Task Group Operations
by Widewing
Every map will provide each country with at least one carrier Task Group (TG).
Larger maps usually have four or more Task Groups per country. The obvious use
for these Task Groups is that they are self-contained, mobile airfields. Unlike
land bases, the troop supply cannot be eliminated until the carrier is sunk and
the Task Group re-spawns near its original port. Regardless of how few ships, if
any remain, LVTs, PT boats, supplies and troops will remain available until the
TG re-spawns. This is important to remember because a base can still be captured
even though no ships of the Task Group remain afloat, and any vehicles and PT
boats spawned prior to the TG re-spawning can still carryout their purpose after
the TG is gone.
Any player can command a Task Group. However, control of a TG is determined by
ranking in the game itself. Therefore, if you have a ranking of 850, anyone with
a better (lower) ranking can take control of the TG. It is generally viewed as
bad form to take command of a TG if it is involved in actual action. There are
exceptions to this. If the TG is being mismanaged, or if a clear danger is
present and the current commander is no responding to warnings or perhaps, not
even operating with the TG, taking command is not only acceptable, but
necessary.
New players lacking experience with Task Force operations should expect that
command can be taken away at any time. Gaining experience is important.
Unfortunately, like any other aspect of the game, mistakes will be made. Often,
the more experienced players will oversee the Task Group, and not usually
interfere with anything beyond advice, unless an emergency should arise where
instant action is required, such as a formation of bombers closing in and the TG
commander does not respond to warnings that a hard turn is required because he
is busy or lost vox, or for whatever reason, does not get the message. There are
always exceptions as there will always be players who will not show
consideration and move the TG on a whim. Try not to get frustrated when this
happens. You can often ask a low ranking player to take command and direct the
TG as you may need.
Despite having a low rank and even years of experience playing the game, many
players still demonstrate a lack of understanding of how to effectively utilize
a Task Group. This requires a solid understanding of tactics and the strategy
associated with Task Group operations. I will present this in detail.
Basic rules for effectively commanding a TG:
1) Shore batteries can be as devastating as air attack on a TG. A primary goal
is to remain out of the field of fire of the batteries, or at least at a
distance that makes accurate gunfire unlikely. Destroying the batteries should
be a priority of the Task Group commander. Always maintain an adequate distance
buffer between the TG and the enemy base under attack. I like to keep the TG
about 20k out to minimize the effectiveness of shore batteries, and provide time
for defending aircraft to intercept enemy aircraft destined for the TG. Once the
shore batteries are disabled, and the field effectively closed, the TG can be
brought closer to reduce flight time. However, it is not necessary to get
exceptionally close to spawn LVTs. At 15,000 yards, they spawn at the same
position as they would if the TG were just 5,000 yards out. Should the enemy
base recover, having the TG too close can get it sunk. So, keep it as distant as
practical, remembering that these fights can be very fluid and the TG commander
needs to be flexible to the needs of the attack and the pilots that are flying
from the carrier.
2) Keeping the TG (especially the carrier) alive and operational is the foremost
goal of the TG commander. There are certainly circumstances that the commander
cannot control or avoid, such as mass suicide attacks. All he can do is make
sure that as many of the 5” gun positions are manned as is possible. Turning the
TG to avoid dive bombing fighters is useless. So don’t bother, because it
prevents takeoffs and landings, while making defensive gunnery difficult.
Being attacked by level bombers is another issue, here turning the TG is
essential to upsetting their bomb run. Likewise, the TG commander is responsible
for providing those pilots who fly from the carrier with a place they can rearm,
refuel and retreat to should that be necessary. They are depending upon the TG
commander not to make errors that leave them high and dry. On the other hand,
the pilots need to realize that they have a responsibility to defend and protect
the TG as well.
3) Use the map and radar effectively. Know where potential threats are at all
times. Know where enemy reinforcements are likely to come from, and pay
attention to the sea side, watching for low level air attacks or the appearance
of an enemy TG. Make note of enemy PT spawn points and avoid them.
