pharmy -> RE: Changing turn rate (7/16/2012 8:56:54 AM)
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Thanks for the info bigred - I did try but still found it blacked out. Probably have to do it after the combat replay and not once I've saved to temp save file. 2 day turns seemed really bad for the Japanese at first, I got a lot of cruisers damaged, transports sunk, but I think for lcu's its great, you can really surprise your opponent (Palembang gambit prevention is a good example : it would require him to permanently defend Palembang sea approach, especially if launched from Singkawang since he cannot react from Batavia or Singapore to block you till your are already ashore) and once you realize the implications of the two day turn, you learn that you can take advantage of it in a huge way by landing in unexpected sites for which the opponent has no answer. He cannot react quickly enough to put his CAPs up and it really makes you careful to keep everything vital secure (half my fighter force is capping the oilfields of Sumatra) It does slow you down that you have to wait till your next two day cycle to take a non-atoll base, this can be balanced out by an aggressive commander. And the naval game really changes, surprising more interceptions and also a larger chance of survivability when trying to slink away damaged from an opponent.It is less forgiving though, if you send in unescorted bombers and they have high moral they will suffer twice. An uncapped location will be leveled to the ground. And you can't move your Nells/Betty's right away allowing more surface raiding (for both sides if recon is good)
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