CVE - replenishment TF
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- KPAX
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CVE - replenishment TF
Some general questions, specifically for the CVEs with -VR units, not the baby CVE for esort purposes:
1. The CVE (with -VR squadrons) need to be in a Replenishment TF. Does it have to be in the same hex as the CV TF to get A/C replacements on the CV ?
2. How do you get the A/C on the CV from the CVE ? By simply pressing the replacement button the CV A/C unit ?
3. Seems like we have a ton (5 CVEs) of replenishment CVE by mid 1943. The CVE Long Island is the only ferrying CVE which I have found. Does it make sense to take 1 or 2 of those CVE (with -VR) and use them for ferrying purposes ? What disadvantage, might there be ?
4. If #3 works, the -VR unit will work as a normal unit, right ?
1. The CVE (with -VR squadrons) need to be in a Replenishment TF. Does it have to be in the same hex as the CV TF to get A/C replacements on the CV ?
2. How do you get the A/C on the CV from the CVE ? By simply pressing the replacement button the CV A/C unit ?
3. Seems like we have a ton (5 CVEs) of replenishment CVE by mid 1943. The CVE Long Island is the only ferrying CVE which I have found. Does it make sense to take 1 or 2 of those CVE (with -VR) and use them for ferrying purposes ? What disadvantage, might there be ?
4. If #3 works, the -VR unit will work as a normal unit, right ?
"War makes Heros on both sides." Hero (the movie)
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KPAX
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KPAX
- niceguy2005
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RE: CVE - replenishment TF
1. no they have to be in range of the CVs taking replacementsORIGINAL: KPAX
Some general questions, specifically for the CVEs with -VR units, not the baby CVE for esort purposes:
1. The CVE (with -VR squadrons) need to be in a Replenishment TF. Does it have to be in the same hex as the CV TF to get A/C replacements on the CV ?
2. How do you get the A/C on the CV from the CVE ? By simply pressing the replacement button the CV A/C unit ?
3. Seems like we have a ton (5 CVEs) of replenishment CVE by mid 1943. The CVE Long Island is the only ferrying CVE which I have found. Does it make sense to take 1 or 2 of those CVE (with -VR) and use them for ferrying purposes ? What disadvantage, might there be ?
4. If #3 works, the -VR unit will work as a normal unit, right ?
2. They will automatically transfer if replacements are "on"
3. Yes, I am planning to do the same only I will move the VR squadrons off ship. CAUTION: in case you haven't noticed the VR squadrons will balloon in size to overfill a ship if accept replacements is on. Once that size they will not shrink again that I know of. If you move those bloated squadrons off ship you can't get them on again due to over capacity. If you let them balloon you won't be able to put other squadrons on the ship.
4. If allowed to accept replacements the squadron will balloon to 54 planes. I believe they will fly from land, but I'm not sure you will ever get them on a CV again. If you pull them off ship make ABSOLUTELY certain that you turn off replacements. I think you can manage replacements manually with the "Draw replacements button."
Artwork graciously provided by Dixie
RE: CVE - replenishment TF
Regarding questions 3 and 4, I am not certain that they do fly from land bases, but they can certainly balloon to 54 planes and lock up a lot of replacement planes and pilots that you need elsewhere. Perhaps this was intentional, to discourage landing the air groups.
I suggest leave them on board, they are more useful supplying aircraft to air combat TFs at sea than doing anything else anyway.
I suggest leave them on board, they are more useful supplying aircraft to air combat TFs at sea than doing anything else anyway.
"I am Alfred"
RE: CVE - replenishment TF
Re: 1 - I've read that they are supposed to work within transfer range, but a few months back I ran about 10 test turns. They always replenished within 2 hexes, but never beyond that range.
And I agree with Ian - they're extremely useful to increase the staying power of TF 38/58. If you need additional ferry CVEs I'd use some of your other CVEs rather than the replenishment CVEs. You can always get your planes back onto your escort CVEs but one goof & you can't get the VR squadrons back on.
And I agree with Ian - they're extremely useful to increase the staying power of TF 38/58. If you need additional ferry CVEs I'd use some of your other CVEs rather than the replenishment CVEs. You can always get your planes back onto your escort CVEs but one goof & you can't get the VR squadrons back on.
- KPAX
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RE: CVE - replenishment TF
ORIGINAL: niceguy2005
1. no they have to be in range of the CVs taking replacementsORIGINAL: KPAX
Some general questions, specifically for the CVEs with -VR units, not the baby CVE for esort purposes:
1. The CVE (with -VR squadrons) need to be in a Replenishment TF. Does it have to be in the same hex as the CV TF to get A/C replacements on the CV ?
2. How do you get the A/C on the CV from the CVE ? By simply pressing the replacement button the CV A/C unit ?
3. Seems like we have a ton (5 CVEs) of replenishment CVE by mid 1943. The CVE Long Island is the only ferrying CVE which I have found. Does it make sense to take 1 or 2 of those CVE (with -VR) and use them for ferrying purposes ? What disadvantage, might there be ?
