Uncommon Valor Allied Strategy (Full Version)

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Blitzer -> Uncommon Valor Allied Strategy (12/20/2004 9:47:38 AM)

OK guys, we've discussed what the Japanese should do, now how about the Allies?

I've played many pbem games, but almost always as the Japanese. I heartily welcome any advice by Allied players or fanboys.

Share with us your game-winning moves and strategies.

And by the way, those of you who have restricted your play to the AI, I very strongly encourage you to take on a human oppponent. I realize there are speed issues involved, but I also realize the computer is predictible, dissolute and lackadaisical. These utterly formulaic patterns are refreshingly rectified by the extra mental stimulation of engaging a breathing opponent with new approaches and ways of thinking. It is suddenly a very different game which encourages a very different play.

Why do we all play these complex games anyway if not to challenge us?

Above all, playing email opponents is a fantastic way to make enduring friends all over the globe, ones with similar interests and nearly instant comraderie.

Now on both of these fronts let us begin...




Bobthehatchit -> RE: Uncommon Valor Allied Strategy (12/22/2004 7:31:48 PM)

In the full campaign i ususally abandon PM as it costs way to much to hold the place, although i bomb an mine the hell out it with lba the odd carrier supported bombardment mission. Re-enforce the Northern Aus towns with inf cd and lba and fighters to help to stop or atleast slow down attacks.

Build up Kormac with troops, lba and fighters then move to the majes below Lugaville who name escapes me... Of the Jap player want to take Lugaville early on there is very little you can do to stop him. You have to hold on to what you can keep and hold then weight until you get re-enforce ment to make the next step.

Cv's, I some time use them to cover my evac from pm the remove the airgoups and return them to pearl for refits to there aa. I usually send some of the US cruisers back as well to get the 20 and 40 mil bofors fitted and to act as escorts for the carriers turn.

Use your cariers to raid places where you know KB isn't if you have to fight make sure you have atleast have all six pre war carriers in three groups with the best AA with enlarged fighter wings the decent TB. Luck pays a massive part in carrier battles weather and recon also count.

LBA is your main weapon, look after your B17's don't waste them on small unescorted raids in bad weather. 100 plus b17 and B24 raids can make a right mess a base the Japs limited engineers units.

I'll add more later[8|]




crsutton -> RE: Uncommon Valor Allied Strategy (12/22/2004 7:35:59 PM)

I think I have posted these before but here are a few tips. These are for scens 17 and 19

1. Don't try to save PM, Gili or Lunga. You can't do it and you will lose early. This does not mean you should not put up a fight-especially for PM. Your goal is to sink Japanese ships and shoot down Japanese aircraft. You should look for chances to do so. Just don't put your major assets (carriers, air groups) at risk. It is a long campaign and time is on your side.

2. Don't fight your carriers until you have all six and all wildcats and devestators have upgraded. Common sense here.

3. Choose your ground. The Japanese player must be the aggressor. There are more risks involved with that. Look for a place to fight with favorable odds.

4. Until you are on the offensive, don't fight your carriers anyplace that is not within close range of a larger port, and LBA. No reason for your carriers to be out in the middle of the Coral Sea. Make the Japanese come to you. The closer you are to your base, the greater the chance that your damaged carriers and displaced air groups will find safe haven. The further the IJN is from its bases, the greater chance that damaged ships will sink before getting home. That means lost air groups as well.

5 You must play two defenses at once. You need to deny the Japanese the positional and material advantages that he will need to win a long game-while at the same time you must always expect him to go for an auto victory. A good Japanese player will mask his intentions-you must expect the unexpected. It does not matter if you are pounding him at Lunga and bashing his precious fleet if he is sitting in a victory hex on Jan 1.

6. Don't fritter away your heavy bombers early in the game. This is the Allies best asset. Save them and mass them later to close any Japanese base within range. Meanwhile they are great for long range searching and ASW patrol.

7. Carriers and ships are nice but the war in the South Pacific was a battle between Land Based Air. Yours is better, use it to win. Advance methodically and patiently using mutually supporting land bases. Once you have lightnings and corsairs, the Japanese are impotent to attack any of your bases. Attack the Japanese air force any time you can. By October 1942, you are outproducing the Japanese in every catagory of aircraft. Your green pilots are better than his green pilots. If you are trading planes or even losing a few more than him-you are winning.

8. Remember, there exceptions to all of these rules. You never want the IJN player to predict you tactics or strategy. As the Allies, you must be prepared to take some risks to keep your opponent off balance. Just remember, that the first rule of poker is you never gamble more than you can afford to lose.




Hornblower -> RE: Uncommon Valor Allied Strategy (12/24/2004 6:59:13 AM)

crsutton - good points.. I agree with you all but PM.. I always held PM. IF, and thats a BIG if you can use the lex and york to bang the crap out of the invasion TF bound for PM, then you can hold. Agreed PM because a focus of the jap LB's, but that means they aren't focused on Lunga. The Key is to keep two fronts open, if you do that the japs have to divide ther forces. If you give them PM they can focus on Holding or taking Lunga. Use the USN cv's to hit and run on the jap TF's- non cv's. once thet IJN's run low on fuel they head to truk, that gives you time to hurt there AK's and AP's. holding PM means they will focus on PM allowing you to take Lunga. Once you do that then the USMC joins the game to bleed the IJN/IJA air power...




CMDRMCTOAST -> RE: Uncommon Valor Allied Strategy (12/25/2004 7:54:26 AM)

Sorry I should have waited to post this here....

