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General Forums => Wishlist => Topic started by: Arlo on January 11, 2015, 02:20:23 PM

Title: Two More CVs, Four Battleships
Post by: Arlo on January 11, 2015, 02:20:23 PM
Event worthy. Could also change the complexion of the MAs.

(http://i1197.photobucket.com/albums/aa433/arloguh03/Shokaku001_zps84191307.png~original)

Shokaku class - IJN (http://en.wikipedia.org/wiki/Japanese_aircraft_carrier_Sh%C5%8Dkaku)

(http://i1197.photobucket.com/albums/aa433/arloguh03/Illustrius001_zps4028aa60.png~original)

Illustrious class - UK (http://en.wikipedia.org/wiki/Illustrious-class_aircraft_carrier)

(http://i1197.photobucket.com/albums/aa433/arloguh03/BB_55_N_Carolina001_zpsf7134297.png~original)

North Carolina class - U.S. (http://en.wikipedia.org/wiki/North_Carolina-class_battleship)

(http://i1197.photobucket.com/albums/aa433/arloguh03/Nagato001_zps46c2ff44.png~original)

Nagato class - IJN (http://en.wikipedia.org/wiki/Nagato-class_battleship)

(http://i1197.photobucket.com/albums/aa433/arloguh03/BB_KGV001_zps7e5e738e.png~original)

King George V class - UK (http://en.wikipedia.org/wiki/King_George_V-class_battleship_%281939%29)

(http://i1197.photobucket.com/albums/aa433/arloguh03/Bismark001_zps4efb961c.png~original)

Bismark class - Germany (http://en.wikipedia.org/wiki/German_battleship_Bismarck)

In events, they'll add immersion and the Battleships might finally match up for a fight. In the main, it would add a slug-fest at sea and make shore landings more resilient.

Put a CV and a BB in every TF (matching nationalities - U.S., Japanese, British). Leave the Bismark class out of MA TFs or ... make it a 2 BB TF (Bismark and Tirpitz).

Have ports rotate what type of fleet pops up again when a fleet sinks. Randomize the initial fleets (my apology to the coders in advance).
Title: Re: Two More CVs, Four Battleships
Post by: Lusche on January 11, 2015, 02:29:59 PM
 We'd need a proper modeling for bombs, i.e. AP bombs need a certain speed (=altitude) to actually penetrate the deck armor, while HE bombs will not and only destroy equipment  :old:
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 11, 2015, 02:33:33 PM
We'd need a proper modeling for bombs, i.e. AP bombs need a certain speed (=altitude) to actually penetrate the deck armor, while HE bombs will not and only destroy equipment  :old:

Dive-bombing also produces speed.

Also ....

The following planes have AP bombs in the game:

B5N2
D3A1
FW190F8 (semi)
G4M1
Ju87D3
ME410 (semi)
SBD5

Are you saying they are just 'AP' (or 'SAP') in name or are you saying that you want the game to recognize the speed on impact?
Title: Re: Two More CVs, Four Battleships
Post by: Chalenge on January 11, 2015, 04:00:35 PM
As much as I would like to see it this runs the risk of raising a few issues we don't need in AH. It would be great for specific scenarios, but really the Bismarck was out of action before it really had an effect at all on the war, and aside from that specific ship types don't matter. A generic carrier is as good as anything except for historical reenactments. Submarines would be a much more effective addition.
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 11, 2015, 06:18:07 PM
As much as I would like to see it this runs the risk of raising a few issues we don't need in AH. It would be great for specific scenarios, but really the Bismarck was out of action before it really had an effect at all on the war, and aside from that specific ship types don't matter. A generic carrier is as good as anything except for historical reenactments. Submarines would be a much more effective addition.

The Bismark isn't on the top of my list for a reason. But it would make for a fun one-shot (this day?) event (Sink the BISMARK!). The two BB TF in the MA was an afterthought, as well.

Submarines would be coding a completely new game which, unfortunately, is already in existence. Sub sims are, by nature, long patrol simulations (with time compression between encounters). AH doesn't lend itself to such. AH is more of a constant action format. Heck, players complain about flight time to action as it is. There is no time compression in AH, there's only reduced scale. The only way I can see submarines in AH would be as AI. Still, even making them run patrols to intercept task forces would add little to the game other than making players angry that a task force was hit by an AI sub instead of at least becoming a surface ship on surface ship action. And if it wasn't AI? It would merely be 'fleet camping.'

Which .... brings us back to offering more options in surface fleet vs surface fleet. Saying 'generic ships are good enough' is kinda like saying 'generic tanks are good enough' or 'generic planes are good enough' (the carrier in AH isn't really generic, nor is the cruiser, iirc, one is based on the Essex class and the other on the Baltimore class, I believe). Besides, wouldn't it depend on individual perspective when it comes to what's 'good enough' (I'd settle for the first ship on the list, not generic).
Title: Re: Two More CVs, Four Battleships
Post by: mbailey on January 11, 2015, 08:24:31 PM
If this wish came true I fear I'd never get anything done around the house. I'm a junkie when it comes to anything naval warfare oriented....given how well HTC models the aircraft here, if they added a serious naval game on top of it, I'd fear for my marriage.   :lol
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 11, 2015, 08:59:32 PM
If this wish came true I fear I'd never get anything done around the house. I'm a junkie when it comes to anything naval warfare oriented....given how well HTC models the aircraft here, if they added a serious naval game on top of it, I'd fear for my marriage.   :lol

It's the holy grail of married gamers to get their spouses just as addicted to the game, ain't it? ;) (Of course, laundry piles up, the trash piles up, the dishes pile up, we go broke eating out more.)

(P.S. The wife signed the family up for German language lessons every Saturday through May. We did make sure it didn't interfere with the scenario, though. Wife loves me even when she pries me away - like I play that much.)  :D
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 11, 2015, 10:05:27 PM
Now here's something that the coders may not appreciate about this idea. Adding rangefinders and fire directors:

(http://i1197.photobucket.com/albums/aa433/arloguh03/rangefinder_cutaway_zps5587d74e.png~original)

(http://i1197.photobucket.com/albums/aa433/arloguh03/rangefinder_crew_zps51b1c0de.png)

I modified an image from another game to portray what I think a simplified ranger finder in the fire control director seat might look like in AH III (For the North Carolina class):

(http://i1197.photobucket.com/albums/aa433/arloguh03/BB_Rangefinder_Not_Lined_up_zps34841c11.jpg~original)

(http://i1197.photobucket.com/albums/aa433/arloguh03/BB_Rangefinder_Lined_up_zps9408f7b0.jpg)
Title: Re: Two More CVs, Four Battleships
Post by: mthrockmor on January 11, 2015, 10:14:04 PM
My dad was a range finder for the 5" secondary on the USS St Paul (CA-73) during the Korean War.

I know this is a bad question but in a slug out, which of these battlewagons has the advantage? I go with either the North Carolina or the Bismarck. I say this for the simple reason I've read that the North Carolina was a very stable platform, which lent to greater accuracy. The Bismarck had a great armor design. In all cases the classic rule of 'being lucky over good any day' applies.

Thoughts?

boo

PS +1 for expanding the naval assets. I would love to see convoys, LSTs, etc.
Title: Re: Two More CVs, Four Battleships
Post by: cobia38 on January 11, 2015, 10:25:24 PM
 NC had radar guided fire control,bismark would be no match.
 oh and as long as we add other country vessels,lets make sure the AAA is modeled correctly for each. IE japan did not have proxie fuze
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 12, 2015, 06:06:40 AM
NC had radar guided fire control,bismark would be no match.
 oh and as long as we add other country vessels,lets make sure the AAA is modeled correctly for each. IE japan did not have proxie fuze

Shermans are 'no match' for Panzers. The NC also had visual FC (all the BBs on the list did). And Japan did have a proxie fuse, it just wasn't radio proxie. A lot of things aren't modeled in the game to reflect every single technical advantage each side did or did not have in WWII. All of this can be modeled without the redundancy (even if advantageous). A 'Sink the Bismark' one frame event would not feature the North Carolina. Those two specific ships meeting up in the MA (if the Bismark is active there) would be happenstance if the fleet spawning was randomized (and there likely wouldn't be fog banks there for the Bismark to hide in, highlighting the most advantageous environment for radar range-finding).

'Captain, radar is down!'

'How is the weather?'

'Unlimited visibility.'

'Bridge to fire control. Do you have the enemy sighted?'

'Aye. Forty thousand yards and closing.'

'Fire when within range.'
Title: Re: Two More CVs, Four Battleships
Post by: Karnak on January 12, 2015, 06:31:03 AM
My dad was a range finder for the 5" secondary on the USS St Paul (CA-73) during the Korean War.

I know this is a bad question but in a slug out, which of these battlewagons has the advantage? I go with either the North Carolina or the Bismarck. I say this for the simple reason I've read that the North Carolina was a very stable platform, which lent to greater accuracy. The Bismarck had a great armor design. In all cases the classic rule of 'being lucky over good any day' applies.

Thoughts?

boo

PS +1 for expanding the naval assets. I would love to see convoys, LSTs, etc.
The Nagato was the first 16" gunned BB and probably the most powerful ship in the world when launched, but she is 20 years older than the other three.  KGV has good armor, but her guns are only 14".  Probably North Carolina followed by Bismark, then perhaps Nagato due to punch and last KGV.
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 12, 2015, 06:50:32 AM
Technical data for the guns: http://www.navweaps.com/

Some battleships comparisons by a fan of such (granted, not specifically all of the ships I listed): http://www.combinedfleet.com/baddest.htm
Title: Re: Two More CVs, Four Battleships
Post by: Mister Fork on January 12, 2015, 11:13:52 AM

'Captain, radar is down!'

