From: Cornucopia, WI
We need more testers please. This mod attempts to address many of the challenges presented in the naval game that players have highlighted. Hubert's brilliant design has allowed us to try and mimic the choices real naval leaders had to make on a strategic scale.
Task Forces were how navies were organized on a day to day scale. You sent a Task Force or several to carry out your objectives. Typically a for an invasive operation you would send in a Recon TF then follow up with a Bombardment TF to soften up the enemy along with ground attack by a Fast Carrier TF. Meanwhile, a Covering TF would be protecting the whole operation with Screening TF operating as a first line defense from air attack, sub and surface attack. The Assault and Landing TF would then do their thing. If the enemy was capable they would send in a Fast Carrier and or Strike TF to counter the invasion or disrupt supply and to supply their own forces.
Most of all adding significant zones of control and defensive evasion have really made the difference. You may still get a chance to slide up to the Enterprise with the Yamato, but there will be a 70% that the Fast Carrier TF will evade your attack. If the enemy Admiral knows what he is doing, you will have use up your movement points dealing with Screening TFs and Covering TFs. Next turn you will be a sitting duck open to all sorts of mayhem.
Against the AI, if an opposing Carrier TF or two were present it was very hard to damage the enemy by air attack, when they were covered by CAP. If there was no CAP then it was pretty easy pickings. Meanwhile Recon, Screening and Wolf Packs are getting wasted like crazy, but they can be rebuilt the same turn for 20% of original cost. This represents the damaging of a TF which renders it operationally useless so it returns to port, resupplies and takes reinforcements and next turn travels into harms way with lost experience and moral or possibly it doesn't, it's up to the Fleet Admiral.