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U.S. Carrier Group tactics
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U.S. Carrier Group tactics : ウィキペディア英語版
U.S. Carrier Group tactics

Naval tactics play a crucial role in modern battles and wars. The presence of land, changing water depths, weather, detection and electronic warfare, the speed at which actual combat occurs and other factors — especially air power — have rendered naval tactics essential to the success of any naval force.
The basis of all tactics (land, sea and air) is ''fire and movement'': the fulfillment of a mission by the effective delivery of firepower resulting from scouting and the creation of good firing positions. Movement is the basis of modern combat; a naval fleet can travel hundreds of nautical miles in a day.
In naval warfare, the key is to detect the enemy while avoiding detection. A crucial part is to deny the detection of friendly forces through various means.
There is also the concept of ''battlespace'': a zone around a naval force within which a commander is confident of detecting, tracking, engaging and destroying threats before they pose a danger. This is why a navy prefers the open sea. The presence of land and the bottom topology of an area compresses the battle space, limits the opportunities and ability to maneuver, allows an enemy to predict the location of the fleet, and hinders the detection of enemy forces. In shallow waters, the detection of submarines and mines is especially problematic.
One scenario that was the focus of American naval planning during the Cold War was a conflict between two modern and well equipped fleets on the high seas; a battle between the fleets of the United States and the Soviet Union. The main consideration is for Carrier Battle Groups (CVBGs).
== Order of engagement ==

Once a commander has considered the geography of a mission, he examines the assets the enemy is believed to have available - the enemy's order of battle (OOB); what friendly units are needed to succeed at the mission objective; and the added constraints placed by mission requirements (time etc.). This produces a ''path of intended motion'' (PIM) for the friendly forces - not the route, but the direction in which the force is heading at any time and so the area which must be checked and passed through.
As enemy forces are encountered and identified, they are categorized by potency and immediacy and the friendly OOB altered to reflect this. There are four threat classes: A, B, C and D.
* Class A is Potent and Immediate; this is a need to drop everything and respond immediately. This might be a gaggle of sea-skimming missiles racing towards a capital ship, or something as powerless as a tug - that is radioing the fleet's position to a more distant enemy.
* Class B is Immediate only; this requires fast action but does not threaten the mission; for example, a small boat detected in the outer screen.
* Class C is Potent only; this is a 'win' for the fleet commander: a significant threat detected far enough away that force can be massed to destroy it or to avoid it.
* Class D is Neither Immediate nor Potent; a target of opportunity which is not a threat and the destruction of which does not aid the assigned mission.
This classification is similar to the time management method of judging things to be urgent/not urgent and important/not important.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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