'How is the weather?'

'Unlimited visibility.'

'Bridge to fire control. Do you have the enemy sighted?'

'Aye. Forty thousand yards and closing.'

'Fire when within range.'
I think you are onto something there Arlo - when radar is down, radar range should be equal to current visibility no? Every airport and ship had spotters - so if electric radar went down, wouldn't the manual method of aircraft tracking take precedence?
Title: Re: Two More CVs, Four Battleships
Post by: mthrockmor on January 12, 2015, 01:51:36 PM
When it comes to ranging for mainguns, I've long loved the idea of allowing TBMs to call in fire.

Imagine a TBM turning circles at 15k, a few miles off the beach. The TBM is able to take control of the main guns (or at least one turret) of our cruiser. They can then call in and adjust fire for effect.

Allowing this would allow over the horizon bombardments and require a greater amount of teamwork for a squadron. Among other things an attacking group would be wise to keep a Division of Hellcats in BARCAP for the TBM.

Dare to dream...

boo
Title: Re: Two More CVs, Four Battleships
Post by: mthrockmor on January 12, 2015, 01:54:20 PM
Dive-bombing also produces speed.

Also ....

The following planes have AP bombs in the game:

B5N2
D3A1
FW190F8 (semi)
G4M1
Ju87D3
ME410 (semi)
SBD5

Are you saying they are just 'AP' (or 'SAP') in name or are you saying that you want the game to recognize the speed on impact?

I would like the Fw-190F8 to get a time delayed bomb. In real life, I've read that F8 pilots would zoom around the battlefield at tree top level. They would spot enemy armor, fly right at them and as soon as the tank disappeared over their cowling view they would drop the bomb. So long as they were lined up it was almost always a catastrophic hit. This was true only with a time delayed fuze, otherwise the explosion would also kill the F8.

I've done this in LW and run into killing myself every time. Give us a time delayed...!

boo
Title: Re: Two More CVs, Four Battleships
Post by: Zimme83 on January 12, 2015, 04:04:29 PM
When it comes to ranging for mainguns, I've long loved the idea of allowing TBMs to call in fire.

Imagine a TBM turning circles at 15k, a few miles off the beach. The TBM is able to take control of the main guns (or at least one turret) of our cruiser. They can then call in and adjust fire for effect.

Allowing this would allow over the horizon bombardments and require a greater amount of teamwork for a squadron. Among other things an attacking group would be wise to keep a Division of Hellcats in BARCAP for the TBM.

Dare to dream...

boo

Well, nothing really stops u, in theory, just up a TBM and start circling. Problem is that with the present game modeling its no real advantage to do that because it will alert the enemy about the present of a CV. But pilots (trying to) guide the 8inchers is not that uncommon in the game, problem is that no one has any procedures to do it so the effect is limited.
Title: Re: Two More CVs, Four Battleships
Post by: bustr on January 12, 2015, 04:49:05 PM
Arlo,

So we get CV and fighting ships for the different countries. Then you will find out what planes are really popular by which CV groups get used to attack fields in the MA. I don't think I want to up from a Japanese fleet against MA land based uber rides. Or was your intention to still have the polyglot offering of rides from all country's CV?

By the way, we need the Swordfish for the fun mission factor. The Firefly will just make people whine about 4 hisso dweebs HOing. But then we do have the 4 hisso Seahurri....... :rolleyes:
Title: Re: Two More CVs, Four Battleships
Post by: ML52 on January 12, 2015, 05:15:15 PM
I think adding cargo or troops ships that need to be guarded would give the BB's something to do as well as more to be attacked.
Title: Re: Two More CVs, Four Battleships
Post by: mbailey on January 12, 2015, 05:38:04 PM
When it comes to ranging for mainguns, I've long loved the idea of allowing TBMs to call in fire.

Imagine a TBM turning circles at 15k, a few miles off the beach. The TBM is able to take control of the main guns (or at least one turret) of our cruiser. They can then call in and adjust fire for effect.

Allowing this would allow over the horizon bombardments and require a greater amount of teamwork for a squadron. Among other things an attacking group would be wise to keep a Division of Hellcats in BARCAP for the TBM.

Dare to dream...

boo

I listened to 2 guys n game do just that. One was circling the other was calling his shots.....they must have done it as a team quite a bit as the spotter walked his shots right in, it was really a sight to see.  The immersion factor was nothing short of awesome.
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 12, 2015, 05:42:33 PM
ML52, most convoys, troop, cargo or otherwise, were generally protected by DDs and DEs. Battlewagons were not as plentiful and were used to escort CVs, bombard the shore and be there to duke it out with other BBs, should they appear and threaten the weaker ships (though that became a rarity - the IJN seemed to do their level best to avoid putting their BBs in harm's way from mid war on).

Buster! You bring up an interesting point. Should the U.S., Japanese and British CVs only carry their respective aircraft in the MA? Well, I suppose they could still all carry anything that sports a hook unless in an actual event (where they would shine in their differences and immersive qualities). The BBs, though, would bring more battle to a water map. As I mentioned before, it would be nice to have the types of TFs rotate when spawning, perhaps even have one port spawn in one order of rotation and another in a different order. That would guarantee a potential different type of face-off every time. (And my wish slips down the slippery slope of coding complexity).

Fork! You `ol scallywag! I wouldn't have made such a correlation (fire control vs. air traffic control) but I suppose you could be right. I think I'd have to defer to Earl or someone else here that has more insight, regarding. But I've always thought the objections of one side or another having an additional layer of technical advantage, when it comes to adding larger ship classes, as not as much of an obstacle as it may be made out to be. We heard the same thing about the Sherman tank (it doesn't stand a chance against a Panzer, why model it?) and the inverse regarding the B-29 (if we model it, we'd have to model the atom bomb! After all, that was the purpose of the Superfortress!*). AH has always been a bit of compromise. Even events aren't 'reenactments.' It's perfectly fine not to model radar fire control (just as it's perfectly fine to model 'dar' availability for every player's cockpit. Whatever makes the game balances and fun.

mthrockmor, I agree, delayed fuses would be very interesting (and may have been what Snailman was alluding to, as well).

I've said, time and again, that I enjoy the game just as it is (and I do). If this wish never comes to pass I can still enjoy a conversation of what if (which is what I'm doing). But I do admit that if just the Japanese CV, U.S. BB and Japanese BB are modeled, it would lend itself to Pac fan players (and event CMs) having a ball. (IMO)  :D
Title: Re: Two More CVs, Four Battleships
Post by: Volron on January 12, 2015, 06:12:27 PM
I listened to 2 guys n game do just that. One was circling the other was calling his shots.....they must have done it as a team quite a bit as the spotter walked his shots right in, it was really a sight to see.  The immersion factor was nothing short of awesome.

A fellow CJ and I did this a couple years ago.  I had just got done dropping my ords from my 234 when he told me he was shelling the field.  So I just circled the field and spotted for him.  It was friggen awesome! :x  He'd always call out "Shot.", which made it very much easier to tell which were his vs the other two guys who were in the other turrets.  During this, he told me that if he scores a hit on target, to call a final correction, then call "fire for effect".  Then he's just keep shelling the hell out of the hanger until I called down, or until he had to readjust due to CV maneuvering.  "Correct: L 100; IN: 500."  *Shot.*  "Correct: R25; IN: 25. Fire for effect."
Title: Re: Two More CVs, Four Battleships
Post by: mbailey on January 13, 2015, 09:47:59 AM
A fellow CJ and I did this a couple years ago.  I had just got done dropping my ords from my 234 when he told me he was shelling the field.  So I just circled the field and spotted for him.  It was friggen awesome! :x  He'd always call out "Shot.", which made it very much easier to tell which were his vs the other two guys who were in the other turrets.  During this, he told me that if he scores a hit on target, to call a final correction, then call "fire for effect".  Then he's just keep shelling the hell out of the hanger until I called down, or until he had to readjust due to CV maneuvering.  "Correct: L 100; IN: 500."  *Shot.*  "Correct: R25; IN: 25. Fire for effect."

Bet it was you gents as what you wrote was exactly what I was hearing  :aok
Title: Re: Two More CVs, Four Battleships
Post by: Volron on January 13, 2015, 01:35:49 PM
Bet it was you gents as what you wrote was exactly what I was hearing  :aok

Believe me, it was a blast. :rock


To get this back on topic:

OH YES, OH YES!!!  I wants me some Shokaku and Nagato love! :x
Title: Re: Two More CVs, Four Battleships
Post by: F77 on January 13, 2015, 02:05:38 PM
Love the Lusty - HMS Illustrious.  Now here's a question, with armoured flight decks the Illustrious class could take a lot more punishment than their US counterparts - would you model this?
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 13, 2015, 02:27:16 PM
Love the Lusty - HMS Illustrious.  Now here's a question, with armoured flight decks the Illustrious class could take a lot more punishment than their US counterparts - would you model this?

