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beginner help again - 6/2/2016 12:01:21 PM   
Phoenix100

 

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Another beginner question, if anyone can help please:

1. How do I maximise cap above a cv? I can't actually see a button labelled 'cap' at all. So, in the pic below I have circled in yellow what's possible. No cap? Cap does appear in the blue circled area though. I am completely unclear about how to issue orders using these 2 fields. 'Escort' is already highlighted from the yellow circle as I open the scenario, without me doing anything. Does this mean these planes will carry out an escort mission? But escorting what? There is no field to select what they are to escort. And does the 30% already earmarked for cap mean that only 70% will perform an escort mission? If I convert that 30% to 100% will I maximise my cap above the cv, regardless of what is selected in the yellow circle?






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RE: beginner help again - 6/2/2016 12:13:47 PM   
Phoenix100

 

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Now that I had my other query so helpfully answered is the answer to my above query as follows:

30% will fly cap above the carrier. 70% will fly escort missions if there's anything going off bombing etc, and if so the tac AI will assign this 70% as escort without me being able to choose? Hence to maximise the cap over the carrier I would simply up the cap level to 100%.

That it, more or less?

Peter

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RE: beginner help again - 6/2/2016 12:16:21 PM   
Encircled


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Yep

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RE: beginner help again - 6/2/2016 12:19:19 PM   
Trugrit


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Yes.

Watch your range setting.
If your torpedo planes have a greater range than your escort fighters they
will leave the fighters behind and fly into an ambush.






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RE: beginner help again - 6/2/2016 12:22:16 PM   
Phoenix100

 

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ok. Thanks.

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RE: beginner help again - 6/2/2016 12:45:34 PM   
HansBolter


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100% CAP setting will generate heavy fatigue very quickly.

Even a 70% CAP setting without a 30% rest setting will generate fatigue quickly.

With 100% CAP you will also have no escorts for your bombers.

Most players consider 40%-60% to be reasonable CAP settings and increase only under dire threat.

I typically run mine on 50% CAP.

This holds true for LBA (Land Based Air) as well.





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RE: beginner help again - 6/2/2016 1:11:09 PM   
Phoenix100

 

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Thanks, Hans.

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RE: beginner help again - 6/2/2016 1:45:36 PM   
Encircled


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100% CAP with range 0 is fine on the fatigue front, but you won't have any escorts for your bombers.



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RE: beginner help again - 6/2/2016 2:56:56 PM   
BBfanboy


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If I do not want the squadron to do escort at all, I choose "Sweep" instead of escort and it lets you set CAP for your home base/carriers. As stated, range 0 keeps it over your airfield/CV, but you run the risk of not getting an intercept if the enemy comes in at a much different altitude than your CAP.

For example if you set your CAP at 25,000 feet and an enemy torpedo strike comes in at 2000 feet, they might not be detected in time for the CAP to get to them before they drop torps. And vice versa if you have your CAP down low and the strike comes in high, it can take quite a while for fighters to climb to the strike altitude.

Radar gives you some warning and time to work with, so having Range 1 set spreads out your CAP aircraft over a wider circle, but it also enables them to have more time to shoot at the enemy. i.e. one fighter can make multiple passes at the enemy formation before they arrive.

Most important of all is to have a layered CAP to intercept high and low strikes. If you have multiple carriers set each of their fighter groups about 5000 - 7000 feet apart in altitude.

Also note the button for LongRangeCAP. With that you can send your fighters to a specific hex or select a specific TF for them to protect. Note that this works only if the LRCAP point is close enough to the fighters' home base for them to have some loiter time. At extreme range they will have to turn around as soon as they arrive and will provide no CAP.

Bottom line - there are almost never enough fighter squadrons to do all the things you will want them to do, so do not waste them. They are most vulnerable to the enemy when they are at extreme range, when the pilots are over 10 fatigue (my rule of thumb, others may go higher) or when they are flying escort for bombers and cannot maneuver much to engage enemy fighters.



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RE: beginner help again - 6/2/2016 3:06:15 PM   
Macclan5


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quote:

ORIGINAL: HansBolter

100% CAP setting will generate heavy fatigue very quickly.

Even a 70% CAP setting without a 30% rest setting will generate fatigue quickly.

