This mission turned out to be an exercise on frustration. Not so much the mission itself but the image editing and report writing.
While the handling of the ships themselves went according to my expectations the management of the air units was a bit of a disjointed mess.
The auxiliary fighter doesn't have enough endurance to really be a factor (that was expected) which left me with only four (soon to be five) units that should be operated as a team.
I'm used to upgrading the F4F3 fighter and purchasing and placing the second core fighter in the deployment phase but disbanding and reforming the two infantry units in the previous mission to boost their experience meant I couldn't afford it.
Sinking the OPFOR's CVs (particularly the southern one) is a task most suited for the air units but it requires all three bombers working together while escorted by the fighters. Attacking the destroyers of Red A1 was inefficient and I should have been attacking the Coastal Fort while waiting for the torpedo bomber to arrive.
This snowballed into using the air units somewhat uncoordinated with each other and almost letting one CV exit the map.
While not crippling I think that I may show undue respect to the OPFOR's Coastal Forts in that I avoid engaging them with ships. On the one hand I recognize that I need enough targets to provide experience to my bomber but on the other hand I have this aversion to suffer avoidable damage. This leads to ships waiting outside their range until the bomber(s) do their job i.e. delays that might be equivalent to the time required for repairs.
After completing the mission I had 1'870 screenshots (to which I added another 70 from the no Fog of War deployment phase). About 500 of those were the raw ingredients for "General Overview (TM)", the start and end of turn full map picture (remember the end of turn 24 image?). I knew beforehand that those pictures would be too big to be posted in any numbers but I also knew that I would need some sort of reference to fall back on: if you go back to the images for turn 33 try to imagine what they would convey without the VP flag and the small islands.
Also a source of frustration was the work required to produce the plots for the ships as seen on the third post for this mission. As it is now it can be tricky to tell the CV and BB paths (in future I'll remember to use different colors) and I really should have added turn numbers to some of the points (I'm still learning how to add text). Adding the cruisers', destroyers' and submarine's paths would only have turned that map into an unintelligible spider's web. The aircraft's plots (not included, at least yet) are an even worse mess.
Depicting naval combat i.e. individual ship's attack is a problem I haven't solved yet particularly how to depict the various options each ship has during a turn. If you consider the slowest ship (battleship, at 3 tiles/hexes maximum) can end its turn in any one of 37 tiles/hexes each one of which can reach 126 (normal range 6) or 270 (Primary Guns with range 9) tiles/hexes you'll start to understand the magnitude of the problem. Granted that many movement options won't offer "target solutions" but if you place the expected results on the target tile you start running out of room and/or becomes difficult to differentiate from where you are firing. Or you have a different image for each one (or two, or three) moves and quickly ramp up the number of images that will be large and I'm trying to keep each post's total image weight under one megabyte (Ok, I hadn't mentioned this arbitrary self-imposed limitation before; no matter how fast the internet has become it still takes time and in some cases money to download stuff and I think it is considerate to my readers; plus this platform doesn't state limitations for image weight but I'm sure eventually some will come into play).
All of this coupled with some real life complications provoked a measure of burnout and writer's block. The actual mission was played between July 9th and July 12th, 2023. The bulk of the screenshot processing took about a month (mid August, 2023). Then life happened and I'm writing this on June 20th, 2024. So... sorry about the sub-standard reporting of this mission (at least I feel it is sub-standard) but I need to get it out and move on with the campaign (because I only play a new mission after I finish writing the report for the current one).
In any case I expect that I will find the energy to revisit this report and add at least the air units' content.
Ok, enough griping... on to the mission.
This is a real learning opportunity for a new player and it should be played multiple times to try different options and solidify lessons.
As far as naval combat goes and after a brief introduction in the previous mission the new player should understand the value of superior odds and the perils of penny-packets. Generally speaking ships of equivalent "class" do minimal damage to each other (up to two points of damage), barely any damage to higher "classes" and substantial damage to smaller "classes". This in turn can be modified (usually reduced) by own movement length, target movement length, relative distance change (moving closer or farther away) or range proper (there's a sweet spot about two thirds of maximum range). Torpedo attacks can be devastating to heavier ships enabling destroyers to punch above their weight so to speak. Unless heavily damaged (less than three strength remaining) ships can still cause meaningful damage.
In short naval combat approximates the N-squared law and rewards the systematic destruction of enemy units by concentration of fire, maneuvering to obtain at least local superiority in numbers and the opportunity to fire first.
While this mission can be won using only ships that would be a mistake. Learning how to use air units is important. Once more torpedoes are invaluable against heavy ships (carriers and battleships). Dive-bombers are quite effective against destroyers and will damage heavier ships.
The Green Team submarine will teach you that it is mostly worthless. The OPFOR's submarines will teach you what a pain it is to find them and kill them when submerged (when on the surface everyone in range can have a field day).
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As promised, comments ARE enabled in this final post. Please be civil and on topic.