4. If #3 works, the -VR unit will work as a normal unit, right ?
2. They will automatically transfer if replacements are "on"
3. Yes, I am planning to do the same only I will move the VR squadrons off ship. CAUTION: in case you haven't noticed the VR squadrons will balloon in size to overfill a ship if accept replacements is on. Once that size they will not shrink again that I know of. If you move those bloated squadrons off ship you can't get them on again due to over capacity. If you let them balloon you won't be able to put other squadrons on the ship.
4. If allowed to accept replacements the squadron will balloon to 54 planes. I believe they will fly from land, but I'm not sure you will ever get them on a CV again. If you pull them off ship make ABSOLUTELY certain that you turn off replacements. I think you can manage replacements manually with the "Draw replacements button."
Thank you Niceguy. A few clarifations, please.
1. So "Range" is range of the A/C, right ? So, they could stand off several hexes, and the CV squadrons will automatcally pull the A/C from the CVE several hexes away. Is this right ?
4. "If you pull them off ship make ABSOLUTELY certain that you turn off replacements. I think you can manage replacements manually with the "Draw replacements button." Why do you have to turn off replacements? All my CVE squadrons are at max size already. Is this a problem, if I just intend to move the squadrons off the CVE, use soley as a land based unit, and will never put back on a CVE ?
Thanks, Niceguy!
"War makes Heros on both sides." Hero (the movie)
Thanks !!
KPAX
Thanks !!
KPAX
RE: CVE - replenishment TF
VR squadrons can have replacements off.
Your fleet CV's must have replacements on.[;)]
Your fleet CV's must have replacements on.[;)]
- niceguy2005
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RE: CVE - replenishment TF
Regarding clarification #1. I believe you have the right of it. I myself have only occassionally used CVE replenishment groups so I'm no expert on their operation. I believe you must be within "transfer range" for the AC for replenishment to work.ORIGINAL: KPAX
1. So "Range" is range of the A/C, right ? So, they could stand off several hexes, and the CV squadrons will automatcally pull the A/C from the CVE several hexes away. Is this right ?
4. "If you pull them off ship make ABSOLUTELY certain that you turn off replacements. I think you can manage replacements manually with the "Draw replacements button." Why do you have to turn off replacements? All my CVE squadrons are at max size already. Is this a problem, if I just intend to move the squadrons off the CVE, use soley as a land based unit, and will never put back on a CVE ?
Thanks, Niceguy!
Regarding clarification #4: no, it is a problem if you move the squadrons off ship and then want to put them back on. This is because every CV has a limit as to how many AC it can load. I don't recall the exact limit, but it is something like 2 times the normal capacity. A VR squadron that has ballooned will not fit back on the ship if taken off (perhaps if you turn off replacements and fly missions until ops losses remove planes to a level that you can put them back on). If you don't intend to ever put the squadrons back on then it is not a problem.
Myself I am planning on taking the squadrons off and letting them just sit at some out of the way base (like Hilo) with replacements off in case I need them again some day.
Here's another thread with some additional reading.
http://www.matrixgames.com/forums/tm.asp?m=1625259
Artwork graciously provided by Dixie
RE: CVE - replenishment TF
I find that the replacement squadron pilots have very poor exp level. I don't want exp 30-40 pilots filling slots in my CV squadrons so I do the following:-
I pull them off the CVE to Hilo (replacements off), add one new plane and pilot from pool (maybe 2), and set to train 90%.
The new pilots should have experience in the 60s, which boosts the exp gain a little - every little helps. If I find a safe combat training location I'll use that also. Once the VR units exp is in the 60s then I put them back on the CVE and allow them to replenish my Fleet CVs.
I pull them off the CVE to Hilo (replacements off), add one new plane and pilot from pool (maybe 2), and set to train 90%.
The new pilots should have experience in the 60s, which boosts the exp gain a little - every little helps. If I find a safe combat training location I'll use that also. Once the VR units exp is in the 60s then I put them back on the CVE and allow them to replenish my Fleet CVs.
Banner by rogueusmc
RE: CVE - replenishment TF
[&:] can't you train them on the carrier?
- niceguy2005
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RE: CVE - replenishment TF
I could be wrong about this, but I THINK that when the planes get drawn as replacements the pilot experience imediately jumps to normal recruit level, i.e for USN somewhere around 60.ORIGINAL: Tallyho!
I find that the replacement squadron pilots have very poor exp level. I don't want exp 30-40 pilots filling slots in my CV squadrons so I do the following:-
I pull them off the CVE to Hilo (replacements off), add one new plane and pilot from pool (maybe 2), and set to train 90%.
The new pilots should have experience in the 60s, which boosts the exp gain a little - every little helps. If I find a safe combat training location I'll use that also. Once the VR units exp is in the 60s then I put them back on the CVE and allow them to replenish my Fleet CVs.