I wouldn't mind it being modeled that way if the AP ord can be tweaked like Snail and Throck suggested.
Title: Re: Two More CVs, Four Battleships
Post by: Mister Fork on January 13, 2015, 02:33:17 PM
Love the Lusty - HMS Illustrious.  Now here's a question, with armoured flight decks the Illustrious class could take a lot more punishment than their US counterparts - would you model this?
Yes - you can easily adjust the hardness of ships as long as it's treated as a separate object in the game administration.  Right now all ships have a standard hardness which we can adjust accordingly in our arena settings both in game and object settings (two places).

So - yes but it depends.
Title: Re: Two More CVs, Four Battleships
Post by: Auger on January 13, 2015, 03:32:54 PM
If we're going to have the Bismarck, we absolutely need this:

(http://www.uh.edu/engines/faireyswordfishb&w.jpg)
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 13, 2015, 03:38:57 PM
If we're going to have the Bismarck, we absolutely need this:

(http://www.uh.edu/engines/faireyswordfishb&w.jpg)

If we add an Italian BB, even more so. +1, serious or not.  :)
Title: Re: Two More CVs, Four Battleships
Post by: F77 on January 13, 2015, 04:55:30 PM
Battle of Taranto anyone?  :cool:
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 13, 2015, 05:53:30 PM
Battle of Taranto anyone?  :cool:

Prezactly. (Though the Italian BBs could be done as terrain objects.)
Title: Re: Two More CVs, Four Battleships
Post by: Guppy35 on January 14, 2015, 01:53:23 AM
At least go with the BBs that fit best with the game Arlo :)

USS California and the other clipper bow BBs.  Then you've got Pearl covered as well as all the shore bombardment those BBs did during the war.  And finally you've got the last BBs to engage in a surface action at Surigo Straight (sp)

Gotta love the look of those clipper bows, even in high seas

(http://i152.photobucket.com/albums/s199/guppy35/California-1.jpg)
Title: Re: Two More CVs, Four Battleships
Post by: mbailey on January 14, 2015, 05:50:53 AM
At least go with the BBs that fit best with the game Arlo :)

USS California and the other clipper bow BBs.  Then you've got Pearl covered as well as all the shore bombardment those BBs did during the war.  And finally you've got the last BBs to engage in a surface action at Surigo Straight (sp)

Gotta love the look of those clipper bows, even in high seas

(http://i152.photobucket.com/albums/s199/guppy35/California-1.jpg)

The more the merrier.  God I love the lines on the clipper bow Design.
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 14, 2015, 06:52:21 AM
At least go with the BBs that fit best with the game Arlo :)

USS California and the other clipper bow BBs.  Then you've got Pearl covered as well as all the shore bombardment those BBs did during the war.  And finally you've got the last BBs to engage in a surface action at Surigo Straight (sp)

Gotta love the look of those clipper bows, even in high seas

(http://i152.photobucket.com/albums/s199/guppy35/California-1.jpg)

Which version of the California gets modeled?

(http://www.warart.com/images/products/251_large_image.jpg)
Title: Re: Two More CVs, Four Battleships
Post by: wpeters on January 14, 2015, 10:55:58 AM
Which version of the California gets modeled?

(http://www.warart.com/images/products/251_large_image.jpg)
Definitely number 2
Title: Re: Two More CVs, Four Battleships
Post by: Patt2014 on January 14, 2015, 12:26:04 PM
Far too easy to sink the battle groups. Even a noob like me has done it and survived. They need more picket ships further out at least or remove the grog barrels from  gunner crew access.
Title: Re: Two More CVs, Four Battleships
Post by: Rich46yo on January 14, 2015, 01:22:23 PM
Honestly I think "other" CVs and BBs are a pretty dang good idea. :aok
Title: Re: Two More CVs, Four Battleships
Post by: Mongoose on January 14, 2015, 10:56:39 PM
Far too easy to sink the battle groups. Even a noob like me has done it and survived.

  Not if someone is in a manned gun.  A group of us was trying to kill a CV a couple of weeks ago, and a couple of good gunners in manned guns kept knocking our planes down.

 
Title: Re: Two More CVs, Four Battleships
Post by: Guppy35 on January 14, 2015, 11:00:19 PM
Which version of the California gets modeled?

(http://www.warart.com/images/products/251_large_image.jpg)

2 as the Pearl version is just one day, the other is the one that did all the damage.   Throw in the West Virginia with the twin 16 inch turrets too.  She scored on her first shot at a Japanese BB.  Talk about payback :)
Title: Re: Two More CVs, Four Battleships
Post by: MK-84 on January 15, 2015, 07:08:10 PM
What makes a clipper bow, well a clipper bow?
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 15, 2015, 07:38:17 PM
The shape.

(http://model-ship-plans.com/Clippers/10.jpg)
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 15, 2015, 07:45:31 PM
2 as the Pearl version is just one day, the other is the one that did all the damage.   Throw in the West Virginia with the twin 16 inch turrets too.  She scored on her first shot at a Japanese BB.  Talk about payback :)

What one class of BB would you pare it all down to? Bear in mind, the Nagato had 16" guns. The ships won't be identical (USN, IJN, RN, etc.).
Should we try to balance the firepower of the main batteries somewhat, though? Individual gun range and power, number of guns, guns to bear side fore and aft, armor?
Title: Re: Two More CVs, Four Battleships
Post by: Guppy35 on January 15, 2015, 08:08:38 PM
What one class of BB would you pare it all down to? Bear in mind, the Nagato had 16" guns. The ships won't be identical (USN, IJN, RN, etc.).
Should we try to balance the firepower of the main batteries somewhat, though? Individual gun range and power, number of guns, guns to bear side fore and aft, armor?

I'm sure that others would look at it in terms of sea battles but in my ideal AH world it would be jeep carriers, destroyers and destroyer escorts along with the pre-war BBs that were used for supporting the invasion forces.

But that's more the MA world.  I suppose for events having fast carriers, BBs, cruisers and destroyers would make more sense.  I suppose the Washington, South Dakota type BBs and similar Japanese versions along with Japanese carriers would open things up.
Title: Re: Two More CVs, Four Battleships
Post by: F77 on January 16, 2015, 06:40:53 AM
Rather than Bismark, how about Scharnhorst and Gneisenau for the German fleet, alternatives for British could be Repulse/Renown or Queen Elizabeth class?  Illustrious is a definite for the British carrier.
Title: Re: Two More CVs, Four Battleships
Post by: Karnak on January 16, 2015, 08:14:04 AM
Rather than Bismark, how about Scharnhorst and Gneisenau for the German fleet, alternatives for British could be Repulse/Renown or Queen Elizabeth class?  Illustrious is a definite for the British carrier.
Battlecruisers don't stand up to battleships very well.

I suspect Arlo's goal was to suggest a list of BBs that were, relatively, equal.  I do think the California would fit that better than the South Dakota.  If we were to get a single BB to add the option of a BB centered fleet in addition to our CV centered fleet the obvious choices are South Dakota or Iowa classes.  If HTC wanted to bite off a bit more and introduce a new DD and CA at the same time then Yamato or Nagato class might work with a Takao class CA and some Akizuki class DDs as escorts.

If DDs as player controlled units ever happen I'd hope for the initial two to be Fletcher class and Akizuki class.
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 16, 2015, 06:51:43 PM
Battlecruisers don't stand up to battleships very well.

I suspect Arlo's goal was to suggest a list of BBs that were, relatively, equal.  

Spot on.

I do think the California would fit that better than the South Dakota.  If we were to get a single BB to add the option of a BB centered fleet in addition to our CV centered fleet the obvious choices are South Dakota or Iowa classes.  If HTC wanted to bite off a bit more and introduce a new DD and CA at the same time then Yamato or Nagato class might work with a Takao class CA and some Akizuki class DDs as escorts.

If DDs as player controlled units ever happen I'd hope for the initial two to be Fletcher class and Akizuki class.

Finding parity while staying true to each ship's uniqueness is a tough row to hoe. I've already suggested that some historical advantages need not be modeled. At the same time, 16" guns facing 14" guns have an advantage, as do the number of guns that can be brought to bear at any given angle and the armor of each respective ship and the speed and turning capability (at various speeds). There will be differences.

I used to not give much call for individual ship control but I think it could get quite interesting if friendly (and enemy) collisions are modeled. Of course, one may bring up the possibility of griefers running willy nilly ramming friendly ships. Perhaps that's a setting best left for events? But I could see a place for task forces that sport both a CV and BB splitting up to handle things. Perhaps an enemy BB is spotted out ahead and the CV lays back while launching aircraft ahead to support the BB (and cruiser?) that is going ahead to handle business. Perhaps the enemy CV has the same idea. Perhaps the player taking command of the TF can select (via boxes) what ships can be independently commanded by other players? (I'm sliding down the 'recommending stuff that takes more and more coding slope.')

Honestly, I have nothing against the BBs built in the previous war or during the inter-war period taking precedence. I'd just like to see parity while suggesting the fewest ships to model. The six ship classes I've suggested could take a while to model. They likely wouldn't be released all at once. They may not be the best choices, at all. If they aren't a big hit then modeling and releasing more isn't likely (WWI didn't create enough following to inspire HTC to invest more time and energy in it, apparently).
Title: Re: Two More CVs, Four Battleships
Post by: Guppy35 on January 16, 2015, 06:57:13 PM
Let's keep it simple.  Nagato, Prince of Wales, Washington, Bismarck
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 16, 2015, 09:15:32 PM
Let's keep it simple.  Nagato, Prince of Wales, Washington, Bismarck


And a couple of CVs? Or no?  :)
Title: Re: Two More CVs, Four Battleships
Post by: Guppy35 on January 16, 2015, 09:23:16 PM
Yorktown class, Akagi, Illustrious and a CVE should do it :)
Title: Re: Two More CVs, Four Battleships
Post by: Phoenix3107 on January 16, 2015, 10:50:22 PM
Illustrious, Soryu, King George V, Bismarck, South Dakota, Kongo.