With 100% CAP you will also have no escorts for your bombers.

Most players consider 40%-60% to be reasonable CAP settings and increase only under dire threat.

I typically run mine on 50% CAP.

This holds true for LBA (Land Based Air) as well.



To Original Poster : Welcome to a fantastic game experience.

I started a thread a while back.. my only advice is don't worry about being perfect. Do your best and learn from your own mistakes.


----


Msr. Hans has provided you excellent advice but I will add one Caveat.

"You cannot set air mission orders" and ignore them for the rest of the game. Orders will be situational.

You will continually have to readjust those orders and you should get into a "good habit" of frequently checking all your air squadrons for:

(1) fatigue
(2) Number of air frames damaged not flying
(3) "threat or mission proximity"

If for example you are "suddenly" near a very large Japanese carrier force / air base with many effective bombers ... an imminent "threat" ... you may in fact set your CAP at 90% / Rest 10% for a turn (or two) until you are able to assess your chances of success or withdraw.

(calculated risk assessment - in all likelihood withdraw in your current scenario).

As indicated large percentage CAP cause fatigue which you want to manage to keep low for squadron effectiveness.... so you would change your CAP - issue orders and then a few turns latter restore them to your "default preferred levels".

(such as what Hans has suggested).

___

I would encourage you to undertake a few readings in addition to the manual
.

1) FAQs for newbies
http://www.matrixgames.com/forums/tm.asp?m=2260137

2) Sardaukars tutorial AAR which provides a lot of newbie insight.

http://www.matrixgames.com/forums/tm.asp?m=2564541

3) The are a couple of current AARs that are targeted / good for new players in the AAR forum.

Back for the 1st Time by Schlussal

Rookie AAR by Leandros




< Message edited by Macclan5 -- 6/2/2016 3:09:47 PM >


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RE: beginner help again - 6/2/2016 3:09:35 PM   
Macclan5


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Sir BB beat me to it. - the situational part

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RE: beginner help again - 6/2/2016 3:20:13 PM   
Phoenix100

 

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I'm very impressed with how friendly, pleasant and helpful people are in here! Seems like a great game from that perspective, at the very least. Thanks for all the tips. Excellent. I'm finding I'm really enjoying the game this time round. Last time round (maybe a year ago) I ended up put off by the complexity, but finding it all very interesting and well put together this time.

I'm using chemkids map, which is superb, i think. Can anyone recommend any other mods that they might consider 'essential'?

Cheers,

Peter

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RE: beginner help again - 6/2/2016 3:24:48 PM   
Macclan5


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Yes - the people in this forum do make this game even more spectacular in my opinion...

The regulars here are amazingly helpful.

And I have only been here since Christmas.

Sardukars tutorial is for a grand campaign - but the first 3 - 4 pages cover off a lot of "best practices" around issuing orders.

Some of it will make you scratch your head till you see it in game.

Then you will feel about 900% better for reading it.

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RE: beginner help again - 6/2/2016 6:40:05 PM   
tiemanjw

 

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quote:

Radar gives you some warning and time to work with, so having Range 1 set spreads out your CAP aircraft over a wider circle, but it also enables them to have more time to shoot at the enemy. i.e. one fighter can make multiple passes at the enemy formation before they arrive.


I can be wrong (wouldn't be the first time... this hour), but I do not believe this is true. Strikes attack a base / TF... in other words a hex. The radar range is usually more than the hex radius (or even hex diameter). The combat takes place entirely within the hex being attacked. This has a few implications:
The radar range is just fed into algorithms to come up with a time to target (along with altitude, cruise speed, and probably a host of other factors). It is the time to target that matters. "Raid detected at 72 nm" does not mean that fighters set to 2 hex radius perform better. Your airborne fighters will attack, others will scramble based on settings, conditions, luck, climb rate, etc and trickle into the fight.
You can get a longer range detection than the raid actually travels. Travel 1 hex (40-80nm tops), you can still get very long range detections
You can not set up a contentinal type air defense. Trying to protect Tokyo from B29s out of Saipan? Don't bother within anything on Iwo. They won't help in either detection or intercept.

