obvert -> RE: How To Orchestrate a Carrier Battle v0.1 (12/7/2012 2:04:29 PM)
"The premier skill for anybody in command of a ship is naval skill, naval skill, and naval skill. Even for a CV captain, the premier
skill is naval skill. To have a CV captain with 70 air rating does not have any benefit. None. Nada.
The skipper needs to know how to maneuver a ship when the bombs start falling and the torp spreads their fingers, and the better
to evade one or the other eager SAG or sub attack. The higher his naval skill, the better he is at that.
Air skill is for the guys in planes or the squadron commanders, it does not help to drive a ship. Period. "
That is not what it says on the screen when you select a CV commander - The screen suggests what the guy is good for this suggests the opposite. One is wrong, if its the screen can it be taken out as I am selecting CV commanders by air mainly.
Admittedly the italic part was a bit polemic. I consider removing it.
Thing is, I am not completely sure that the air skill of a ship captain has no impact at all. But even if it does have an impact air skill is triple redundant,
TF commander and even more squadron commanders air skill has significant influence on air ops.
OTOH, I am pretty sure about where naval skill is needed. And it covers about everything neccesary to keep a ship afloat. Naval skill covers succes in
naval mvr/tactical dicerolls, to avoiding battle damage, to keeping a ship afloat with battle damage.
Sacrificing naval skill for air skill is a mistake IMHO. Personally I do not rely on the recommendations of the commander selection.
This discussion highlights an issue I've confronted since beginning this game several years ago. I say this with all due respect and deference to the experience of most players commenting here who have many more years at this than I do.
Often veteran players state something emphatically and definitively. I love that so many take the time to post this information, but it would help everyone, new and old alike, if we could think of learning this game more along the lines of science. Everything is a theory. Proving a theory requires evidence. Even when proven, it is still a theory.
It's much harder to say something indefinitely and yet provide useful information, and yet if we can do this it leaves the door open to discussion and questions. After the first comment above most players probably sat back and said either, 'yes, this is known and is exactly what I do,' or 'wow, I didn't even consider this and assumed the game telling us that a high air skill for a CV commander would make that the most relevant skill.'
What would also help these kinds of discussions is some kind of evidence. So few players really show their findings based on tests or critical moments in games that have taught them about these processes. Sure, it takes a bit more time to run a test, or to dig up a compilation of combat reports, but these are invaluable to provide evidence to back up and support so many of these ideas. For all players, especially those just beginning, I would highly encourage anyone who is serious about understanding the minutia of the game to have a test scenario ready for running a variety of things over several turns to see for themselves how it can work. Sulusea for instance ran great tests on Tojo variants and other IJ aircraft against 4Es, and his method was transparent and thorough, leaving little doubt that the ultimate findings were useful.
The truth, as usual, seems to me to be somewhere in between. Air skill does not keep away sub fired torpedoes, does not help the ship avoid air or sea based strikes, but if you happen to form an air combat TF and don't choose a commander with good air skill, and your CVs have guys with only good naval skills, then you're out of luck when you try to strike anything. You might need to break off a CV or two for various missions while at sea or the fleet commander may even perish on a ship that sinks. I usually aim for both skills in my CV commanders, when possible. I have also never tried placing a CV commander on with low air skills, so I don't know what this would do. because even very experienced players say they are not completely sure, and until I really try this or see evidence, I'm not going to trust my CVs in a situation that is dangerous and irreversible without first testing it out. I'll at least hedge my bets for now.
(Another note to my test list; try CVs with bad air skill commanders.) [;)]