Artwork graciously provided by Dixie
RE: CVE - replenishment TF
Nope, you're right; new guys come from pool. You have to watch that, it can be quite the drain on it initially.ORIGINAL: niceguy2005
I could be wrong about this, but I THINK that when the planes get drawn as replacements the pilot experience imediately jumps to normal recruit level, i.e for USN somewhere around 60.ORIGINAL: Tallyho!
I find that the replacement squadron pilots have very poor exp level. I don't want exp 30-40 pilots filling slots in my CV squadrons so I do the following:-
I pull them off the CVE to Hilo (replacements off), add one new plane and pilot from pool (maybe 2), and set to train 90%.
The new pilots should have experience in the 60s, which boosts the exp gain a little - every little helps. If I find a safe combat training location I'll use that also. Once the VR units exp is in the 60s then I put them back on the CVE and allow them to replenish my Fleet CVs.
Regarding their use - I find it best for them to rendezvous with the carriers and then dash away home. Since they don't fly their own CAP, they have to either be under another TF's umbrella, have a CVE with combat squadrons with them, or hide under LBA/out of range.
I never worried about the low ratings on the initial pilots after drawing new pilots in. These squadrons are only used for emergency replacements by me in a front line fight that is ongoing. Figured that if the carriers are still there and that we are winning the air battle that any old "brain to fly the frame" is better than none. If we weren't winning the air battle, the carriers would withdraw anyhow. Besides, the "hotshot" pilots in the 80's+ need some newbies in their units to fly straight and level to draw the Zeke's down to play, allowing them to pounce on them....cheese, mouse, cat.
Sing to the tune of "Man on the Flying Trapeze"
..Oh! We fly o'er the treetops with inches to spare,
There's smoke in the cockpit and gray in my hair.
The tracers look fine as a strafin' we go.
But, brother, we're TOO God damn low...
..Oh! We fly o'er the treetops with inches to spare,
There's smoke in the cockpit and gray in my hair.
The tracers look fine as a strafin' we go.
But, brother, we're TOO God damn low...
- wwengr
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RE: CVE - replenishment TF
I believe that the size of all shipboard A/C groups is controlled by code in the game that sets the size relative to the ship it is supposed to be on. That is probably why you get chaotic results when you take them off. If you look at the editor, all of the shipboard airgroups have a maximum size = 0.
Has anyone ever tried taking an OS2U-3 float plane section off of a BB or a CA and basing it on land with replacements on? I wonder if it will automatically grow.
It should be easy to tell fairly quickly. The OS2U-3 has a build rate of 20. I am not sure that a complete air wing of OS2U-3's would have a whole lot of value though.
Has anyone ever tried taking an OS2U-3 float plane section off of a BB or a CA and basing it on land with replacements on? I wonder if it will automatically grow.
It should be easy to tell fairly quickly. The OS2U-3 has a build rate of 20. I am not sure that a complete air wing of OS2U-3's would have a whole lot of value though.
I have been inputting my orders for the campaign game first turn since July 4, 2009. I'm getting close. In another month or two, I might be able to run the turn!
RE: CVE - replenishment TF
[:)]Every time I have to with draw a British CA or BB , I pull the Walrus off , and I always have replacements on. I haven't noticed any problems. [:)]ORIGINAL: wwengr
I believe that the size of all shipboard A/C groups is controlled by code in the game that sets the size relative to the ship it is supposed to be on. That is probably why you get chaotic results when you take them off. If you look at the editor, all of the shipboard airgroups have a maximum size = 0.
Has anyone ever tried taking an OS2U-3 float plane section off of a BB or a CA and basing it on land with replacements on? I wonder if it will automatically grow.
It should be easy to tell fairly quickly. The OS2U-3 has a build rate of 20. I am not sure that a complete air wing of OS2U-3's would have a whole lot of value though.
- KPAX
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RE: CVE - replenishment TF
There appears no reason to pull off the squadron to train the pilots. If the pilots come from the pool and the planes come from the CVE, no reason to train the pilots with the intention of them going to the CV, they stay with the squadron.
Also, if the unit is pulled off so that the CVE can be a plane ferry, you would want to have them ballon out and have a 54 unit Hellcat squadron. That would be a mean defense with aduequately trained squadron. Also, I just checked and the XP for the CVE squadrons is right at 60, so not much to get them up to mid 70s. 2 months hitting a enemy base and you have a 54 unit SBD and Hellcat to protect any base.
Also, if the unit is pulled off so that the CVE can be a plane ferry, you would want to have them ballon out and have a 54 unit Hellcat squadron. That would be a mean defense with aduequately trained squadron. Also, I just checked and the XP for the CVE squadrons is right at 60, so not much to get them up to mid 70s. 2 months hitting a enemy base and you have a 54 unit SBD and Hellcat to protect any base.
"War makes Heros on both sides." Hero (the movie)
Thanks !!
KPAX
Thanks !!
KPAX