As to my settings - it appears I'm different than the rest of the advice here.
I use 100% CAP on a regular basis. A few things to be aware of if you decided to do this:
set range = 0. Pilot fatigue will not be an issue unless there is heavy fighting.
watch pilot moral. It takes a looooong time, but it will go down.' Once it goes down, it stays down until you rest the squadron.
watch airframe fatigue for CV A/C. They get beat up doing all those landings day in and day out. You can "fix" A/C fatigue by standing down the squadron or by unloading the squadron from a CV from the port menu (takes them off on cranes and disables them... takes a few days to repair usually fixing the fatigue in the process) - note this is different from flying off a squadron which is what happens if the CV is in a TF. Think of A/C "fatigue" as wear and tear (faulty radio, leaky hydraulics, old engine oil, etc), and not metal fatigue.
you will NOT have those fighters performing other critical missions such as escort, or providing CAP for nearby TFs. Make sure you have squadrons set to perform these tasks if you want / need them done.



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RE: beginner help again - 6/2/2016 8:08:55 PM   
BBfanboy


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Right - the higher the aircraft fatigue level, the greater the chance that something mechanical will go wrong on a mission and cause an operational loss. When aircraft fatigue gets into the 30 range the aircraft can be grounded for a week or two by the squadron maintenance officer. This equates to what we now call a "C" check, which means partial disassembly of the aircraft to get at things that can't be checked otherwise.

You can forestall the long term grounding of the aircraft by standing down the squadron once in a while and by assigning a percentage of the squadron to "rest" while the rest go on the main mission. Patrol aircraft are a good candidate for this kind of management.

The object of all this is to save your experienced pilots from unnecessary loss - i.e. not engaging the enemy. It takes a long time to train them to operational levels so replacing them with rookies will degrade the squadron's performance.

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RE: beginner help again - 6/3/2016 1:50:46 AM   
tiemanjw

 

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quote:

Right - the higher the aircraft fatigue level, the greater the chance that something mechanical will go wrong on a mission and cause an operational loss. When aircraft fatigue gets into the 30 range the aircraft can be grounded for a week or two by the squadron maintenance officer. This equates to what we now call a "C" check, which means partial disassembly of the aircraft to get at things that can't be checked otherwise.


I think the number where it gets its check is a function of the service level. But I mention it specifically because if you go at 100% CAP for a while on CVs... well, I've seen whole squadrons with airframe fatigue in the 100s (yes you read that right). Lesson learned. 100% CAP works, but make sure you fix up the airframes when you get to port!

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RE: beginner help again - 6/3/2016 5:29:28 AM   
wdolson

 

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The planes will repair at sea. If you're going to go to 100% CAP on a carrier, only do it while in range of enemy air and then reduce back to something reasonable once you're out of there.

Bill

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RE: beginner help again - 6/3/2016 11:48:28 AM   
geofflambert


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quote:

ORIGINAL: Macclan5

Yes - the people in this forum do make this game even more spectacular in my opinion...


Well, thank you very much, I think, but I'm a gorn not a people.

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RE: beginner help again - 6/3/2016 2:25:52 PM   
Macclan5


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quote:

ORIGINAL: wdolson

The planes will repair at sea. If you're going to go to 100% CAP on a carrier, only do it while in range of enemy air and then reduce back to something reasonable once you're out of there.

Bill


Bill has provided concise perfect wisdom. Much more eloquently than I did.

Indeed in the "newbie scale" this is lesson 105.5

1) All orders for any combat unit are situational usually due to relative proximity of a threat

2) The above is particularly true of Air combat units given their relative impact in game/war ; active management is the best practice. Keep a note pad or electronic sticky nearby to remind yourself which critical units had their orders changed and may need to be changed back.

3) You may have "default orders" << such as Sir Hans suggested >> for cruising between locations / resting / training / general defense posture however get into good habits by reviewing orders frequently ; especially for units close to front lines and equally for units that are "far from front lines" so you don't forget about your plans for them.

--

I cannot recall how many times I have read an AAR or kangaroo court thread where even the most experienced player admits that their Carrier task Force got smacked around because they forgot they had left air unit orders on 100% training or some such thing.

< Message edited by Macclan5 -- 6/3/2016 2:28:29 PM >


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