dr. smith -> RE: ASW (3/2/2016 2:09:19 PM)
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Air ASW really won't be of any early help, your only chance is at sea. I'm also doing an AI game(just hit April '42), and though I have a mess of ASW air groups, I've gotten zero hits from them and don't expect to. So ASAP convert your 4 stacker Clemson class DD into APD. They turn a 66 AA, 2 ASW ship into a ship that has the 2nd highest ASW in the start (6 vs an 8 for some Limey DDs and HDMLs). You don't have any US ship with an ASW > 2 until you convert the Clemsons. I've "maybe" sunk 1 or 2 subs, but have been getting hits on subs. Sending a sub back for repair is as good as sinking since it will take a long time to replace a West Coast I-boat. Your WC Yippies (YP) only serve to help I-boats expend torpedoes. You start with 24 of Clemsons, important to get the 4 in Philippines out safe. Think (working from an old data dump) you got 5 in Borneo, 4 in Java, 1 in Pearl, 10 in West Coast. You'll need them in 3 areas - WC, Pearl, East Coast Oz (Brisbane). I also use the Canadian KVs to help the Seattle and San Fran areas, think their ASW is 4. PS-just found you start with 1 APD in San Diego, great! PBEMmers tend to send more to interdict West Coast - Pearl, and more to interdict Australia. The first hoping to nail some hurting heavies as they make their way to the navy yards of Seattle. The Canadian KVs can help cover your banged up TFs on their way to Seattle and SF. In February some DD's upgrade to an ASW of 6, so that will help protect your CVs. Since the Clemsons don't add much AA after conversion, keep these as sub hunters.
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