mod?' thread] and am currently playing the first game as the Allies against the Axis computer to see how it goes. [:)]

RE: Aircraft Carrier idea

Posted: Thu Apr 20, 2017 12:22 am
by Hellfirejet
ORIGINAL: sPzAbt653

I've also experimented with this, and I saw an issue with the mechanic that units only spot after you end their first move. This resulted in moving carriers one hex, then unselecting them so that the spotted hexes are revealed, then proceeding with unit operations within that spotted radius. Its not very user friendly.

Additionally, BB's and all the larger German ships had scout planes so I think they also should have a larger spotting range. And I also feel that spotting should occur at the beginning of the turn for all units, not after a 'recon move' by a unit. My kluge for this for land units has been to give them a spotting range equal to their movement points. This doesn't reveal everything, there is still a level of Fog of War, but it works better for me as opposed to only seeing what is adjacent, or using combat air units for limited linear spotting.

For naval aspects, after playing games of both sides using extended naval spotting ranges, I found that the naval is more than I want in this type of game. The Pacific is more suited to fleet type engagements. The ETO was mostly about threats in place, and after a few early mistakes it was about the threat from air power keeping naval assets out of harms way. So I've made bigger modifications [as outlined in the 'Naval Mod?' thread] and am currently playing the first game as the Allies against the Axis computer to see how it goes. [:)]

Very interesting reading! I have started play testing giving Carriers a spotting range of 4,Escort Carriers a spotting range of 3, and Battleships,Battlecruisers,Heavy Cruisers & Light Cruisers a spotting range of 2. I have also just added as a test Naval Radar Research as a new in game option, very early stages of testing this new option.



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RE: Aircraft Carrier idea

Posted: Thu Apr 20, 2017 12:30 am
by Hairog
ORIGINAL: sPzAbt653

I've also experimented with this, and I saw an issue with the mechanic that units only spot after you end their first move. This resulted in moving carriers one hex, then unselecting them so that the spotted hexes are revealed, then proceeding with unit operations within that spotted radius. Its not very user friendly.

Your right it is not very user friendly but it's better than a carrier getting jumped by a flock of destroyers.
Additionally, BB's and all the larger German ships had scout planes so I think they also should have a larger spotting range. And I also feel that spotting should occur at the beginning of the turn for all units, not after a 'recon move' by a unit.


One hex isn't much but I see your point.
My kluge for this for land units has been to give them a spotting range equal to their movement points. This doesn't reveal everything, there is still a level of Fog of War, but it works better for me as opposed to only seeing what is adjacent, or using combat air units for limited linear spotting.

I like that idea. I'll have to give it a try.

For naval aspects, after playing games of both sides using extended naval spotting ranges, I found that the naval is more than I want in this type of game. The Pacific is more suited to fleet type engagements. The ETO was mostly about threats in place, and after a few early mistakes it was about the threat from air power keeping naval assets out of harms way. So I've made bigger modifications [as outlined in the 'Naval Mod?' thread] and am currently playing the first game as the Allies against the Axis computer to see how it goes. [:)]

Waiting to hear your conclusions.Thanks for putting in the time and effort.

RE: Aircraft Carrier idea

Posted: Thu Apr 20, 2017 12:36 am
by Hellfirejet
Naval Radar Research gives a +1 spotting per level.



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