Yamato hugger
Posts: 5475
Joined: 10/5/2004 Status: offline
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ORIGINAL: Oznoyng For shipbuilding, I 1. Halt all non-Glen subs (why produce an asset that is going to get stomped by uber ASW?) Subs have other uses than ASW targets. Evac friendly cut off troops, supply, mining enemy ports. Personally I think its a mistake to shut these off. quote:
2. Accelerate Glen subs (the single best deep recon asset you have, those guys can keep tabs on what your opponent is doing deep in his territory and allow you to position subs, surface groups, and carriers where they can hurt your opponent.) Dont know that you really need to accelerate them. Guess this depends on how many you lose early on. Emily has a 27 hex range. Yes its nice to know when something is comming out of SF, but not life or death. quote:
3. Accelerate all CV/CVL/CVE with airgroups except for the two expensive ones. 4. Halt all CVE without air groups. Agreed. quote:
5. Halt BB's. (this is a matter of preference, but they take up loads of shipbuilding points that I think are better spent elsewhere) Huge mistake. Best weapon you have vs 4E bombers is a BB group. quote:
6. Halt all AK AP AS AV (without airgroups) APs maybe. AS repairs subs. AV can operate ASW seaplanes without using supplies or the need for a base force, I find them too useful. Id have a hard time justifying shutting down AKs. quote:
7. Accelerate all DD's and Agano class CL's. Some of the DD's that are accelerated give you radar a bit early. The Agano class CL's are great CV escorts with almost as much AA as a BB, 4 of the better DC's, and a 36 knot speed that allows them to keep up with fleet CV's. CLs definately. DDs I dont think they needed badly enough to accelerate them. I havent run out yet, but I havent made a PBEM game into 44 yet either. quote:
8. Convert and accelerate about 12-24 AR and 3 MLE. Four AR and 1 MLE each are earmarked for Marshalls/Gilberts, Truk/Rabaul, and SRA. Dont need a MLE in SRA. Probably no AR either. Java starts with a size 8 port, Singapore is size 8, Manila is 6 and Rangoon is size 6. All these can be built quickly into mine-bearing size 9 ports (if desired). Repair yards are available at Singapore and Hong Kong. Put South fleet HQ in Sing and you wont need any ARs. Not much is going to be damaged in this area except early in the war (when you have only 1 AR) or late in the war (when you are lucky if you get away to repair). I build 3 MLEs also, but they go to Kwaj, Rabul, and Marcus. I think 24 ARs is excessive. 12-15 is usually good. quote:
Allocate the remaining to major repair shipyards (Okayama, Maizuru, Shanghai, and Tokyo). I put 4 each into Okayama, Maizuru, Shanghai, and Truk. quote:
As Japan, getting injured ships back into the fight is as important as (or more important than) getting new ships. AR's are money well spent, since they get your big ships back into the fight much sooner and save ships that will otherwise succumb to float damage. You might consider putting together an emergency repairs TF, with 4 AR, some 4.5k AP (loaded with Naval HQ), and escorts. The purpose of this TF is to "shadow" your TF, putting into size 3 ports back away from the location of your offensive TF's to save float damaged ships. When the operational area of your ships moves, your TF loads up the Nav HQ and moves to a closer size 3 port. Problem with this is you only have a few months of offensive action left after you get your ARs to begin with. quote:
9. Accelerate all TK, AO. I personally dont feel this is necessary either. If you clear the rail lines through China, you can unload your oilers in Saigon. That will provide oil to everything in mainland Asia. Getting oil to Japan isnt that hard (remember them AVs you dont build? Station them along the route to Japan 4-5 hexes apart with experienced Jake groups aboard).
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