Author Topic: CV operational guidelines  (Read 111 times)

Offline Widewing

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CV operational guidelines
« on: October 14, 2002, 10:09:45 AM »
Several players have expressed their frustration of trying to learn how to properly operate a CV task group, when getting experience is near to impossible when high-ranking players dominate the TGs. Yet, that is inevitable when that TG is critical to the outcome of the game. Nonetheless, they have a valid issue that needs to be addressed.

So, how do we provide that experience without undue risk? Simple mentoring will work. This requires the more experienced players to oversee the TG, but not interfere with anything beyond advice, unless an emergency should arise where instant action is required, such as a low formation of bombers closing in and the TG commander does not respond to warnings that a hard turn is required because he is busy or lost vox, or for whatever reason, does not get the message.

This also requires a basic set of rules governing management of a TG, that everyone has access to. This we do not have as of yet.

So here goes, my basic rules for effectively commanding a TG (add to them if you wish):

1) Always maintain an adequate distance buffer between the TG and the enemy base under attack. I like to keep the TG about 20k out to minimize the effectiveness of shore batteries, and provide time for fleet cap (defenders) to intercept enemy aircraft destined for the TG. Once the shore batteries are disabled, and the field effectively capped, the TG can be brought closer to reduce flight time. However, it is not necessary to get real close to spawn LVTs. At 15k, they spawn at the same position as they would if the fleet were just 5k out. Should the enemy base recover, having the fleet too close can get it sunk. So, keep it as distant as practical, remembering that these fights can be very fluid and the TG commander needs to be flexible to the needs of the attack and the pilots that are flying from the ship.

2) Keeping the CV alive and operational is the foremost goal of the TG commander. There are certainly circumstances that the commander cannot control or avoid, such as mass suicide Jabo attacks. All he can do is make sure that as many of the 5” gun positions are manned as is possible. Turning the fleet to avoid the Jabos is useless. So, don’t bother because it prevents takeoffs and landings, while making defensive gunnery difficult.
Being attacked by level bombers is another issue, here turning the fleet is essential to upsetting their bomb run. Likewise, the TG commander is responsible for providing those pilots who fly from the CV with a place they can rearm, refuel and retreat to should that be necessary. They are depending upon the TG commander not to make errors that leave them high and dry. On the other hand, the pilots need to realize that they have a responsibility to defend and protect the TG as well.

3) Use the map and radar effectively. Know where potential threats are at all times. Know where enemy reinforcements are likely to come from, and pay attention to the sea side, watching for low level air attacks or the appearance of an enemy fleet. Make note of enemy PT spawn points and avoid them.

4) When encountering an enemy fleet, call for gunners immediately. TG commanders should become proficient with the Cruiser’s 8” guns. In these fights, marksmanship is often the deciding factor. Concentrate on sinking the enemy Cruiser first, as this ship presents the greatest threat. Once the enemy Cruiser and CV are sunk, turn your TG away from the enemy to avoid the mob of PTs that will inevitably spawn. These PTs can then be picked off at leisure by the 5” gun batteries or fighters. Always position your TG so that the maximum number of guns can be brought to bear on the enemy TG. Always strive to steam your TG across the bow of the enemy, in the classic “crossing the T” manner. This minimizes the number of enemy guns, while maximizing your own. When the range drops below 17k try to have the port (left) side of your fleet towards the enemy. This allows all of the CV guns to be brought into play. Gunners in 5” gun mounts must divert fire from the enemy ships to attacking aircraft whenever they come within range. The primary ship killers are the 8” guns. Don’t berate your gunners if they prove to have poor marksmanship. This also has a learning curve. Eventually, they will develop the required accuracy. Give them an opportunity to do so. Educate gunners on how to use the map and W key to maximize their accuracy against shore targets. Keep a constant dialog running with gunners, sharing range information so that all guns can be effective. Encourage pilots to call shot fall, and listen to them when they recommend range corrections. Watch the text buffer.

5) Whenever possible, do not take a CV more than one sector from the nearest friendly airfield for a strike mission. TGs often require air cover beyond what they can provide themselves.

6) As the TG commander, you need to be with the TG at all times. It is best that you do not fly combat sorties, but remain with the ships. However, you can fly as part of the cap. I recommend flying an SBD, TBM or D3a, circling the fleet, flying in F3 mode. From here you can track the enemy attacks, observe torpedo threats and, when necessary, intercept low flying bombers and fighters. Just beware that friendly AI ack may shoot you down should you follow enemy aircraft into the defensive ack umbrella.

7) Do not allow friendly PTs to get between your guns and low flying enemy aircraft. Those PTs will detonate the proximity fuzes, effectively preventing the guns from killing the enemy. Ask PTs drivers to move away. Be polite, but if they don’t move, do whatever is required to get them moving on their way. Whether or not they realize it, they can put the TG in jeopardy. Explain why you need them to move. Most will understand if it is explained to them.

8) Avoid taking the TG on long cross-water excursions. This effectively takes the TG out of the battle for many hours (a typical example would be using the TG to strike at A21 on the Mindinao map. Use an under-dar mission for this, keep the TG near A22 to defend against the enemy TG and raids from A5.)

There is a lot more that can be discussed, but this is a reasonably good basic “primer” on CV operation, that hopefully will help the inexperienced avoid the learning curve mistakes that I, and others have made along the way.

My regards,

Widewing
« Last Edit: October 14, 2002, 10:20:18 AM by Widewing »
My regards,

Widewing

YGBSM. Retired Member of Aces High Trainer Corps, Past President of the DFC, retired from flying as Tredlite.

Offline Grimm

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Re: CV operational guidelines
« Reply #1 on: October 14, 2002, 12:16:18 PM »
Quote
Originally posted by Widewing
Several players have expressed their frustration of trying to learn how to properly operate a CV task group,

7) Do not allow friendly PTs to get between your guns and low flying enemy aircraft. Those PTs will detonate the proximity fuzes, effectively preventing the guns from killing the enemy. Ask PTs drivers to move away. Be polite, but if they don’t move, do whatever is required to get them moving on their way. Whether or not they realize it, they can put the TG in jeopardy. Explain why you need them to move. Most will understand if it is explained to them.

My regards,

Widewing


WidethWing,  

Some very good information.  Thanks

Could you explain #7 in a little more detail.  I dont really understand what happens in this situation.

Offline Widewing

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Re: Re: CV operational guidelines
« Reply #2 on: October 14, 2002, 12:42:53 PM »
Quote
Originally posted by Grimm


WidethWing,  

Some very good information.  Thanks

Could you explain #7 in a little more detail.  I dont really understand what happens in this situation.


Well, what happens is that the 5" guns shoot proximity fuzed rounds. These detonate when they near an object, any object. So, when PTs get between the guns and enemy aircraft, the shells detonate over the PTs and never reach the enemy planes. The same thing can happen when friendly aircraft get between the guns and the target. However, aircraft move much faster and usually are clear in seconds as opposed to slow moving PTs which can remain in the way for protracted periods.

My regards,

Widewing
My regards,

Widewing

YGBSM. Retired Member of Aces High Trainer Corps, Past President of the DFC, retired from flying as Tredlite.