Mike Solli -> RE: Here we go again! tc464 (A) vs. Mike (J) - No tc464 (11/16/2009 5:22:43 PM)
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Musashi vs. Taiho Very good question. I haven't made a decision yet but here are my thoughts: Not yet sure about the Musashi. I'm going to start my game when the final version of patch 2 comes out. I'm not sure how many naval shipbuilding points the Japanese player is short but I know there is a shortage on 7 Dec. On 8 Dec, I'm going to halt the Yamato, Musashi and Shinano for 1 turn to determine the shortage. I am doing that to determine the naval shipbuilding point shortage. On 9 Dec, I will turn on Yamato, keep Shinano off and make a decision about Musashi. I'm reluctant to keep the Musashi off because Japanese BBs are very powerful early in the game and that capability decreases with time. I like to use the BBs to ambush Allied cruiser TFs. I do not want my BBs to tangle with Allied BBs. They end up in the repair yard (or worse). Eventually (early 44 on), they usually end up dead or in the repair shop whenever they appear. So, my decision is either to build her early or not at all. I agree with Q-Ball that the Taiho is a very powerful ship and is a better choice than the Musashi. Given that, I'd really like to accelerate her. More on that in a second. First, a short discussion on my ideas for accelerating ships: Here's a quote from the manual on ship production/acceleration: "13.4.1 JAPANESE SHIP PRODUCTION All ships remove 1 day of delay when the delay is greater than: »» 10 * Ship Durability This automatic delay removal does not cost Naval or Merchant shipyard points. Those ships set for normal construction with a delay less than 10 * Ship Durability require Naval or Merchant shipyard points equal to their durability to remove 1 delay (each day). If set to accelerated production, the ship will remove 2 days of delay (each day) for a cost equal to 3 times its durability. A ship that has a delay over 10 * Ship Durability and less than 30 * Ship Durability may be accelerated. It will remove 1 additional delay (other than the free 1 delay removal) each day for a cost of appropriate shipyard points equal to the ship’s durability." Note the bold portion. The way I read that means (to me) that if you accelerate a ship at (10 to 30) * Ship Durability, you remove 2 days of delay for the cost of 1 * Ship Durability. All accleration will only be during that period of time. I do not plan on ever acclerating a ship at <10 * Ship Durability (in days of delay remaining). No on to the Taiho question. Yes, I'd love to have her early. Is she worth that cost? Not sure. Getting her in 1943 can cause the Allied player lots of problems. [:D] The problem is that I like to accelerate the other CVs, the Hiyo, and some DDs too. That's too much. What to do... I like to allocate points to certain ships. I'll figure out how many naval ship points are available and then allocate 68 (or whatever it is in AE) to 1 CV, 115 (or whatever it is in AE) to the Taiho and a set number to DDs. I like to keep ~6 DDs accelerated if possible. I like to keep about 500 naval shipbuilding points in the pool. If it begins to drop, there are three alternatives. 1. Remove something from acceleration. This is my last resort. If I do, it's usually a DD. 2. Halt something. I usually do this. I tend to halt Ro class subs. To me, they are the least useful for a couple of reasons. If hit, more often than not they die. Second, they carry so few torps that they spend much of their time moving to and from their patrol stations. 3. Increase shipbuilding points. If I do this, it's usually in Dec 42 (modestly and not very often) or in late Spring, 42. I'm very cautious with economic increases and this is not high on the priority list. I have not increased my naval (or merchant) ship points. I won't even consider it until 9 Dec 41 at the earliest, after I have a chance to determine my baseline.
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