Elessar2
Posts: 883
Joined: 11/30/2016 Status: offline
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Our official third go-around has commenced; Old Crow Balthazor's advice and input has proven immensely valuable. As before, I am Allies, he is Japan. STRATEGY OUTLINE There have been a substantial amount of changes in this version, and I am anxious as to how they will play out. I am also determined to ensure a good showing by the United States Navy. So on that note...NO MORE MR. NICE GUY. I had formerly held to a more or less historical build pattern for my Essex-class carriers and Iowa-class fast battleships, which basically boiled down to 1 being commissioned every 2 months/3 turns (Iowas following on the heels of the Essexes once I hit the CV build limit of 7, sometime in the fall of '41). For the historical situation, with 4 Japanese CVs lost at Midway leaving only the 2 Shokaku's, that would have been more than adequate. That alas was not remotely sufficient given both the extra 4 Shokaku's available to the Japanese via a 1st turn DE and the pernicious effects of the new national morale penalties inflicted on the Allies for the Japanese holding certain key locations (now moderated a bit). I also made a mistake in neglecting the Independence-class light carriers, only having 2 available before the end of 1943. In addition, it became clear that the game mechanics and scale meant that the surface elements would be slugging it out as the carriers traded their own volley of blows; my advantage in heavy units of 13-10 availed me little as I ended up losing 10 of them, most to his own gunships. Note CVs don't have a ton of staying power; after 2 turns of back and forth raids, testing showed that most of the air wings were at or near zero, leaving the battlefield to the big boys. So got a new very aggressive build schedule, aiming for going on the offensive no later than late July 1943. First turn I'll get Essexes 5 & 6 onto the slipways so that they'll come in during June '43, upgrade and go on the offensive somewhere... Over the next 3 turns however I plan to build the 3 available Montana heavy battleships! [Dreadnoughts in the mod itself] I figure he'll still spring for the 4 extra Shokaku's from the DE, not even thinking of building any of the Yamatos on his own. That should conclusively tilt the surface slugfest playing field to me, esp. since he has a healthy edge in cruisers (20 to 14 by mid '43) and destroyers (20 to 10). Not to worry tho, won't be neglecting the flattops as I'll spring for 3 Independences at the same time; the new increased US income just barely allows for that. After the last Montana comes on, I'll alternate an Essex and an Independence each turn and max out the builds as soon as I can, ensuring that by August '43 I'll have 12 fleet CVs and around 6 Independences. I'll work the Iowas in there as well as MPPs permit (when I buy a CVL), allowing (assuming no losses) for by the start of '44 15-17 fleet CVs, 10-12 CVL's, the 3 Montanas, and 7-9 fast battleships to go with the 7-8 old battlewagons and however many cruisers I can scrounge up. It's important however to start the clock ticking on the attrition because of my big edge in income, combined with the ability to use Australia to fully repair damaged ships, while he'll have to sail them back to Japan to do so. Since land-based air turned out to be a difference-maker in the first match, I'll try to ensure that I am operating under their umbrella whenever possible. The new more liberal operational move rules will definitely help there. TECH: Combined with the above bold shipbuilding strategy, any techs which don't help me win the naval war must be considered as having lower priority. So the following are absolute essentials, want to max them out ASAP (most Have 2 chit limits): 2 chits at start, in order of priority: Naval Weapons Advanced Fighters Ship Production [the next level will give me +1 each for all capital ship classes; I'll need L3 as quickly as possible-this is a 3 chit tech note] Anti-Aircraft [to protect my heavies; want my shiny new behemoths to be at L3 by the time they wade into the fray] 1 chit at start/during early turns: Industrial Tech [Will try to save 100/turn to get the 2nd one ASAP] Long Range Air Production Tech [Vital to keep ship repair costs down after the Big One is fought] Aerial Warfare [2 if/when I can spare the MPPs; only way to overcome his carriers' experience edge; intended to model aircrew training] Advanced Subs Anti-Sub Weapons Spying & Intelligence [to maintain my lead there] Radar Amphibious Logistics Eventually I'll mix in: Infantry Weapons Command & Control Ground Attack Naval Warfare Heavy Bombers [oh yes B-29 raids are definitely on my agenda] Advanced Tanks Aircraft Production Army Mobilization That's for the US. For India/China/Australia, I deliberately designed things to force them to make some tough choices. With the new stricter build limits Army Mobilization is likely a must, but any chits bought for that means less for existing builds. I could get both India & China up to 2, allowing me to get those tank corps which so bedeviled OCB in our last match, but that would require upwards of 330 MPPs which would otherwise let me build 2 infantry corps, and early on that may not be a good trade. Otherwise, those 3 will prioritize the following techs (Russia too): Infantry Weapons Anti-Aircraft Army Mobilization Command & Control Infantry Warfare Advanced Fighters Plus Naval Weapons for the Aussies. I do plan to get each side extra AA units as my income allows, but AF's will further the attrition of his own aircraft. But I need to avoid those ground strikes of his on my own planes by whatever means. As the match goes on I'll likely add these: Ground Attack Advanced Tanks [If I am able to spring for some tank units] UK will focus mainly on the naval techs: Naval Weapons Advanced fighters Anti-Air Infantry Warfare Ship Production Advanced Subs Anti-Sub Long Range Air I plan to spring for a 3rd RN carrier fairly early, note.
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