Its Dec 1943-George or Zero? (Full Version)

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DDLAfan -> Its Dec 1943-George or Zero? (8/19/2006 6:51:23 AM)

Hi,

Its December, 1943, and as the jap player Iam getting worked, which is ok as that is what happend historically. However, I accelerated the production of the George...in addition to husbanding my fighter squadrons pilots...so that i could replace the zero en masse and hopefully bring some balance to the air campaign.

However, I found out that the George with pilots from 60-80 exp were still being slaughtered by the allied fighters. knowing this now, wouldn't it have been better to keep the longer ranged zero, so at least i could provide long range CAP for tokyo express missions, and prevent unescorted allied naval strikes from B-25's and such.

BTW, we are playing the standard game (no NIK or other mods). Any advice is greatly appreciated.

DDLAfan




The Duke -> RE: Its Dec 1943-George or Zero? (8/19/2006 7:55:04 AM)

I'm in a standard game, Jan '44, PDU-ON (i.e., I have to deal with the occasional 800 4-engine bomber raids). If you can upgrade any squadrons to George, then that would be my choice.....I think the Zeke sucks.

George is a step up, but not a lifesaver....but tons better than Zekes. Unfortunately, your carrier trained squadrons don't have that luxury, so you'll have to do the best you can w/ Zekes w/ those squadrons.

I'd be curious to what others think, but I'd ramp the George and go if you can field large #s of them...




castor troy -> RE: Its Dec 1943-George or Zero? (8/19/2006 6:49:37 PM)

Just look at PzBs AAR against AndyMac! PzB stated that the George is his best available fighter. Even better then the Frank (what it shouldnīt be when you look at the stats...). So definetely take the George as your land based Navy fighter, not the Zeke. The Jack isnīt much worse then the George and has a longer range.




Herrbear -> RE: Its Dec 1943-George or Zero? (8/19/2006 11:07:21 PM)


quote:

ORIGINAL: DDLAfan

Hi,

...
However, I found out that the George with pilots from 60-80 exp were still being slaughtered by the allied fighters. knowing this now, wouldn't it have been better to keep the longer ranged zero, so at least i could provide long range CAP for tokyo express missions, and prevent unescorted allied naval strikes from B-25's and such.

BTW, we are playing the standard game (no NIK or other mods). Any advice is greatly appreciated.

DDLAfan


IIRC it doesn't matter for LRCAP. It is only out to 5 hexes.




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