CV Wasp air component

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Jorge_Stanbury
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CV Wasp air component

Post by Jorge_Stanbury »

I am interested in ideas on CV Wasp air component:

As you can see, by 1943 the typical navy squadron combo is F=36, B=36, T18 = 90 planes. while the maximum capacity for Wasp is is 76 or up to ~84 if you want to overload it (which I dislike to a certain degree)

Of course if the player is sloppy or inexperienced, he might get into battle with a carrier over 15% overload, an not capable of launching planes; a disaster scenario.

So my question is how do you deal with this? do you ground the torpedo bombers? replace fighters with a 28 plane replacement one?

After some toying around I ended up with 24 bombers in VB-72 and 12 in VB-72/1... the former embarked, the later in land, a training group for all purposed.
do I need to worry about automatic plane transfer? should I send VB-72/1 out of range?

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Lokasenna
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RE: CV Wasp air component

Post by Lokasenna »

I've also noticed that in 1945 the squadrons resize to be bigger than the ship's 115% capacity. Kind of annoying.
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IdahoNYer
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RE: CV Wasp air component

Post by IdahoNYer »

I really haven't seen a problem Jorge - just make sure you have replacements "off".....

I like to keep the mix of F, DB, and T on board. 36 Fighters, 28 SBDs and 15 TBFs works well for me.

Of course, other than the fighters, you can't take advantage of the replenishment CVEs with the SBDs and TBFs with replacements set to off.
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Lokasenna
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RE: CV Wasp air component

Post by Lokasenna »

Well, you can if you do it manually...
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Jorge_Stanbury
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RE: CV Wasp air component

Post by Jorge_Stanbury »

I agree, a bit too manual. Then late at night, a short turn, I forget this is Wasp air group and fill it to max... too dangerous

I will see how this VB-72 vs. VB-72/1 works out,

but just to be safe, I will move VB-72/1 to somewhere far away, maybe in the middle of Australia, so that there is no automatic transfers

EDIT: I guess breaking it into VB-72/A /B and /C can work better
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Anachro
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RE: CV Wasp air component

Post by Anachro »

Are there any penalties to overloading a carrier prior to the 15% overloaded mark?
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Jorge_Stanbury
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RE: CV Wasp air component

Post by Jorge_Stanbury »

No, it is an "all or nothing". There are no penalties. the carrier performance will not be affected in any way until you pass the 15% overload. but once it is passed the carrier becomes an AKV

By memory, once it passed 10% overload it won't accept plane transfers, not even emergency transfers; which is why I dislike to heavily overload my carriers. In a battle it is almost guaranteed that at least one of your carriers will become inoperative due to damage, if you are not overloaded, you can save many planes that otherwise would have to ditch at sea
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RE: CV Wasp air component

Post by BBfanboy »

ORIGINAL: Jorge_Stanbury

No, it is an "all or nothing". There are no penalties. the carrier performance will not be affected in any way until you pass the 15% overload. but once it is passed the carrier becomes an AKV

By memory, once it passed 10% overload it won't accept plane transfers, not even emergency transfers; which is why I dislike to heavily overload my carriers. In a battle it is almost guaranteed that at least one of your carriers will become inoperative due to damage, if you are not overloaded, you can save many planes that otherwise would have to ditch at sea
In any battle where I have had a CV sunk or knocked out of action and the aircraft have to divert to another ship, air losses have been high enough that there is room for the diverting aircraft. It only becomes a problem if too many squadrons end up on the receiving ship (over 5 = no ops).
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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Jorge_Stanbury
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RE: CV Wasp air component

Post by Jorge_Stanbury »

Yes, that is the most common outcome, however, there are times that it is not an air attack, but a successful submarine attack.
Even if there were no scheduled attacks (in other words torpedo hit before a strike was launched, so most planes were still on board, you can still save a few planes (those doing CAP, naval search, ASW) The key is that as long as one plane survive, the squadron won't be destroyed. so you won't need to purchase it again (and wait 90 days)

In my Allied game I tend to dangerously overload the British carriers, USN "feels right" with ~90 aircraft per flattop. I might add a few more planes for things like recon, but this for ad-hoc missions

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Anachro
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RE: CV Wasp air component

Post by Anachro »

What is the maximum number of groups you can have on a carrier that will participate in combat? 5? 4?
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Jorge_Stanbury
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RE: CV Wasp air component

Post by Jorge_Stanbury »

5 groups
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RE: CV Wasp air component

Post by BBfanboy »

ORIGINAL: Jorge_Stanbury

5 groups
A caveat - all five will launch but not necessarily in the same strike. I have never managed to get five airgroups from the same carrier in the same strike.
But if you have two fighter groups put one on CAP only and use the other for escort only.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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RE: CV Wasp air component

Post by bush »

In early 43 Wasp was going into drydock for some minor repairs. I flew off the squadrons to train at a base. They resized while there and I could not fit them all back on. This is early 43. The VT squadron is now a land-based terror in the Solomons.
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RE: CV Wasp air component

Post by BBfanboy »

Historically, the USN dropped one of the DB squadrons and kept the TBF/TBM TBs because they were so versatile.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
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Jorge_Stanbury
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RE: CV Wasp air component

Post by Jorge_Stanbury »

I also like to keep the Avengers, because they are great for finishing off crippled ships;
Dauntless to burn/ disable, Avengers to sink
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