rustysi
Posts: 7472
Joined: 2/21/2012 From: LI, NY Status: offline
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quote:
ORIGINAL: BBfanboy quote:
ORIGINAL: dasboot1960 SO! Still trying to get through 3/42, but my allied oppo has slowed down some... If I was him, I'd be trying to roll the turns like bowling balls. Anyway, I accelerated the three follow on CV's for IJ and halted Yamato & Musashi from day 1, but then realized/had demonstrated to me that the USN just did not suffer such heavy BB losses at PH. Luckily through bombardment only, so I turned the two big boys back on. Then of course had to pick up the slack with shipyards... too late for me now, but might it have been better to convert Merchant SY rather than augment Naval? If I was not so lazy and hadn't had such prompt advice (and helpful) along the way, I guess I could figure it out, but...? When you convert one type of industry to another, the conversion leaves all the convertees damaged, requiring 1000 supply to repair each point and of course 10K supply on hand. One point repaired per turn. The only thing you save is the initial cost of an expansion (10HI + 10 Manpower + 100 supply for each expanded (but not repaired) point of industry). So given how much supply and how long it will take to repair the Naval Shipyard points you create by expansion or by converting a Merchant SY, is it worth it? Essentially I agree with what's said above, but its not always that simple. It depends on how you play and what your goals may be. Early on in the game I found I needed a bit more merchant SY, because one, I was advancing the build of some of the early CVE's, and two, I don't stop my merchie builds like most do. My reasoning is simple and historic, I just asked myself, would an expanding island nation at war do such a thing? To me the obvious answer is no. Now TBH to date (4/43) I've found good use for every single vessel I've constructed. In addition to that I'm actually looking forward to some of the new arrivals because of the void they'll fill. At the present time in my game I've found that my naval SY planning is somewhat 'undergunned', so to speak. That's because at the start of the game I expanded my naval SY's some (as it turns out not enough for me), and started advancing some CV builds. I turned off the Yamato's. Then I advanced a CVL and the two small CV's that Japan gets early. My reasoning was simply, I wanted all the flat decks I could get for the early game ASAP. After I turned one Yamato back on, then the other. Felt that was it. My shortsightedness left later things a bit grey though. I did a little to advance some of my other CV's, as well as the CS/CV conversions, and felt the would be sufficient. Well in an AI game, yeah sure, but if it were a PBEM I think I could have done better. IOW, I finally woke up (thanks mostly to Mike Solli) and found if I was more aggressive in advancing Japan's six mid-sized CV builds I could have possibly (depending on losses) maintained CV parity for a longer period. For Japan its all about delay, delay, delay. The longer she can hold the Allies back the better chance she has in the end game. So, now I'm expanding my naval SY, something I wouldn't advise in a PBEM at this late stage of the game. In addition to that I've converted some of my merchie SY's to naval. The latter I could see me doing at this point in the game as needed merchie ship points are beginning to drop off. So as one poster likes to say here, it all depends.
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It is seldom that liberty of any kind is lost all at once. Hume In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche Cave ab homine unius libri. Ltn Prvb
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