Also, changing the cruisers, to a Mogami or Cleveland class.

DD's, the Fletcher, Allen M. Summer, Akizuki, Fubuki.

Title: Re: Two More CVs, Four Battleships
Post by: Karnak on January 16, 2015, 10:53:46 PM
Illustrious, Soryu, King George V, Bismarck, South Dakota, Kongo.
As stated earlier, battlecruisers do not stand up to battleships very well.  Only Japanese options are Nagato class or Yamato class.  All other Japanese BBs are actually modified BCs.
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 17, 2015, 12:22:14 AM
A pretty nice link to ONI profiles for comparison: http://www.coatneyhistory.com/drawings.htm

ONIs on Wiki commons: http://commons.wikimedia.org/w/index.php?search=oni+ship&title=Special%3ASearch&go=Go&uselang=en

(http://upload.wikimedia.org/wikipedia/commons/a/a5/ONI-Nagato-class.jpg)

(http://upload.wikimedia.org/wikipedia/commons/7/7d/ONI-Ise-classDrawing.jpg)

(http://upload.wikimedia.org/wikipedia/commons/archive/e/ef/20070811094205%21Oni-Kongo.jpg)
Title: Re: Two More CVs, Four Battleships
Post by: Chalenge on January 17, 2015, 01:26:07 AM
Submarines would be coding a completely new game which, unfortunately, is already in existence. Sub sims are, by nature, long patrol simulations (with time compression between encounters). AH doesn't lend itself to such. AH is more of a constant action format. Heck, players complain about flight time to action as it is. There is no time compression in AH, there's only reduced scale. The only way I can see submarines in AH would be as AI. Still, even making them run patrols to intercept task forces would add little to the game other than making players angry that a task force was hit by an AI sub instead of at least becoming a surface ship on surface ship action. And if it wasn't AI? It would merely be 'fleet camping.'

Unfortunately, you forget we do have time compression.  HTC calls them spawn points.
Title: Re: Two More CVs, Four Battleships
Post by: Volron on January 17, 2015, 03:53:26 AM
Unfortunately, you forget we do have time compression.  HTC calls them spawn points.

 :lol
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 17, 2015, 08:37:06 AM
Unfortunately, you forget we do have time compression.  HTC calls them spawn points.

That may be similar to you, not so much to me (even attempted tongue-in-cheek). A good submarine simulation (the consensus on SubSim (http://www.subsim.com/radioroom/index.php)) is all about finding the enemy, positioning for the attack, evading the anti-sub escorts (if there are any), rinse-repeat with 90% of your time on the find part (that includes travel to the designated patrol area but also patrolling said area). Depth charge attacks on your noggin could take hours, as well. If you can see that practically added to AHIII, I surely can't (even with my daydream of more surface warfare options).  :cheers:
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 17, 2015, 11:25:13 AM
Some informational youtube videos on various ships: https://www.youtube.com/user/navyreviewer/videos

Basically some stills and a read description of the ship specs, background and history (a bit dry and monotone with some words mispronounced but still informative).
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 18, 2015, 06:37:15 PM
Another interesting amateur battleship source: http://www.voodoo-world.cz/battleships/
Title: Re: Two More CVs, Four Battleships
Post by: Muzzy on January 21, 2015, 02:28:06 PM
I like the idea of varying the skins for ships, so +1 for that. However the BB's should be modeled on ships that historically screened the CV's, or were at least fast enough to do so. Bismarck, Hiei, Washington, SoDak and KGV would fit, but California and her contemporaries would not.
Title: About our cruiser - U.S.S. Pittsburgh (Baltimore class)
Post by: Arlo on January 21, 2015, 02:50:15 PM
(http://i1197.photobucket.com/albums/aa433/arloguh03/AH_Pitt_CA_zps361793e0.png~original)

(http://upload.wikimedia.org/wikipedia/commons/f/fd/USS_Pittsburgh_%28CA-72%29_Radar.jpg)

Class & type:    Baltimore-class cruiser

Displacement:    13,600 long tons (13,818 t)
Length:    673 ft 5 in (205.26 m)
Beam:    70 ft 10 in (21.59 m)
Draft:    20 ft 6 in (6.25 m)
Speed:    33 knots (61 km/h; 38 mph)
Complement:    1,142 officers and enlisted

Main Armament:    
9 × 8 in (203 mm)/55 cal guns

Secondary Armament:
12 × 5 in (127 mm)/38 cal guns

Tertiary Armament:
48 × Bofors 40 mm guns
22 × Oerlikon 20 mm cannons

Aircraft carried:    4

(From Wikipedia)

World War II, 1944–1945

Pittsburgh trained along the east coast and in the Caribbean until departing Boston on 13 January 1945 for duty in the Pacific. After calling in Panama and final gunnery exercises in the Hawaiians, she joined TF 58 at Ulithi on 13 February, assigned to TG 58.2 formed around the aircraft carrier Lexington (CV-16).

Iwo Jima

The force sortied on 10 February to prepare the way for the assault on Iwo Jima. Carrier air strikes against airfields near Tokyo on 16 and 17 February limited Japanese air response to the initial landings on 19 February. That day planes from Pittsburgh's group began direct support to Marines fighting to overcome fierce Japanese resistance on the island. Final strikes against Tokyo's environs on 25 February and 1 March against the Nansei Shoto completed this operation.

The force sailed from Ulithi on 14 March to pound airfields and other military installations on Kyūshū on 18 March, and again the next day. The Japanese struck back at dawn on the 19th, with an air raid which set the carrier Franklin (CV-13) ablaze, her decks utter chaos and power lost. Pittsburgh dashed to the rescue at 30 knots (56 km/h). After saving 34 men from the water, Pittsburgh, with the light cruiser Santa Fe (CL-60), performed an outstanding feat of seamanship in getting a tow line on board the flaming carrier. Pittsburgh then began the agonizingly slow task of pulling the carrier to safety, as the flattop's crew struggled to restore power. Twice gunning off enemy air attacks attempting to finish Franklin, the cruiser continued her effort until noon, on 20 March when Franklin was able to cast off the tow and proceed, albeit slowly, under her own power. Capt. Gingrich had remained at the conn for 48 hours during the situation.

Okinawa

Between 23 March and 27 April, Pittsburgh guarded the carriers as they first prepared for, then covered and supported, the invasion of Okinawa. Enemy airfields were interdicted, and the troops given direct aid from the carriers. Pittsburgh repelled enemy air attacks and launched her scout planes to rescue downed carrier pilots. After replenishing at Ulithi, the force sortied once more on 8 May to attack the Nansei Shoto and Southern Japan in the continuing fight for Okinawa.

Damaged by a typhoon

On 4 June, Pittsburgh began to fight a typhoon which by early next day had increased to 70-knot (130 km/h) winds and 100-foot (30 m) waves. Shortly after her starboard scout plane had been lifted off its catapult and dashed onto the deck by the wind, Pittsburgh's second deck buckled, her bow structure thrust upward, and then wrenched free. Miraculously, not a man was lost. Now her crew's seamanship saved their own ship. Still fighting the storm, and maneuvering to avoid being rammed by the drifting bow-structure, Pittsburgh was held quarter-on to the seas by engine manipulations while the forward bulkhead was shored. After a seven-hour battle, the storm subsided, and Pittsburgh proceeded at 6 knots (11 km/h) to Guam arriving on 10 June. Her bow, nicknamed "McKeesport" (a suburb of Pittsburgh), was later salvaged by the tug Munsee (ATF-107) and brought into Guam.

With a false bow, Pittsburgh left Guam on 24 June bound for Puget Sound Navy Yard, arriving 16 July. Still under repair at war's end, she was placed in commission in reserve on 12 March 1946 and decommissioned on 7 March 1947. The typhoon damage also earned her the nickname "Longest Ship in the World" as literally thousands of miles separated the bow and stern.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Revive the dream.

"We've begun work on the ships.  Right now we're working on a PT boat and a carrier.  The fleet we're working on for 1.05 consists entirely of American ships.  Ships from other countries will be something we can work on in the future for use in historical terrains.  We have to  see how much work is involved in this first set of ships before we can plan that far ahead.  The fleet ships we're keeping as simple as we can.  While they will be player-controlled, it won't be as a helmsman.  That will be done by inputting waypoints for the fleet to sail to.  The player with the highest overall ranking will get precedence in positioning the fleet.  Players will also be able to man the guns for both anti-aircraft and shore bombardment.

The carrier that we're working on is an Essex class carrier.  After that, we'll start working on a Baltimore class cruiser.  The 8" guns on the cruiser will be the heavy bombardment weapon of the fleet.  If people like that aspect of the game, we'll probably follow up with a battleship.  For anti-aircraft, players will be able to control a variety of batteries ranging up to the 5" guns with VT fuzes."

http://bbs.hitechcreations.com/smf/index.php/topic,14707.0.html  (Pyro Nov. 3, 2000)

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on January 21, 2015, 03:17:36 PM
I like the idea of varying the skins for ships, so +1 for that. However the BB's should be modeled on ships that historically screened the CV's, or were at least fast enough to do so. Bismarck, Hiei, Washington, SoDak and KGV would fit, but California and her contemporaries would not.

