Changes Bolded and Underlined pretty bad when you can't read your own writing
Field Basing
Everyone is on the carriers
United Mud Movers - your task is to clear the ack from 14 & 15. Once you hit the ACK, the Yankees can release so we want the Torpedo planes right on your heels.
All other bomb/strike squads take the Kate and a Torpedo.
Target the static ships at 14, 127 will send a pair for the 2 ships at 15.
If your wingman can save their torps we might find some shipping on the way out (if we spot some in the ingress we will wait till we make the big strike and try to get them on the way back)
I would like all of the fighters to go heavy and when the torps hit, drop your bombs on the fields you are capping.
We need to cap 3 fields to ensure the Kates have a chance to get away from the island.
Fighter Option 1LF6 you will CAP F16 (hit ack if you can when you drop your bombs)
23rd you will CAP F11
475th will CAP F14
Fighter Option 2LF6 CAP both 16 and 14 as they are so close
23rd CAPS F11
475 CAPS F12
The Kates will need escort most of the way back to the carriers (Knights and Sentai 127 wing will have some fighters) as there are several fields in the North where they can launch from, however, only 1
squad can be based at any field so our Zeke's will have numerical superiority until they can get all of their aircraft together.
Noflyz, can you please make a dtf with ingress and egress routes and time hacks when everyone should attack. Thank you in advance for your excellent work.
Bomber NumbersThis is the number of bombers I am calculating on, if we have more, we can attack some other targets. Please confirm your numbers:
Nomads - 1, UMM - 4, NS - 4, Knights - 7, 127 - 2 or 3.
Any suggestions are of course appreciated.
I will let the fighter squads decide between option 1 and 2, though I think option 2 is my preference.