4) Effective use of 8 inch guns against distant land targets: There is a game
feature that will allow you to fire 8 inch guns at land targets with reasonable
accuracy from well beyond visual range. Using the Esc key, bring up the map on
the clip board. Using the cursor, drag the map until the target base is centered
on the map. Using the Z and [ ] keys, zoom in on the base. Place to cursor point
on where you want the shells to fall. Press the W key. The turret will rotate
and elevate the guns to a position to drop shells on the target point. Fire the
guns. You can select a new target point at any time. This is highly effective
for destroying towns, cities and factories. It is less effective against
airfields, and virtually useless against enemy ships.
5) When encountering an enemy TG, call for gunners immediately. TG commanders
should become proficient with the Cruiser’s 8” guns. In these fights,
marksmanship is often the deciding factor.
- Concentrate on sinking the enemy Cruiser first, as this ship presents the
greatest threat. On some maps, a TG may contain two Cruisers.
- Once the enemy Cruisers and CV are sunk turn your TG away from the enemy
Destroyers to avoid the mob of PTs that will inevitably spawn. These PTs can
then be picked off at leisure by the 5” gun batteries or fighters.
- Always position your TG so that the maximum number of guns can be brought to
bear on the enemy TG. Strive to steam your TG across the bow of the
enemy in the classic “crossing the T” manner. This minimizes the number of
enemy guns, while maximizing your own.
- When the range drops below 17k try to have the port (left) side of your TG
towards the enemy. This allows all of the carrier’s guns to be brought into play.
- Gunners in 5” gun mounts must divert fire from the enemy ships to attacking
aircraft whenever they come within range. The primary ship killers are the 8” guns.
- Don’t berate your gunners if they prove to have poor marksmanship. This also has
a learning curve. Eventually, they will develop the required accuracy. Give them
an opportunity to do so.
- Maintain a constant dialog running with gunners, sharing range information so
that all guns can be effective. Encourage pilots to call shot fall, and listen
to them when they recommend range corrections. Watch the text buffer. Do not
develop “tunnel vision”; be aware of your environment.
6) Whenever possible, do not take a TG more than one or two sectors from the
nearest friendly airfield for a strike mission. TGs often require air cover
beyond what they can provide themselves.
7) As the TG commander, you need to be with the TG at all times. It is best that
you do not fly combat sorties, but remain with the ships. However, you can fly
as part of the Combat Air Patrol (CAP) that should be defending the TG from air
attack. I recommend flying an SBD, TBM or D3a, circling the TG, flying in F3
mode. From here you can track the enemy attacks, observe torpedo threats and,
when necessary, intercept low flying bombers and fighters. Just beware that
friendly AI AA may shoot you down should you follow enemy aircraft into the
defensive AA umbrella. Friendly manned AA cannot hurt your aircraft.
8) Do not allow friendly PTs to get between your guns and low flying enemy
aircraft. Those PTs will detonate the proximity fuses, effectively preventing
the guns from killing the enemy. Ask PTs drivers to move clear of the TG. Be
polite, but if they don’t move, do whatever is required to get them moving on
their way. Whether or not they realize it, they can put the TG in jeopardy.
Explain why you need them to move away from the TG. Most will understand if it
is explained to them.
9) Avoid taking the TG on long cross-water excursions. This effectively takes
the TG out of the battle for many hours (a typical example would be using the TG
to strike at A21 on the Mindanao map. Use an under-radar mission for this
mission.
10) Do not annoy friendly players by firing the 5 inch guns at their aircraft or
PT. They do not need the distraction.
11) Avoid flying alone or in small numbers from a TG that is closing on an enemy
base and is still undetected. You will create a radar bar in that sector, which
is a clear sign to the enemy that a TG is that sector, and where in the sector
it can be found. Try to organize a mission from that TG to make the effort
worthwhile.
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