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Apr 23 17 11:16 AM
If you are building an armoured CV, you are forgoing deck park - the whole purpose of the armoured hanger is so you don't lose 50% of your air group, but instead they are nicely nestled in the hanger.
*Lt. Cmdr. Dick
Apr 23 17 4:57 PM
Apr 23 17 8:23 PM
Apr 23 17 8:28 PM
Could you move the armoured deck, of say the Revenge class, up to the flight deck (and make it consistent 5" thick) without causing stability issues? One can get around the weight issues by changing from coal powered to oil and reducing the main belt (but hanger sides of 4.5" will eat into a lot of that). Bulges will help (both stability and torpedo defense), but are they enough? And bulges hurt speed, so we lose some of the advantage of oil power to increased power requirements.
Deck park has planes exposed to burning/exploding = damage to ship. The whole point of armoured flight deck IS to prevent the planes from burning/exploding. If you have planes burning/exploding in armoured hanger, you are basically going to lose the ship as the structural damage from the heat (armour loses temper, etc) will necessitate a complete rebuild and it is cheaper/faster to build a new ship than reconstruct. That was the long term disadvantage of the armoured flight deck CV - battle damage was a b!tch to repair (3 shaft design doesn't help).
And while plane might essentially be ammunition, unless you are USN, it will be 6+ months to replace that "ammunition" assuming it is just the planes which are lost. Lose the air crew (fitters being almost as important as pilots) and it might be 2 years before they are replaced.
Apr 23 17 10:10 PM
Force H wrote:What type of aircraft are you using for this ship?Is this carrier a large escort or a very slow attack carrier?
Apr 23 17 10:39 PM
Apr 24 17 3:32 PM
Apr 25 17 2:36 AM
Apr 25 17 4:42 AM
Apr 25 17 8:55 AM
Apr 25 17 1:29 PM
Cody2 wrote:The CV fight typically ends up as "egg shells with sledge hammers". The group that finds the enemy first gets a successful strike in and it's pretty much finished. Even with radar, if the strike has decent EW, the first strike gets through to the deck, and it's done. Regardless of the rest of the fleet, if the CV group loses, then the fight is done. Too much is based around getting lucky for me to be comfortable with it. 3 lucky CVs can wipe out 11 unlucky ones. Even trying to separate the CVs into task groups doesn't really help much. It keeps multiple CVs from getting unlucky and found at the same time, but who gets found first is largely about luck. There's just never enough aircraft to take the luck out of the process.
AFD reduces the chances for the enemy to get lucky, they either have to carry heavier bombs so a lesser range or they have to hit a smaller area with normal sized ones.
I'm currently playing around with the idea of putting the CV group behind a BB task group, and a cruiser picket line. The cruiser picket line is intended to give the CV's enough warning to flush their decks. Launch the alert fighters first, and then if possible launch a strike, do so...If the enemy strike tries to hit the cruiser pickets, the CV can launch a strike to follow the enemy back to their ships.
I suggest maximum fighters, minimum TB / ASW and minimum high performance scouts. The latter follow the enemy survivors back to their decks, possibly after helping to control the destruction of the enemy strike. In a way trying to destroy the enemy carrier capability in the air rather than on the water.Every time an enemy strike is inbound, the rest of the fleet leads them right to the CVs. Just keep following the next ship in the line till the strike gets to something important. The CV might be able to flush it's decks, and put up plenty of fighters for a fighter direction scheme, but anything that makes it through the fighters is going to get a chance to hit the carriers.
Plenty of fighters reduces the chances of a hit, as above AFDs reduce the chance of a critical hit. After the sort of big air battle I have in mind a task force will probably be able to operate most or all of its remaining ac without a deck or two, on both sides.
In addition, it's complicated by the location and speed of the invasion fleet that I'm escorting, or trying to intercept. It's really easy for a commander to send an invasion fleet this way or that to keep it's warships between the convoy and the enemy.
Applies to any escort, it doesn't have to be faster than the threat but faster than the asset it is protecting. Worst case you ensure that by reducing the speed of the asset.
Apr 25 17 10:33 PM
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