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Re: Rearming Fighters...

From: Alan Brain <aebrain@d...>
Date: Thu, 6 Feb 1997 19:14:01 -0500
Subject: Re: Rearming Fighters...

My own thoughts are that a fighter group should be re-armed in 1 turn. 6
if you prefer (use a Die for each figher group to keep track).

It's simple, and relatively easy to keep track of.

Does this advantage fighters? Let's take a look.... let's ignore fighter
re-arming for now.

Assume a Fleet Carrier launches an alpha strike of 6 fighter groups.
This takes 3 turns of "straight and level" movement.

The fighters each have 3 combat turns - BUT...
have only 3 turns after that to get back home AND...
the CV can only recover 1 fighter group per turn.

This means 9 turns of movement at a constant speed and course. If the
fighters do a consecutive 3-turn 'pack attack' then 3 groups of them
will be lost, as they can't recover even if next door to the CV. So the
Fighters Pack Attack for 2 turns, then half of them hold fire for 3
turns, then fire, then recover.

Turn 1: Ftr grps A,B launch
Turn 2: Ftr grps C,D launch
Turn 3: Ftr grps E,F launch
Turn 4: A,B,C,D,E,F attack (Carrier may turn or accelerate)
Turn 5: A,B,C,D,E,F attack (Carrier may turn or accelerate)
Turn 6: A,B,C attack (Carrier may turn or accelerate)
Turn 7: A recovers
Turn 8: B recovers
Turn 9: C recovers, D, E, F attack
Turn 10: D recovers
Turn 11: E recovers
Turn 12: F recovers

Assuming a 6-turn rearm, this then means
Turn 13 : A re-armed
Turn 14 : B re-armed
Turn 15 : C re-armed
Turn 16 : D re-armed, A,B launched
Turn 17 : E re-armed, C,D launched
Turn 18 : F re-armed, E,F launched ( and repeat )

I don't consider 1 alpha strike every 15 turns excessive. And a 6-turn
delay does not excessively hinder large CVs as opposed to DNs and CVEs.
 
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