Ambassador -> RE: Destroyer ASW TFs (2/11/2021 3:30:32 PM)
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quote:
ORIGINAL: HansBolter quote:
ORIGINAL: Ambassador quote:
ORIGINAL: Ian R I don't think you should use (post 1930) USN DDs for ASW - plenty of other things for them to do, and that's what SC, PC, PF and DE's are for. Maybe after you get enough Fetchers you can shift the Farraguts Mahans & Gridleys over to ASW, after they land some torpedo tubes and get decent radar. And certainly not before the ‘42 upgrades giving an ASW rating of 6 and radars. Before that, they’re more targets than assets. Plus, better have a decent night XP, as a lot of submarine and ASW happen at night. The first few months of the war is a struggle to find anything that can be used as an escort so non-DD ASW platforms are in very short supply. As soon as I can afford to pull the Clemson and Wicke(sp?) class DDs off of BB/CA/CL escort duty (where many of them start the game) I get them converted to APDs. I prefer the APDs to the DEs as I feel they are more versatile and have the same ASW rating of 6. These are my primary ASW TF platforms for the first 6-9 months of the war. I shudder to think of EVER relegating the Mighty Fletchers to ASW duty. There are more than enough DEs and PFs. The Fletchers are far too valuable. Fletcher TFs can easily take on Jap cruisers and are great in bombardment without any cruiser big brother assistance. Against the AI, I agree, APD are much more useful. Same if the opponent is not very good with his subs. But DE’s can be useful if the opponent is too good at the sub war or you’re losing too many escorts, so I try to keep a few Clemson & Wickes in their basic shape, to keep the option of converting to DE or APD, depending on my needs. I usually assign my DDs to roles depending on their class, and this evolves. The latest models are assigned (in order) to CV TF and SAG, so this mostly covers the main use of the Fletchers for most of the game, but I do tend to include an ASW TF or two for use together with those combat TF, once I have enough DD’s. And during the first few months of the war, you run the convoys you can. If it means using most of the cargoes on the Eastern US - Cape Town line, so be it ; at least, they’re safe there, and the stockpiles you build there will be useful. The problem in the early war stems from many players trying to run too many convoys. Moreover, the ocean is vast, the dangerous points for the merchant marine are near the destination and the homeport ; if you’re willing to make them take a more southern route, you can avoid the need of escorting them beyond the first few days of sailing, or the last two days before the arrival. It just requires some bookkeeping to send escorts in time.
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