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The idea of a Fighter heavy (FH) vs a Strike heavy (SH) CV group has intrigued me. At least I find it interesting.
I was thinking about what should a SH CV group do to retain a shot at victory. It occurs to me that this is really a "War of the Wizards" event. The electronic wizards dominate the battlefield. What the SH group needs is not more fighter, but better wizards.
Start with electronic equipped reconnaissance aircraft. Say rec. aircraft with directional radar and radio receivers. Put two such aircraft at ~20,000 ft, and any enemy radar in 200 nautical miles should be more or less located. A steady stream of radio messages like used with almost any fighter direction scheme should be noticed as well. Maybe an ultra-long range surface search radar, but try not to use it. Get a god like view of where the enemy is, without him knowing you're there. Since each rec aircraft can cover a huge area, give them fighter escorts if you think the enemy's radars might find them and direct fighters to remove them.
From there, the strike group's tactics need to be dictated by the wizards. My guess would start with the idea of distraction attack. Say fighter heavy group with large radar reflectors to look like a full sized strike in close formation on radar. Throw in aircraft with radio and radar jammers to try to pull at the edges of the system. Pull the defenders in the wrong direction and get them jumping at shadows or confused. Then have modified strike approach profiles, to come in low, under the radar. The strike aircraft would need radar detection units, and the typical profile would be to come in low, until they are detected, and then the fighters and dive bombers would climb like crazy while the torpedo bombers would bore in fast. It may well be critical to focus on of the radar pickets. Hit them, and you can pull apart the defense network. Before the wizards, this wouldn't be possible, but with every aircraft in 200 nmiles knowing more or less exactly where the pickets are, you don't really need to search for them, so you have the opportunity to hit them again and again.
While your strike is trying to hit the pickets, the wizard's job isn't done yet. Ideally, jammers for radios and radars would be in service still, throwing off the fighter direction, in addition to the fire control radars and proximity fuses. If your electronics can make it happen, hit the pickets with guided weapons. If they can't, use conventional bombs and torpedos with conventional strike methods.
If the FB group turns off their radars and radios, then the fighter direction group can't do their job, and stopping a strike becomes next to impossible. On the other hand, it's back to the pre-electronic situation. You've got to find the enemy first, and then hit him hard, cause you can't stop his strike either. It's only if your "wizards" win the electronic war and give you a fighter direction system that the enemy doesn't subvert does the FH system work well in carrier vs carrier combat.
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