Lowpe
Posts: 22133
Joined: 2/25/2013 Status: offline
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quote:
ORIGINAL: Alfred quote:
ORIGINAL: Lowpe Oct 11, 1943 ... A midget sub, the slow type, runs into an obstruction and sinks. So I think I am 0-5 with midgets trying to infiltrate ports. You are not using them optimally. I remind you of what was posted in the following thread last month. http://www.matrixgames.com/forums/tm.asp?m=3791460&mpage=1&key=midget%2Csub� Alfred I have one midget sub carrier going deep behind enemy lines, to America. One more is reloading for Australia. The third will hit India once she repairs in a couple of days. I just had some good local targets I wanted to try for combined with good recon..and see what happens. Interestingly, I didn't lose any to enemy action they all ran aground or hit an obstacle, etc. I guess the obstacle could be sub nets. It is all one big experiment. Now I am going to try to stand off one-four hexes from port, send the slow midget sub in from way offshore, and see what happens. I will be using the 500 endurance slow midgets for this operation. In future all fast midget subs are going to base defense. I am curious if I can send a midget sub into a port hex, and have it return to the mother ship several hexes away. Perhaps I have to use waypoints...should be interesting. One midget sub might be able to make several runs into a port that way given the 12 hex endurance. I don't see why I can't do this. I plan to keep launching them for the rest of war...or until I lose the midget sub carriers. They are kind of fun, and add a little excitement to the turn. I would like to get creative using the 500 endurance midgets more, they have quite the range (12 hexes), but I think their speed makes them only good for harbor infiltration.
< Message edited by Lowpe -- 2/23/2015 3:20:41 PM >
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