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Post by oldpop2000 on May 31, 2023 7:22:54 GMT -6
I'm really out of my depth when it comes to carrier design but it looks nifty, which is always an important criterion. I've reached 1921 in my 1890 campaign. The Almanac may rate my technical development as Backward, but I got 1500t DDs early and I'm the first to develop aircraft catapults. Other than refitting some Bs I'll wait for foreign yards to catch with my catapult CL scout design, my coastal recon needs are already pretty well served by these lil guys View AttachmentView AttachmentRemember that a carrier is a mobile airfield, that's it's main purpose; to carry and launch aircraft. Speed is the best protection for the carrier along with fighters. Airwings should have at least two fighter squadrons. I like two squadrons of dive bombers, they are more effective. Armor and guns are ok, but can reduce the airwing size so be careful. Deck park is important to speed up the launch and recovery process. Any more questions about carriers, just put them up here and I will help you.
Airwing configuration is two squadron's of fighters, two dive bombers and one torpedo bomber. For the time period I would have eliminated the torpedo bomber squadron. One caveat: when you get to jet aircraft, they get heavier and older carriers can't handle as many.
Well, I ended my 1900 China game at Sept 1965. I did not see any real reason to keep it going, I accomplished my purpose. I had replaced my floatplane with a helicopter, I had three jet's but I needed to replace all the other aircraft. I could not afford to build the 66,000 ton aircraft carrier so in the future, I will stick with light carriers and one medium. I did get some 2700 ton destroyers, and two missile boats. Interesting game but I need to develop a procedural list of items to check every turn like aircraft types and ships. I did move the carrier to South East Asia.
Anyway, that's it. I might start a 1920 China to see the results.
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Post by oldpop2000 on May 31, 2023 7:59:05 GMT -6
I'm really out of my depth when it comes to carrier design but it looks nifty, which is always an important criterion. I've reached 1921 in my 1890 campaign. The Almanac may rate my technical development as Backward, but I got 1500t DDs early and I'm the first to develop aircraft catapults. Other than refitting some Bs I'll wait for foreign yards to catch with my catapult CL scout design, my coastal recon needs are already pretty well served by these lil guys View AttachmentView AttachmentNice ships, good work.
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Post by blarglol on May 31, 2023 22:02:54 GMT -6
I'm really out of my depth when it comes to carrier design but it looks nifty, which is always an important criterion. I've reached 1921 in my 1890 campaign. The Almanac may rate my technical development as Backward, but I got 1500t DDs early and I'm the first to develop aircraft catapults. Other than refitting some Bs I'll wait for foreign yards to catch with my catapult CL scout design, my coastal recon needs are already pretty well served by these lil guys View AttachmentView AttachmentGeneral statement - I didn't know you could and would never think to try to attach aircraft to KEs and DDs. How do they perform?
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Post by Cuniberti on Jun 1, 2023 5:04:21 GMT -6
I'm really out of my depth when it comes to carrier design but it looks nifty, which is always an important criterion. I've reached 1921 in my 1890 campaign. The Almanac may rate my technical development as Backward, but I got 1500t DDs early and I'm the first to develop aircraft catapults. Other than refitting some Bs I'll wait for foreign yards to catch with my catapult CL scout design, my coastal recon needs are already pretty well served by these lil guys View AttachmentView AttachmentGeneral statement - I didn't know you could and would never think to try to attach aircraft to KEs and DDs. How do they perform? In combat? Terrible. I wouldn't advise floatplane DDs for China except as one-offs to cram a lot of tech into a short build time for industrial espionage purposes. But strategically, the corvettes are very useful, my Swiss Army Knives of Trade Protection. For a little over 2000 taels I get a long-range minelaying scout with an ASW value of 8. The scouting isn't super useful except in coastal raid scenarios, but the manual implies floatplanes benefit "local ASW" as well as raiding and counter-raiding effectiveness. The IJN had ~100 submarines in our last war and the only time I heard about them was when they were spotted from the air.
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