Author Topic: task groups  (Read 208 times)

Offline ChuBBs

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« on: October 13, 2002, 01:43:01 PM »
Is there a way to have some1 take control of 1 that wont kill it. just now rook cv was sunk because of widewing. We told him to turn the cv because nme buffs ib and he just gave up command right as bomb droped. This is not the first time and not the last for sure. Also he never takes the blame  always blames the rooks.

Offline Innominate

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« Reply #1 on: October 13, 2002, 01:48:08 PM »
A higher ranked player can take command from a lower ranked one.

Offline Hornet

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« Reply #2 on: October 13, 2002, 01:51:26 PM »
I've always thought that HTC should assign some perk value to the task groups. Too often players use the task group for their own personal gain, there should at least be a perk point penalty for that type of behavior.
Hornet

Offline ChuBBs

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« Reply #3 on: October 13, 2002, 02:35:16 PM »
not many outrank him cuz no 1 sits in a gun as long as he does he gets 20kills and lets cv hangin

Offline Widewing

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« Reply #4 on: October 13, 2002, 07:19:19 PM »
Quote
Originally posted by ChuBBs
not many outrank him cuz no 1 sits in a gun as long as he does he gets 20kills and lets cv hangin


Here's a clue Chubby old boy, I manned a gun turret and shot down 4 formations of B-17s that would have sunk the CV in short order. Secondly, I had to log off and offered my turret to anyone who wanted it. It's not my fault you guys couldn't hit your tulips with a chair after I left.

You wrote this roadkill:
"Is there a way to have some1 take control of 1 that wont kill it. just now rook cv was sunk because of widewing. We told him to turn the cv because nme buffs ib and he just gave up command right as bomb droped. This is not the first time and not the last for sure. Also he never takes the blame always blames the rooks."

You Chubbs, are a damned liar. Let's ask Crashboy or Krat what happened, they were there. There were no bombers anywhere near the CV when I logged off, because I specifically waited until no enemy aircraft where within visual range, even as dots.

Are you jealous because I had the gun mount? Are you still pissed because I wouldn't let anyone use the CV like it was an LCM, and run it up on the beach? Are you annoyed because I took command after someone sailed the fleet through a PT spawn point 3 freakin' times?!

TGs are community assets, not for camping at spawn points so a guy can blast PTs for toejams and giggles. It is the responsibility of everyone to make sure the TG is not wasted by hair-brained individuals who figure that they saw a carrier on TV once, so they know what they're doing. Since I spend more than half of my time flying from CVs, you can bet your bellybutton that I will not let it get sunk through ignorance or recklessness.

I never interefere with someone in command of a CV unless it is clear that they are about to get it sunk. At that point, anyone interested in preserving the CV must step in. That goes for all countries. If they don't, not only is a significant amount of combat power lost, initiative may be lost and many countrymates find themselves far from an airfield, low on gas and ammo, while quickly being out-numbered. Those guys out there fighting the enemy depend on that CV when they need gas or ammo, or a place to escape to. Losing it foolishly, hurts them too.

How about this situation, we saw it at A22 today: One guy directs the CV NW, another jumps in and redirects it SE. The net result is that the TG goes around and around, with no one taking off or landing, and the gunners can't hit inbound attackers or enemy ships because their aspect is forever changing.

How about this: CV35 is critical to defending the west coast of the Mindanao map, especially A22. After we sink the enemy fleet with gunfire while a Rook attack recovered 22, I went elsewhere for a while. When I checked back to see how 22 was doing, I find some N00b has set course for A21, five sectors away. That means that the fleet will be utterly useless for hours, and nothing will be available to prevent the enemy fleet from capturing A22. Needless to say, the CV was redirected.

Now Chubbs, there's two things you lack. Knowledge of CV tactics in the MA and the rank to take and keep a TG. Based upon what I saw today, you won't have either in our lifetime.

Finally a message to those dorks who feel they have to shoot at every friendly aircraft around a CV for their own amusement. For many pilots, getting a fast and heavy fighter like an F4U aboard the carrier is difficult enough without having their vision obscured by flak bursts, so knock it off please. Practice in the TA.

Widewing
My regards,

Widewing

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

Offline ChuBBs

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« Reply #5 on: October 14, 2002, 03:38:44 AM »
i was with crashboy and all those guys on there channel they are tired of it too how bout letting the others have it for a week. Its hard to learn what to do and not to do when u cant control a ship at all. my rank is 449 last i checked  if i wouldnt have ever been told to auger it would be better. and i see u didnt mention what i said later  that i was sorry for the way i acted cuz i was frustrated. but i see u dont forgive any1.

Offline Widewing

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« Reply #6 on: October 14, 2002, 09:39:33 AM »
Quote
Originally posted by ChuBBs
i was with crashboy and all those guys on there channel they are tired of it too how bout letting the others have it for a week. Its hard to learn what to do and not to do when u cant control a ship at all. my rank is 449 last i checked  if i wouldnt have ever been told to auger it would be better. and i see u didnt mention what i said later  that i was sorry for the way i acted cuz i was frustrated. but i see u dont forgive any1.


You are forgiven! We often say and write things in the heat of the moment that are over the top.

I need to begin by apologizing for overreacting. Sometimes I go a bit overboard too.

Secondly, you are correct that learning how to properly manage a TG takes experience, and that is difficult to obtain when the high-ranking players dominate them. However, that is inevitable when that TG is critical to the outcome of the game.

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:

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.

There is a lot more that can be discussed, but this is a reasonably good “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
My regards,

Widewing

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