I clocked our current TF speed at approx. 33 MPH or 28.7 knots. That's cruising speed (but for game purposes, only speed - may as well be top).

Bismark didn't have a CV to escort - however, in the MA, she might.

That leaves (give a couple knots):

German

Scharnhorst class - 31 knots

Bismark class - 30 knots

U.S.

North Carolina class - 28 knots

South Dakota class - 27.8 knots (erg, maybe)

Iowa class - 33 knots

I.J.N.

Kongo class - 30 knots

Nagato class - 26.5 knots (erg, make the cV zig zag more)

Yamato class - 27 knots (even it lagged)

R.N.

King George V - 28 knots

(It does limit selection.)
Title: Re: Two More CVs, Four Battleships
Post by: Muzzy on January 28, 2015, 07:32:43 AM
Interesting that only the four Kongo class BB's were capable of effectively screening CV's. Sheds  bit of extra light on Japanese fleet dispositions at Midway and the like.
Title: Re: Two More CVs, Four Battleships
Post by: Guppy35 on February 01, 2015, 09:49:00 PM
I clocked our current TF speed at approx. 33 MPH or 28.7 knots. That's cruising speed (but for game purposes, only speed - may as well be top).

Bismark didn't have a CV to escort - however, in the MA, she might.

That leaves (give a couple knots):

German

Scharnhorst class - 31 knots

Bismark class - 30 knots

U.S.

North Carolina class - 28 knots

South Dakota class - 27.8 knots (erg, maybe)

Iowa class - 33 knots

I.J.N.

Kongo class - 30 knots

Nagato class - 26.5 knots (erg, make the cV zig zag more)

Yamato class - 27 knots (even it lagged)

R.N.

King George V - 28 knots

(It does limit selection.)

A good reason to have escort carriers and the older BBs that specialized in supporting the ground pounders.  A bit easier for the shore batteries to do thier work in defending too.  Separate deep water task forces with the fast BBs and big CVs then would be out where it would be carrier clashes and big gun duels

Yeah it's wishful thinking, but it is a wish list :)
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 01, 2015, 09:54:18 PM
Yeah it's wishful thinking, but it is a wish list :)

Not a bad one, imo. It would take a great deal of interest and support from the community (that old Pyro post alluded to such).
Title: Lets compare the guns
Post by: Arlo on February 06, 2015, 06:42:57 PM
Lets compare the guns. First with the current cruiser 8 in gun we have in game:

(http://www.navweaps.com/Weapons/WNUS_8-55_mk12_St_Paul_pic.jpg)

http://www.navweaps.com/Weapons/WNUS_8-55_mk12-15.htm

The 16" guns on the N. Carolina ans S. Dakota classes

(http://www.navweaps.com/Weapons/WNUS_16-45_mk6_North_Carolina_guns_pic.jpg)

http://www.navweaps.com/Weapons/WNUS_16-45_mk6.htm

The 16" guns on the Iowa class

(http://www.navweaps.com/Weapons/WNUS_16-50_mk7_Iowa_gun_pic.jpg)

http://www.navweaps.com/Weapons/WNUS_16-50_mk7.htm

The 16" Guns of the Nagato class

(http://www.navweaps.com/Weapons/WNJAP_161-45_3ns_Nagato_bow_pic.jpg)

http://www.navweaps.com/Weapons/WNJAP_161-45_3ns.htm

The 18.1" guns of the Yamato class

(http://www.navweaps.com/Weapons/WNJAP_18-45_t94_Yamato_trials_pic.jpg)

http://www.navweaps.com/Weapons/WNJAP_18-45_t94.htm

The 15" guns of the HMS Hood

(http://www.navweaps.com/Weapons/WNBR_15-42_mk1_Hood_guns_pic.jpg)

http://www.navweaps.com/Weapons/WNBR_15-42_mk1.htm

The 14" guns of the HMS King George V

(http://www.navweaps.com/Weapons/WNBR_14-45_mk7_DOY_pic.jpg)

http://www.navweaps.com/Weapons/WNBR_14-45_mk7.htm

The '15"' guns of the Bismark

(http://www.navweaps.com/Weapons/WNGER_15-52_skc34_Bismarck_pic.jpg)

http://www.navweaps.com/Weapons/WNGER_15-52_skc34_pics.htm
Title: How about ONE More CV and TWO Battleships (to start)?
Post by: Arlo on February 09, 2015, 06:07:36 PM
If .... we were to campaign for *1* CV and *2* BBs (for a start) .... I think a Pacific focus of USN vs IJN would make the most sense.

The IJN CV should be the Shokaku class, in my opinion. They took part in several key battles (from Pearl Harbor to 'Operation A-Go').

~~~~~http://en.wikipedia.org/wiki/Japanese_aircraft_carrier_Sh%C5%8Dkaku
The Shōkaku-class carriers were part of the same program that also included the Yamato-class battleships. No longer restricted by the provisions of the Washington Naval Treaty, which expired in December 1936, the Imperial Japanese Navy was free to incorporate all those features they deemed most desirable in an aircraft carrier, namely high speed, a long radius of action, heavy protection and a large aircraft capacity. Shōkaku was laid down at Yokosuka Dockyard on 12 December 1937, launched on 1 June 1939, and commissioned on 8 August 1941.

With an efficient modern design, a displacement of about 32,000 long tons (33,000 t), and a top speed of 34 kn (63 km/h; 39 mph), Shōkaku could carry 70–80 aircraft. Her enhanced protection compared favorably to that of contemporary Allied aircraft carriers and enabled Shōkaku to survive serious damage during the battles of the Coral Sea and Santa Cruz.
~~~~~http://en.wikipedia.org/wiki/Japanese_aircraft_carrier_Sh%C5%8Dkaku

So, what would better serve the AH community if only one USN and one IJN BB could be modeled? Would modeling the giants like the Iowa and Yamato bring more interest to ocean surface fights (perhaps paving the way for more ship models) or should the older and slower BBs like the South Dakota and Nagato be modeled first and have their own dedicated TFs?
Title: Re: Two More CVs, Four Battleships
Post by: Guppy35 on February 09, 2015, 07:35:32 PM
Washington and Nagato. Lots of history with both.  Not as much name recognition but more relevant and equal within the game environment in my opinion
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 09, 2015, 08:03:53 PM
North Carolina and Nagato classes. That would make separate TFs a necessity but that could make things just as interesting. What do you think of rotational TF spawning in the MA?
Title: Re: Two More CVs, Four Battleships
Post by: Bastid on February 09, 2015, 10:24:57 PM
The IJN may kiss my grits.

Mel.
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 10, 2015, 07:08:58 AM
Which means you'd really enjoy sinking the Nagato? Gotta have a Nagato to sink a Nagato.
Title: Re: Two More CVs, Four Battleships
Post by: Guppy35 on February 13, 2015, 09:59:00 PM
North Carolina and Nagato classes. That would make separate TFs a necessity but that could make things just as interesting. What do you think of rotational TF spawning in the MA?

Maybe it means a third option.

-A CVE, slow battleships, Destroyer, Destroyer escort PT boat Task Group for off shore invasion support
-A fast CV Task Group for deep water with Cruisers and Destroyers as escort.  This would be more of the carrier airwar bit like Midway, etc
-A no CV task group with battleships, cruisers and destroyers for surface action.  This give you Iron Bottom Sound, Surigo Straights etc.

Limit the big carriers to deep water and the CVEs to shoreline.  Then allow the surface group to wander wherever it wants knowing that airpower could easily blow it to pieces while unopposed it could destroy a carrier task group with relative ease :)

Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 14, 2015, 09:30:19 AM
So the ability to close within x miles of the shore (and top speed) will mark the difference between the CV and the CVE. Capacity won't be a factor under current modeling (and likely won't be in future modeling since its a a play/fun limitation - besides, CVEs will get more players upping to take bases in the MA). There's been discussion of separate types of Task Groups before. To accomplish this vision with the least amount of modeling but with distinctly different U.S. and Japanese forces we would have (IMO):

A U.S. CV group (Essex class CV, Pittsburgh class CA , Fletcher class DDs) [our current task group]

A Japanese CV group (Shokaku class CV, Myoko class CA, Akizuki class DDs)

A U.S. CVE group ( North Carolina class BB, CVE class [or converted oiler] to be determined, Fletcher class DDs, landable craft - and PTs?)

A Japanese CVE group (Nagato class BB, Hosho 'class' CV [closest ting IJN had to a CVE], Akizuki class DD, landable craft - and PTs?)

