Post by droctulf on Sept 2, 2023 1:37:38 GMT -6
In the 30-40s, I've found enemy carriers are extremely hard to sink, even with coordinated strikes from a similar-sized carrier group of my own. Carrier Battles often drag on for two days with numerous waves of strikes but result only in a few non-lethal bomb hits or a single torpedo hit. Only very lucky hits cause fire out of control from aircraft explosion.
As a result, I've developed "carrier-chaser" ships: 34-knot BCs and 36-knot CAs with thin armor, big (but few) guns, and extreme speed. I put them in the scout force and give them the sole task of chasing enemy carriers. These ships rush to the location of sighting reports, causing enemy carriers to run away and delay launches due to the presence of surface ships nearby. The AI almost never designs carriers with a speed over 31 knots, so after a long, tedious chase—often until we hit the coastline—my carrier-chasers can usually sink one or two carriers per battle using gunfire. Enemy carrier groups scatter when being chased, so I can only choose one division to chase. However, this is still more efficient than launching carrier strikes from a similarly sized force.
My concern is that this strategy, while effective, feels very "gamey." Only one fleet carrier, HMS Glorious, was ever sunk by gunfire in history, and that was due to gross negligence by the Royal Navy. I think the reason such an unhistorical strategy is effective is due to:
1. Carrier air groups should launch even at very short distances to fend off nearby surface attackers, like Taffy 3 at Samar, instead of strictly not launching and not turning into the wind, as in the game.
2. Although battleship screens are already in the game, but most enemy battleships are not assigned to the same force as the carriers.
3. The AI should design carriers at higher speeds. I've rarely seen the AI design carriers with speeds higher than 31 knots, which is not historical.
What do you think?
As a result, I've developed "carrier-chaser" ships: 34-knot BCs and 36-knot CAs with thin armor, big (but few) guns, and extreme speed. I put them in the scout force and give them the sole task of chasing enemy carriers. These ships rush to the location of sighting reports, causing enemy carriers to run away and delay launches due to the presence of surface ships nearby. The AI almost never designs carriers with a speed over 31 knots, so after a long, tedious chase—often until we hit the coastline—my carrier-chasers can usually sink one or two carriers per battle using gunfire. Enemy carrier groups scatter when being chased, so I can only choose one division to chase. However, this is still more efficient than launching carrier strikes from a similarly sized force.
My concern is that this strategy, while effective, feels very "gamey." Only one fleet carrier, HMS Glorious, was ever sunk by gunfire in history, and that was due to gross negligence by the Royal Navy. I think the reason such an unhistorical strategy is effective is due to:
1. Carrier air groups should launch even at very short distances to fend off nearby surface attackers, like Taffy 3 at Samar, instead of strictly not launching and not turning into the wind, as in the game.
2. Although battleship screens are already in the game, but most enemy battleships are not assigned to the same force as the carriers.
3. The AI should design carriers at higher speeds. I've rarely seen the AI design carriers with speeds higher than 31 knots, which is not historical.
What do you think?