poaw
The opposite of Doja Cat
A critical factor that has not been mentioned in these posts is the doctrine setting "engage non-hostiles" (aka "shoot first, ask questions later"). This drastically alters the ranges at which the defender (or also the attacker, depending on the circumstances of the engagement and the presence of other scout/surveillance units) can actually begin to employ its weapons.
In the Type 052D example, from the description I understand that the destroyer had this setting set to NO, thus its hands were tied in terms of engaging incomings before they were identified as hostile. This explains why the F-16s were not engaged early with HQ-9s even through they were detected and tracked quite early. If the destroyer had been given a free hand at shooting suspect incomings, either with this doctrine setting or via other means (e.g. establishing a forbidden zone anchored to it and configuring it so that violators are marked as hostile, or having a forward picket visually ID the unknowns as bandits) then I seriously doubt any of the F-16s would have managed to close to release distance. (If you've kept a copy of that scen file, set that doctrine option to YES for the destroyer and observe how the flow of the engagement changes.)
For a demonstration of what happens when the defender has free reign in shooting early, see the very first video of CMANO we ever published:
On paper, the Turkish attack force (8 F-4Es with 2x AGM-65G each) is much stronger than the Type 052D attack setup, and the defences of the Greek convoy are much weaker (the only decent SAMs are the Hydra's ESSMs). However, the Greek force has pre-emptively marked the bogeys as hostile, and begins shooting as early as possible. This makes all the difference.
(It is both funny and frustrating at the same time, how many folks still think of Command as a strictly hardware-contest simulator when in fact we've gone to great lengths to include a myriad of "soft" factors like proficiency levels, RoEs, doctrine options, fire discipline etc. etc. You _can_ equalize these factors if you want to reduce an engagement to a steel-on-steel thing [this is a particularly popular sport on battleship enthusiast forums apparently], but RL conflicts and their representation in Command are usually much more complex than that.)
Yeah I was going to cover that in follow-up part about defending from these sorts of attacks (featuring me demonstrating how to defend or mitigate attacks on my ships with positioning, RoE changes and exclusion zones). I personally prefer not to turn on "Engage non-hostiles"/"Engage Targets of Opportunity" because units tend to go insane and fire at EVERYTHING they have weapons to engage.
That being said the difference IS like night and day, like anything else that causes your aircraft to to become engaged before they can fire it completely spoils the attack. My example instead was going to be the previously posted of massive bomber attack with supersonic missiles and the importance of dispersing ships and posting pickets to force an attack to play their hand early and work to locate their most desired targets or risk a spoiled attack.
Along the way it allows me to play with the scenario editor and figure out it's specific bugs (or nuances, I don't have flawless judgement in telling the difference). At any rate, it gives me a reason to keep learning the system, it's limitations, the things it doesn't do well and possible things that can improve the experience. For example, while trying to create a more realistic experience in my scenarios I decided to add layered exclusions zones (an outer "Unfriendly" zone and an inner "Hostile" zone) on bearings fixed to my CVBG. In doing so I found out that placing EZs within one another doesn't work (it just flips back and forth between Unfriendly and Hostile) and that if EZs created out of ref points fixed to a group won't trigger. But report made, and I can adjust the scenario I'm making accordingly (avoid the use of Unfriendly EZ and fix the ref points for the hostile EZ to the carrier itself, even if that means that it will break if the carrier is sunk) and report it on the tech support forums.
Anyway, what I have works well enough.
Total unrelated aside:
What was this, "- 0007559: Exception Changjian Strike" in the patch notes? I ask because I don't want to recreate bugs that require developer intervention in the scenarios I make.
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As far as defending my fleet against a MMM the best way to save the CV was to post a picket far (50nmi) on whatever bearing you expect an attack. Doing so allows early enough detection to launch fighters, shift formation (putting more escorts along the bearing of the expected attack), and turn on ECM (you really shouldn't be sailing around with every ship radiating) which is probably the most substantive defensive counter-play you have once missiles are launched (killing the bombers before they launch is even better). More capable AAW ships can treat the picket as an offboard sensor and use it's tracks to engage, an enormous boon. Which bring me to another point...
Being America is cheating*.
I'm completely serious, against a solo ship attempting a WVR range attack with gravity bombs (guided or not) is suicide. They identify you via FLIR as soon as you come over the horizon, and the missiles aren't far behind. Even an insufficiently long range AShM is a recipe for disaster because they ID you via FLIR/CCD camera at 100nmi (I'm not sure if that's right) and start firing very long ranged SM-6s (130nmi) from very deep magazines, after that are the SM-2s/ESSMs (50nmi/30nmi), before finally hitting a literal wall of RAM. The whole thing can be summarized as "Burke 2 stronk (Tico not much better)". The effect is only exaggerated when they're in a group. Streams of your missiles keep re-targeting AShMs and preventing the number of leakers from building to a point where they overwhelm your close in defensive systems. It's just not fair.
I'll stop there. The fourth part I think will be the last.
*"Ban that sick filth", "No Nukes/No Bertha/No Akuma" etc etc etc.
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