A U.S. BB group (Iowa class BB, Pittsburgh class CA, Fletcher class DDs)

A Japanese BB group (Yamato class BB, Myoko class CA, Akizuki class DDs)

That would be nine models (eight if we ignore the DDs but more if we shoot for uniquely Japanese replacements for the landable vehicles and PTs):

However - Japanese landable vehicles and 'PTs':

Japanese type 2 Ka-Mi (Amphibious tank - 37mm)

Japanese Daihatsu-class landing craft

The closest thing I've found to a 'Japanese PT boat' is the Shin'yo class suicide motorboat. The Japanese had 'Patrol boats' armed with AA guns and depth charges.

~~~~~~~~~~~~~~~~~~~~~

This would be quite an undertaking compared to modeling 2 BBs and one CV (but could be the end result if the community showed more interest in the new ships modeled and it, dare-say, attracted players interested in WWII ship v ship stuff).

P.S. I think it would pretty much require rotational (and likely randomized) spawning of Task Group type/nationality in the MA. I suggest randomized because that might possibly cut down the intentional risking/sinking of groups because a player's preferred group is next in the rotation.
Title: Re: Two More CVs, Four Battleships
Post by: Volron on February 14, 2015, 10:28:32 AM
Mogami-class running it's 15 6" guns. :D  Though it would likely be equipped with the 10 8" setup as beginning in 1939, that is when they starting to switch to 8".  Still, would be a sight to see the Mogami with 15 6" guns. :x


Hmmm, would be interesting.  Yamato vs Iowa.  HiTech won't implement the range finding equipment that the Iowa's had during the war, so it'll fall to the skill of the gunners.  I just hope they will allow players to use each of the fire control tower on the ships. :)
Title: Re: Two More CVs, Four Battleships
Post by: Karnak on February 14, 2015, 11:29:49 AM
I'd prefer the Japanese CA to be Takao class rather than Myoko class.  More distinctive look.
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 14, 2015, 11:58:08 AM
The Takao also had 8 24" torpedo tubes as well as her 10 8" guns (some of which had limited firing arcs).

(http://combinedfleet.com/takao01.jpg)

(http://upload.wikimedia.org/wikipedia/commons/7/7a/Takao_class_recognition_drawings.jpg)

Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 14, 2015, 12:10:57 PM
But a Mogami class cruiser is still pretty distinctive.

(http://upload.wikimedia.org/wikipedia/commons/e/ef/Mogami-1.jpg)

(It also has the torpedo tubes).

(http://combinedfleet.com/mogami01.jpg)
Title: Torpedoes
Post by: Arlo on February 17, 2015, 09:10:28 PM
(http://upload.wikimedia.org/wikipedia/commons/4/4d/Type93torpedo.jpg)

The Japanese Navy invested heavily in developing a large, heavy, and long-range torpedo, the Type 93. Torpedoes were one of the few naval weapons enabling small warships, such as destroyers, to damage battleships. IJN torpedo research and development focused on using highly compressed oxygen (http://en.wikipedia.org/wiki/Oxygen) instead of compressed air (http://en.wikipedia.org/wiki/Compressed_air) as the fuel oxidizer (http://en.wikipedia.org/wiki/Oxidizer) in the torpedo's propulsion system. These torpedoes used an otherwise normal wet-heater engine (http://en.wikipedia.org/wiki/Torpedo#Wet-heater) burning a fuel such as methanol (http://en.wikipedia.org/wiki/Methyl_alcohol) or ethanol (http://en.wikipedia.org/wiki/Ethyl_alcohol). Since air is only 21% oxygen (and 78% nitrogen), pure oxygen provides five times as much oxidizer in the same tank volume, thereby increasing torpedo range and the absence of the inert (http://en.wikipedia.org/wiki/Inert_gas) nitrogen resulted in the emission of significantly less exhaust gas, comprising only carbon dioxide (http://en.wikipedia.org/wiki/Carbon_dioxide), which is significantly soluble in water, and water vapor (http://en.wikipedia.org/wiki/Water_vapor), thus greatly reducing tell-tale bubble trails.
Compressed oxygen is dangerous to handle and required lengthy research and development, not to mention additional training for the warship's torpedomen, for safe operational use. Eventually, IJN weapons development engineers (http://en.wikipedia.org/wiki/Engineer) found that by starting the torpedo's engine with compressed air, and then gradually switching to pure oxygen, they were able to overcome the problem of explosions which had hampered it before. To conceal the use of pure oxygen from the ship's crew and any potential enemy, the oxygen tank was named the secondary air tank. The pure oxygen torpedo was first deployed by IJN in 1935.

The Type 93 had a maximum range of 40 km (21.6 nmi; 24.9 mi) at 38 knots (70 km/h; 44 mph) with a 490 kg (1,080 lb) high explosive (http://en.wikipedia.org/wiki/High_explosive) warhead. Its long range, high speed, and heavy warheads provided a very formidable punch in surface battles. In contrast, the U.S. Navy's standard surface-launched torpedo of World War II, the 21 in (53 cm) Mark 15 (http://en.wikipedia.org/wiki/Mark_15_torpedo), had a maximum range of 15,000 yd (14 km; 7.4 nmi) at 26.5 knots (49.1 km/h; 30.5 mph), or 6,000 yd (5.5 km; 3.0 nmi) at 45 knots (83 km/h; 52 mph), with a significantly smaller 375 kg (827 lb) warhead; torpedoes of other Allied nations did not have longer range. The Type 93 was launched from 61 cm (24 in) torpedo tubes mounted on the decks of IJN destroyers and cruisers (http://en.wikipedia.org/wiki/Cruiser); some Japanese destroyers, unlike ships of other navies, mounted their banks of torpedo tubes in turrets (http://en.wikipedia.org/wiki/Turrets) offering protection against splinters, and had tube loaders. IJN armed nearly all of its cruisers with Type 93 torpedoes.

In the early surface battles of 1942–43, Japanese destroyers and cruisers were able to launch their torpedoes from about 20 km (11 nmi; 12 mi) at the unsuspecting Allied (http://en.wikipedia.org/wiki/Allies_of_World_War_II) warships attempting to close to gun range. Allied (http://en.wikipedia.org/wiki/Allies_of_World_War_II) warships expected that, if torpedoes were used, they would be fired from not more than 10 km (5.4 nmi; 6.2 mi), their own typical torpedo range. The many torpedo hits suffered by Allied warships in such engagements led their officers to believe torpedoes had been fired by undetected Japanese submarines operating in concert with the surface warships. On rare occasions stray very long-range Type 93s struck ships much further range than their intended targets, leading the Allies on occasion to suspect their ships had been mined (http://en.wikipedia.org/wiki/Naval_mine). The capabilities of the Type 93 went mostly unrecognized by the Allies until examples were captured intact in 1943.

A 17.7 in (450 mm) version, the Type 97 (http://en.wikipedia.org/wiki/Type_97_torpedo) was later developed for midget submarines (http://en.wikipedia.org/wiki/Midget_submarine), but was not a success, and was replaced operationally by the Type 91 (http://en.wikipedia.org/wiki/Type_91_torpedo). A 21 in (53 cm) version for use by a few IJN submarines was designated the Type 95 (http://en.wikipedia.org/wiki/Type_95_torpedo), and it was ultimately successful.

A disadvantage of the Type 93 was that it was far more likely to detonate due to shock than a compressed-air torpedo. The explosion from one Type 93, with its heavy warhead, was usually enough to sink the destroyer, or heavily damage the cruiser, carrying it. As American air strikes (http://en.wikipedia.org/wiki/Air_strike) against IJN ships became more common, the captains of destroyers and cruisers under air attack had to decide whether to jettison torpedoes to prevent them from being detonated during the attack.

In one instance heavy cruiser Chikuma (http://en.wikipedia.org/wiki/Japanese_cruiser_Chikuma_%281938%29#Battle_of_Santa_Cruz) was fortunate to have jettisoned her Type 93s just before being hit by bombs from several USN dive bombers at the Battle of Santa Cruz Islands (http://en.wikipedia.org/wiki/Battle_of_Santa_Cruz_Islands). During the Battle off Samar (http://en.wikipedia.org/wiki/Battle_off_Samar) (in the eastern Philippines (http://en.wikipedia.org/wiki/Philippines)) a five-inch (127 mm) shell from escort carrier (http://en.wikipedia.org/wiki/Escort_carrier) USS White Plains (http://en.wikipedia.org/wiki/USS_White_Plains_%28CVE-66%29)[5] struck heavy cruiser Chokai (http://en.wikipedia.org/wiki/Japanese_cruiser_Ch%C5%8Dkai). While in most circumstances a shell of this size would not seriously damage a heavy cruiser, this shell detonated the cruiser's torpedoes, disabling her rudder and engines; she was scuttled (http://en.wikipedia.org/wiki/Scuttling) the next day.

http://en.wikipedia.org/wiki/Type_93_torpedo (http://en.wikipedia.org/wiki/Type_93_torpedo)

Title: More torpedoes
Post by: Arlo on February 17, 2015, 09:12:03 PM
The Fletcher class mounted the Mk 15 torpedo

The Mark 15 torpedo, the standard American destroyer (http://en.wikipedia.org/wiki/Destroyer)-launched torpedo (http://en.wikipedia.org/wiki/Torpedo) of World War II (http://en.wikipedia.org/wiki/World_War_II), was very similar in design to the Mark 14 torpedo (http://en.wikipedia.org/wiki/Mark_14_torpedo) except that it was longer, heavier, and had greater range and a larger warhead. During the war 9,700 were produced.[2] The Mark 15 suffered from the same basic design problems (http://en.wikipedia.org/wiki/Mark_14_torpedo#Problems) that plagued the Mark 14 for the first 20 months following U.S. entry into the war, though this was not realized nearly as quickly by the destroyer crews as it was by the submariners. Surface-combatant torpedo attacks very often included confusing splashes from gunnery and aerial bombs, obscuring smoke screens, and quick maneuvering to evade counterattack. Rarely was a destroyer given a chance for a slow, careful surprise attack. Torpedo results were difficult to estimate under these circumstances. The correction of the Mark 15's problems would depend on the submariners solving theirs.[3]

The Battle of Vella Gulf (http://en.wikipedia.org/wiki/Battle_of_Vella_Gulf) on the night of August 6–7, 1943, was the first in which a surprise torpedo attack by U.S. gave the Americans an overwhelming advantage in the following gun battle, though one Japanese warship was hit by a dud torpedo and escaped. By September, 1943, effective methods of torpedo deployment were beginning to be distributed to all U.S. destroyers.

 Tactics

  (http://upload.wikimedia.org/wikipedia/commons/thumb/7/74/Above-water_Mark_15_torpedo_tube_installation_mounted_on_destroyers.jpg/220px-Above-water_Mark_15_torpedo_tube_installation_mounted_on_destroyers.jpg) (http://en.wikipedia.org/wiki/File:Above-water_Mark_15_torpedo_tube_installation_mounted_on_destroyers.jpg)   
Above-water Mark 15 torpedo tube installation mounted on destroyers   

Anticipating the possibility of war with Japan, the United States planned to move their battleships across the Pacific with the fleet train. Cruisers and destroyers would be responsible for defending this large formation at night. Fleet exercises held during the 1930s revealed the confusing nature of close range engagements during hours of darkness. In 1932, during Fleet Problem XIII (http://en.wikipedia.org/wiki/Fleet_problem#Fleet_Problem_XIII), "attacking" destroyers closed to within 500 yd (460 m) of USS Saratoga (http://en.wikipedia.org/wiki/USS_Saratoga_%28CV-3%29) before being detected. Fleet Problem XV (http://en.wikipedia.org/wiki/Fleet_problem#Fleet_Problem_XV) in 1934 placed the destroyer screen 7 nmi (13 km; 8 mi) beyond the battleship formation, but the battleships were unable to differentiate "friend" from "foe" at that distance. Screening destroyers were subsequently stationed at effective searchlight illumination range, 3 nmi (5.6 km; 3.5 mi). Recognition improved at that distance, but torpedo hit probability increased as evasive maneuvering of the large, compact force was restricted within the closer screen.[4]

United States Navy War Instructions (FTP 143) published in 1934 remained in effect through the initial 1942 engagements in the Solomon Islands. The instructions emphasized defense to avoid the attrition objective of Japanese planning:
  Searchlight illumination range effectively covered launch positions of United States torpedoes, but not the Japanese Type 93 torpedo (http://en.wikipedia.org/wiki/Type_93_torpedo). Japanese ships could remain outside of illumination range, launching torpedoes at American ships revealing their position with gunfire and searchlights.[4]

http://en.wikipedia.org/wiki/Mark_15_torpedo (http://en.wikipedia.org/wiki/Mark_15_torpedo)
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 21, 2015, 12:17:54 PM
Picture this. You're flying in an AH event as a scout for the U.S. Pacific fleet and you find this ....

(http://i1197.photobucket.com/albums/aa433/arloguh03/IJNBBfleetYTfilm_zps989eb0bb.png~original) (http://youtu.be/s8VFU8RX9Jk)
Title: Re: Two More CVs, Four Battleships
Post by: Rich46yo on February 21, 2015, 01:21:49 PM
The type 93 turned IJN DDs and light CGs into very effective night attack platforms against USN capitol ships. I can only imagine the Havoc to be caused had they lesser platforms for such attacks at night, like PT boats, and used their DDs for convoy protection. Luckily for us they didnt have the number of DDs available for that until AFTER we destroyed their convoy Hulls, and probably, would have used the DDs as capitol ships anyways BECAUSE of the type 93.

I bet the Long Lance could have taken out any ship in the USN. Of course what good was it when we got our huge CV groups rolling, nothing could get close to the CVs or BBs used as screens. Was there ever a USN BB hit by a LongLance?

I know the lighter sub version took out the heavy cruiser Indianapolis. The IJN "fish" were very dangerous, most of all at night. In the end we managed them by managing their launch platforms. The Japanese also didnt seem to learn from their mistakes. Even the modern IJN was mired in to much tradition.
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 24, 2015, 05:22:35 PM
