I appreciate the info guys, I think ultimately the issue is that this means my plan for stymie-ing KB in the 1st year would not really work. The idea being that you would have places like Midway, Johnston, Palmyra, Suva, etc with a fighter, bomber, and PBY,(plus any extras i can get) as a outer shield, that my CV's would then hide behind and then use to pivot off of. I assumed the 18 would attack and 9 would get through and a japanese CV would maybe have a flight deck damaged. Then since my CV's are 1 day out I would come in any then attack a distracted Japanese force with more like even odds. Sort of like the real midway battle.
So this series of events in the game worked out exactly the way I wanted it to, except for the detail that the DB's don't like the odds(which makes a lot of sense). Another way of me looking at this situation would be that instead of being my outer shield, the base may be able to help me when my CV's come in and if I can dmg the Japanese CV's then maybe my land based DB's can start to join in.
So rethinking this idea, if I had the same airforce but added like 12-18 more fighters then i think this might be a more viable strategy.
so my forward shield bases/islands could have:
1 Bn infantry(would love to also add coastal AA but i think i will be over size limit for a lot of islands)
thx for the insight guys
No, that won't achieve your anticipated outcome either against a human opponent.
1. Most human players keep the KB united. That means in the first 6 months of the war the KB will have 108 fighters embarked. After June 1942 when the squadrons can be resized the number fighters carried will increase quite markedly.
2. Assuming a 50% CAP/50% escort allocation, that means you are looking at about 54 zeros on CAP over the KB until June 1942.
3. In a recent thread on this subject (the subject crops up almost every week), it was recommended that the attacker needs to fly sufficient escorts to match 30% of the enemy fighters (by which they meant all enemy fighters whether on CAP, rest, escort etc). This number is actually too low to ensure most naval strikes will actually take off. Read the first point on page 164 of the manual. The more under a direct 1:1 escort to enemy CAP ratio, the more likely the strike will not take off.
4. You are making the mistake of lumping all your fighters into the pool of escorts. Even after you increase your air component to two fighter squadrons on the atoll, which amounts to 36 planes if deploying USMC squadrons, some of those fighters will be flying CAP (as you had them in post #1) and they are not included in the ratio. If you match the KB 50% CAP ratio with an equal 50% ratio, and have absolutely no fighters undertaking any other duties (such as "rest" or "LRCAP"), you would have at best only 18 fighters to fly escort.
5. Doing the maths from points 2 and 4 above means your escort to enemy CAP ratio would be only 18:54 = 1:3. Not a ratio to give you reliable takeoffs.
6. You also have to factor in the size of the airfields. You will find very few atolls start off with airfields larger than size 1. That means you will have to expend treasure and blood to get them to a useful size. Many can not be built beyond level 3 anyway. Most Japanese players can capture at will, within the first six months, any atoll they want.