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"Ready 5"
Jan 17, 2023 10:23:12 GMT -6
via mobile
Post by saint19 on Jan 17, 2023 10:23:12 GMT -6
Am I correct in that Ready 5 aircraft can be launched and move all in the same detection phase?
Am i also correct that Ready 5 is different from a regular launch which would be placing the aircraft in the holding box until launched in update? Not sure if I'm explaining it correctly.
Michael
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Post by williammiller on Jan 18, 2023 14:10:44 GMT -6
You are correct on both counts.
As a note, 'Ready 5' aircraft are basically sitting on-deck, already pre-flighted, and are armed and fueled and ready to hookup to the cat and launch.
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"Ready 5"
Jan 18, 2023 14:16:34 GMT -6
via mobile
Post by saint19 on Jan 18, 2023 14:16:34 GMT -6
So those that aren't on Ready 5 take time to arm and launch, 1 turn?....or is that 6 turns?
Also.....playing scenario 1 out now, just starting. I was thinking of a way to create possible/random contacts. As it is now the only units in the scenario are just those. I did see the "dummy counters".
But of course would need to control the size of the scenario.
Michael
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Post by williammiller on Jan 18, 2023 14:38:46 GMT -6
Aircraft on 'Ready 5' launch immediately and will move their speed rating in the same detection phase. As per "Section 7.4.1 Aircraft Cycle Times", all other launching aircraft are placed in the holding box and are only removed from that box at the end of the turn in the Update Phase and are still counted as being on board the carrier for all purposes until the Update Phase is over. These 'normally launched' aircraft do not move that turn, but are considered airborne and are at Low altitude at the end of the Update Phase that same game turn.
Once you decide to setup a mission for aircraft you can setup (fuel, arm & launch) a number of aircraft each game Turn equal to the base/carriers "Arm/Launch Capacity". This is covered by "Part B" of Section 7.4.1:
The “Arm/Launch” rating indicates how many aircraft and/or helicopters the carrier may refuel/arm/launch and/or land in a single turn. Carriers also carry groups of identical aircraft which are called “Squadrons”. Unless a scenario specifically states otherwise, each carrier carries exactly the aircraft squadrons listed in its record sheet. Example: A Nimitz CVN has a Helo Capacity of 8 and an Arm/Launch Capacity of 32. This means it normally carries and operates 8 helicopters, and can refuel/arm or rearm and launch or land up to 32 aircraft (and/or helicopters) in a single turn. It could refuel, arm and launch 26 aircraft and also land 6 helicopters in a single turn, for example.
And of course once any aircraft lands after a mission is over it requires 6 game Turns to ready it again for launch. Quoting from "Part C" of Section 7.4.1:
Each returning aircraft, once landed, requires 6 turns to recycle/maintain before it can be relaunched on a new mission. This time is *in addition* to the launch and landing turn times.
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