The type 93 turned IJN DDs and light CGs into very effective night attack platforms against USN capitol ships. I can only imagine the Havoc to be caused had they lesser platforms for such attacks at night, like PT boats, and used their DDs for convoy protection. Luckily for us they didnt have the number of DDs available for that until AFTER we destroyed their convoy Hulls, and probably, would have used the DDs as capitol ships anyways BECAUSE of the type 93.

I bet the Long Lance could have taken out any ship in the USN. Of course what good was it when we got our huge CV groups rolling, nothing could get close to the CVs or BBs used as screens. Was there ever a USN BB hit by a LongLance?

I know the lighter sub version took out the heavy cruiser Indianapolis. The IJN "fish" were very dangerous, most of all at night. In the end we managed them by managing their launch platforms. The Japanese also didnt seem to learn from their mistakes. Even the modern IJN was mired in to much tradition.

The Long Lance torpedo is certainly a potential advantage depending on the circumstance. If torps were modeled for the surface ships that carried them I think it would add a dimension to surface ship combat in AH (obvious statement, I reckon).
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 24, 2015, 05:30:16 PM
(http://www.bb62museum.org/images/BBNJ03.JPG)

I've seen a negative opinion expressed when it comes to AI in Aces High. Then again, AI exists to a degree already. Drone bombers to complete a three ship formation, drone ships to complete a task force, those are two examples. I've also seen an expression of interest in sea planes (patrol planes - both ship launched and larger). Personally, I think they would best be utilized as drones. I mean, c'mon, once the novelty wears off how many players are going to fly around in patrol aircraft that are likely to be shot down once spotted? But if a task force commander could launch 1-3 patrol aircraft and set a course for them to look for enemy fleets (much like a course can be set for the task forces, themselves) then these valuable eyes in the sky would probably see a lot of use (and they would be an important target to down, as well).

Just mentioning this as yet another element in expanding the fleet.
Title: Re: Two More CVs, Four Battleships
Post by: Volron on February 24, 2015, 07:28:08 PM
I don't see an issue for having the AI control the scout planes from a ship.  Now for Cruisers and Battleships, there isn't a problem.  They only had a couple.  From a CV though, a limit would be needed.  Maybe 4 to 8, depending on CV class (if they add in different CV types)?  If we are still with our Essex, then what about a limit of 8 scouts?

Now how about this idea to further it along:  If launched then later shot down, it would take 15 minutes before you could launch another one?  If they returned and landed, you have a 30 second wait until you can launch again?  This would be similar to them landing to re-arm.  For launching of scouts, a player MUST be in the tower of the TG to do so, and possibly in command.  A drop down menu would appear when you click on something like "Launch Scouts", where you can select which ship and how many would launch.  Then give a custom patrol path or click on "Default Patrol", which would give you a basic search pattern.
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 24, 2015, 08:21:48 PM
I don't see an issue for having the AI control the scout planes from a ship.  Now for Cruisers and Battleships, there isn't a problem.  They only had a couple.  From a CV though, a limit would be needed.  Maybe 4 to 8, depending on CV class (if they add in different CV types)?  If we are still with our Essex, then what about a limit of 8 scouts?

Now how about this idea to further it along:  If launched then later shot down, it would take 15 minutes before you could launch another one?  If they returned and landed, you have a 30 second wait until you can launch again?  This would be similar to them landing to re-arm.  For launching of scouts, a player MUST be in the tower of the TG to do so, and possibly in command.  A drop down menu would appear when you click on something like "Launch Scouts", where you can select which ship and how many would launch.  Then give a custom patrol path or click on "Default Patrol", which would give you a basic search pattern.

I wasn't even considering scouts from a CV. I imagined float planes from cruisers and battleships and larger seaplanes from ports. How about a limit of just one scout per ship that can launch one. If CVs are included you have one for the cruiser and one for the CV. With a BB group there's one from the BB and one per CA (if more than one).

As far as down time on a scout that's shot down, there's where having one than more scout plane on a ship comes in. You can immediately launch another scout if the ship has other planes available. Granted, if somehow you lose three scout planes in 5 minutes and your ship only has three I suppose you'll be stuck waiting if there is a wait time added, as well.
Title: Re: Two More CVs, Four Battleships
Post by: Karnak on February 24, 2015, 11:22:10 PM
IIRC, Yamato class BBs carried seven aircraft, though I don't know how many she could have in the air at once.
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 25, 2015, 07:19:44 AM
Well. Having multiple scout planes in the air at the same time would make it easier to find enemy task forces. But there can be a point of overkill on a map where there's only so much water.
Title: Re: Two More CVs, Four Battleships
Post by: mbailey on February 25, 2015, 08:30:29 AM
Picture this. You're flying in an AH event as a scout for the U.S. Pacific fleet and you find this ....

(http://i1197.photobucket.com/albums/aa433/arloguh03/IJNBBfleetYTfilm_zps989eb0bb.png~original) (http://youtu.be/s8VFU8RX9Jk)

Yes please  :aok
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 25, 2015, 08:08:10 PM
So .... if scout float-planes are added along with the ships capable of launching them (the battleships and cruisers mentioned in this thread):

(http://media-cache-ak0.pinimg.com/736x/29/ca/51/29ca51b3d5c90b52f7db5ff0fd4b2e84.jpg)

(http://www.findmodelkit.com/sites/default/files/c25.jpg)

... how could the game be coded to best utilize them?

As mentioned, they may be best used as drones that the TF commander can launch and set patrol routes/coordinates. Perhaps a 'dar' ring will fly with it (half the size of the TF dar?). When it finds an enemy TF then it will show on the scout plane side's map. Perhaps the scout search ring could flash. Perhaps a player can click on the scout plane and 'join' (if not in flight or in a vehicle/gun) and see what the scout sees (with there being different types of TFs then knowing the nationality and composition is practically a must).

Any ideas?
Title: Re: Two More CVs, Four Battleships
Post by: Volron on February 26, 2015, 03:18:21 AM
One idea is when the scout spots an enemy task group and/or plane, it will show it on a map.  However, to see this map you need to be in the tower of the TG that scout launched from.  What the scout spots won't show on the clipboard map.  Now, I know I wouldn't want to sit in the tower of the TG group, waiting on a scout report.  For this reason, when a scout of the TG it came from finds a ship/plane, it will flash yellow to indicate detecting something.  To push it further, it could be coded for it to say something like, "Task Group 203 Scouts Detected Enemies", like how the default alert tells you, "Base is under attack.".

To further expand (this is basic), you could check in the launch options, what the scouts are to do when spotting ships/planes.  1 (Default):  Continue on Patrol.  2: Retreat back to TG.  3: Shadow TG.  It is to my understanding that when a scout spotted enemy planes, they would report and evade if able, but evade at least.  In our case, since we can't intercept radio, it would report and evade.

As for the scouts themselves.  AI Gunners will be used.  The Scouts will not dogfight you, but will take a shot if it has one.  Coding the AI to know when it should attempt to take shot and when to ignore it will probably be a pain though.  I mean, if you flew directly in front of me, putting yourself in my sights, you can sure as hell bet I would take a shot. :)  Damage sustained will cause them to retreat as well.  Give it a fuel leak, it will go home.  Etc.

Patrol ranges should be the plane type's max.  If it can fly 300 miles, the it should have it's full range.  That being said, setting custom patrol routes can shorten flight time.  If you select the "Default" patrol route, it will fly full range.
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 27, 2015, 05:53:38 PM
Good points, Volron. But knowing what the enemy fleet is comprised of is as important as knowing where it is. If there is no 'join' button to see with our own eyes I would say that the TFs require specific designations to show types:

TG 203 scouts have spotted a type 1 enemy TG (our current type)

TG 203 scouts have spotted a type 2 enemy TG (U.S. BB)

TG 203 scouts have spotted a type 3 enemy TG (U.S. invasion group)

TG 203 scouts have spotted a type 4 enemy TG (IJN CV group) ..... etc.

I'd love to see a fuller surface fleet for both sides lead to an event like:

http://youtu.be/f-iGLrrwiGw
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 27, 2015, 06:15:45 PM
Oh, and TG commanders need a throttle to stop the group when it's time to recover the scout float plane (or lose that scout for whatever acceptable time limit and keep on trucking). Or .... do they?

Losing a scout float plane to combat/fuel should result in:

a: Loss of one scout float plane out of x for 30 minutes.

b: Loss of scout float plane capability altogether for that ship for 30 minutes.

c: Loss of one scout float plane out of x for an hour.

d: Loss of scout float plane capability altogether for that ship for an hour.

e: No penalty. Hell, buffs auger just to re-up faster as it is. It's not like scout float planes can be abused worse than that.
Title: Re: Two More CVs, Four Battleships
Post by: Volron on February 27, 2015, 07:46:14 PM
All this is based off of our current TG's.  Gotta toss that out there. :)  I don't honestly know what they have in-store for us in the update. :aok

Good points, Volron. But knowing what the enemy fleet is comprised of is as important as knowing where it is. If there is no 'join' button to see with our own eyes I would say that the TFs require specific designations to show types:

TG 203 scouts have spotted a type 1 enemy TG (our current type)

TG 203 scouts have spotted a type 2 enemy TG (U.S. BB)

TG 203 scouts have spotted a type 3 enemy TG (U.S. invasion group)

TG 203 scouts have spotted a type 4 enemy TG (IJN CV group) ..... etc.

I'd love to see a fuller surface fleet for both sides lead to an event like:

http://youtu.be/f-iGLrrwiGw

Ah, good one.  I missed that bit Arlo.  Yes.  What if it added information to the icon in the map (on-board map)?  Mouse over the enemy icon and it will give you the composition.  This will tell you if the CV is damaged and what ship is sunk.

Oh, and TG commanders need a throttle to stop the group when it's time to recover the scout float plane (or lose that scout for whatever acceptable time limit and keep on trucking). Or .... do they?

Losing a scout float plane to combat/fuel should result in:

a: Loss of one scout float plane out of x for 30 minutes.

b: Loss of scout float plane capability altogether for that ship for 30 minutes.

c: Loss of one scout float plane out of x for an hour.

d: Loss of scout float plane capability altogether for that ship for an hour.

e: No penalty. Hell, buffs auger just to re-up faster as it is. It's not like scout float planes can be abused worse than that.

When scouts launch (using "Default Patrol"), they will fly the patrol pattern, then return to where the ship would be based off of the waypoint upon launch.  If the CV waypoint is changed, then the scouts waypoints will adjust accordingly.  This could extend and/or shorten their patrol.  When setting a custom patrol pattern, you only need to click on the TG icon to complete the pattern, and at all times will be color coded to show you if you are exceeding scouts range.  Green means a okay, yellow means danger of losing scout if TG moves further away, red won't let you launch.  If scouts are out when the primary TG ship is sunk, when the TG respawns, scouts inflight will just disappear or explode.  Recovery will be the scout simply flying really slow over and/or next to launch ship, even with ship maneuvering.  Scouts launching will also not be affected by maneuvering.  These are for game play.

Scout Availability:
Down times can be made adjustable, but for the MA, Scout down time should be no more than 15 minutes.

Scout numbers will be based off of ships that are able to launch.  Say we have a CA TG, with just two CA's.  If one is sunk, only half of the scouts would be available.

If a TG has four scouts:
Scout 1: Available
Scout 2: Destroyed
Scout 3: Recovering
Scout 4: On Patrol
Title: Re: Two More CVs, Four Battleships
Post by: Arlo on February 28, 2015, 10:49:53 AM
OS2U

Performance

    Maximum speed: 164 mph (264 km/h)
    Range: 805 mi (1,296 km)
    Service ceiling: 13,000 ft (3,960 m)

Armament

    Guns: 2 × .30 in (7.62 mm) M1919 Browning machine guns
    Bombs: 650 lb (295 kg) of bombs

http://en.wikipedia.org/wiki/Vought_OS2U_Kingfisher

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Mitsubishi F1M

Performance

    Maximum speed: 370 km/h (200 kn, 230 mph) at 3,440 m (11,300 ft)
    Range: 740 km (400 nmi, 460 mi)
    Service ceiling: 9,440 m (30,970 ft)
    Wing loading: 86.3 kg/m² (17.7 lb/ft²)
    Power/mass: 257 W/kg (0.156 hp/lb)
    Climb to 5,000 m (16,404 ft): 9 min 36 sec

Armament

    Guns:
        2 × fixed forward-firing 7.7 mm (.303 in) Type 97 aircraft machine guns
        1 × flexible rearward-firing 7.7 mm (.303 in) Type 92 machine gun
    Bombs: 2 × 60 kg (132 lb) bombs

http://en.wikipedia.org/wiki/Mitsubishi_F1M

~~~~~~~~~~~~~~~~~~

Here's a tactical problem:

An OS2U finds an enemy TG type 5 (Japanese BB style) 300 miles south of it's fleet position. The closest landing spot it has is its own fleet. The Japanese fleet sees the scout plane. Rather than fire AA at it the Japanese fleet launches an F1M to trail the scout plane back to its fleet which is 300 miles north (the F1M's range is 400 nm). The Japanese fleet will steam north behind the scout.

The IJ scout has enough range to reach the U.S. fleet then retreat toward the IJ fleet and land the float plane, if need be, to be recovered by the fleet on its way.

The U.S. scout plane may elect to fly in a different direction than its fleet to avoid leading the Japanese BB to the fleet location but will undoubtedly run out of fuel and have to land in a remote location (whether at sea or on land) to hopefully be recovered later (or to be lost, for good).

Other than stay over the IJ fleet until shot down or out of fuel, is there yet another option?
Title: Re: Two More CVs, Four Battleships
Post by: Volron on February 28, 2015, 03:44:16 PM
We don't have the ability to "turn off" the AA on fleets, so the scout will still have to deal with AA.

Based off of what I put in one of my previous posts, it would depend on what options you selected the scout to do once an enemy is spotted.  A "Default Patrol" won't have the scout fly straight out then back, so even at this edge of it's patrol, it would still have sufficient fuel to do things.  If you custom patrol a course, then options become limited.  Either way, the AI won't be coded to fly until it runs out of fuel.  It will RTB when it needs too.  If the scout fails to land inside the TG group, then it's counted as a loss and will be out of action for 15 minutes.  It will also mark enemy planes on the map, so if it's being shadowed, it will show.  If someone "counter scouts", then so be it.  It is an option, but it doesn't guarantee that it will be successful.

Again, this map is only seen inside the TG tower.  You won't see all the marks (TG/Planes) on your clipboard.  Only time you would see a TG mark on the clipboard is if they decided to do a "Scout" option for players, where they could up a plane set to "Scout", and mark TG's on the map.


The tactical problem favors the US fleet quite a bit.  If the US player is paying attention, then the moment the IJN BB group is spotted, it's in serious trouble.  Since it wouldn't have any CV's with it, it's target practice for dive and torpedo bombers. :)