As the allied player time has to be your biggest ally.
You have to try and stall the Japanese player as best you can,
buying a few months in the beginning without losing your carrier forces
early in the game is the Key. ( less time for japans autovictory condition )

Taking out as many Japanese transports and Tankers as you can will
help in the long run as every transport lost slows his ability to keep
his long supply lines effective.
Make your opponant fight for his invasions but only long enough to buy
time as your Rear area builds up, don't commit too many forces forward
as you will be bypassed and Isolated then destroyed in place.
Slowly attrit his aircraft and pilots as he will slowly run out when you
are ramping up in planes and pilots, he will be getting lesser skilled
pilots also time goes on.

Never commit your carrier force early on in the game as you are understrength
in air squadrons, lower skilled pilots, inferior planes and your ships will have lower
class AAA. ( the IJN pilots are far superior early on )
Rotate capital ships back to pearl for AAA upgrades and train your pilots up by
bombing some of those little red dots and or a transport task force or two.

If the Japanese player can't take an Auto victory then he will be subjected
to intense airpower for a full year, slowly being run over 1 base at a time.

if your forward bases are in trouble of being over run pull back your aircraft
and aviation engineers, not losing them at shut down airfields when you can use
them at your next static defense location prolongs his campaign.

Also mines are your friend, mine around Rabaul heavily early on with your subs
place a few of your s-boats a hex or two too either side of the base 1 sub 1-2 hexes
away and 1 sub 3 hexes away on the other side , then every turn run your subs
thru the port so they go next to the last location of the preveous sub, you get several advantages this way.
1: you are sometimes following task forces into the port gaining several attacks at times.
2: you are constantly harassing and sinking jap minesweepers of wich there are few.
3: the constant moving of the subs cuts down on detection levels.
4: you are putting to use with sub mine task forces your crappy dud riddin subs that hardly hit crap anyway.

B25J's are your best anti ship weapon besides carriers, train them up to the 70's
experience levels and fly them at 100 feet to shred and skip bomb the transports to peices, but rest and rotate them every other turn or you will lose a lot of them.

For both the allied player and the IJN player, Watch the weather and rest your pilots
in bad weather, losing planes and pilots to adverse weather is a huge mistake.
Watch fatiuge and morale closely, Rest and rotate those squadrons constantly
You lose far more pilots when pushing them in combat too hard.
Naval search constantly and recon bases all the time, knowing whats out there
makes it easier to hit and go around, plus leaves him constantly wondering
where exactly you are going to hit him.




crsutton -> RE: Uncommon Valor Allied Strategy (12/27/2004 4:58:37 PM)

quote:

ORIGINAL: Hornblower

crsutton - good points.. I agree with you all but PM.. I always held PM. IF, and thats a BIG if you can use the lex and york to bang the crap out of the invasion TF bound for PM, then you can hold. Agreed PM because a focus of the jap LB's, but that means they aren't focused on Lunga. The Key is to keep two fronts open, if you do that the japs have to divide ther forces. If you give them PM they can focus on Holding or taking Lunga. Use the USN cv's to hit and run on the jap TF's- non cv's. once thet IJN's run low on fuel they head to truk, that gives you time to hurt there AK's and AP's. holding PM means they will focus on PM allowing you to take Lunga. Once you do that then the USMC joins the game to bleed the IJN/IJA air power...



Sorry, I don't think the Allies can ever hold PM against a competent Japanese player. They are just too strong. I realize that a massive carrier battle is pretty much a crap shoot, but early in the game, it is a crap shoot that favors the Japanese heavily.

A well timed attack against PM will take place either before or just as the Allies have six carriers. It will happen before the Allies have any avengers-thus causing the Allies to fight without 1/3 of their effective striking force. (forget about devestators). Damaged Allied ships will have no close base to retreat to. The overwhelming Japanese surface force should be able to close PM as a base for LBA. (potentially trapping valuable squadrons there as well) And, to hold PM will take a big commitment in troops, which when they are lost will sorely deplete your reserves, making the chance of a Japanese autovictory greater.

To attempt to hold PM is to accept battle against a superior force, on their terms, in an area where they controll every base but the one they are trying to take.

Actually, I have not really played an opponent who puts a lot of effort into holding PM. If you want to give it a go in scen 19. Drop me an email.




toraq -> RE: Uncommon Valor Allied Strategy (1/5/2005 10:13:07 PM)

Well, I agree with some of the advices written here. But beyond any lone strategy I think there are many strategies that could be followed.
It depends on your/enemy resources and the course of war.
As I´m now playing Scen. 19 (as allies) against a human opponent I have to say:

1) You don´t have to follow a defensive strategy. From the very first moment you may try the unexpected Truk attack, for example. Hit and run is also a good tactic.

2) PM can´t be hold against a huge japanese attempt: But in my PBEM game I´m holding it and I think I can keep it until 43.

3) A good defence of any base may slowdown Jap. advance very much. My defence of GG was quite succesful.

So, I´m agree with those who think about a defensive strategy until the 43. You surely are going to lose more VP than your enemy in any engagement but you never know where the victory hides.




Tuli Vapaa -> RE: Uncommon Valor Allied Strategy (1/12/2005 5:14:47 AM)

One thing. Never ever send your carriers back to Pearl. There is allways the luck factor.

In beginning IJN has two carriers and one light one in playing field (scen 17 and 19). What happens if one of the Kakus, Shokaku or Zuikaku runs into your s-boat sights and gets couple of Mk-10's for it's troubles? Imidiate short term reversal in balance of power. What if you spot so called Death Star formation heading back to Truk by one of your submarines? Opportunity to throw hit and run raid to Guadalcanal or Gili Gili. What if Death Star attacks your Australian convoylines and accidentaly attacks your battleship TF you sent there and loses HUGE number of attack planes, basicly ripping out the heart of IJN carrierwings? Opportunity to intercept with your carrier force and make some real damage against fatigued IJN carriers.

If your carriers are in Pearl, there is nothing to do, you are not prepeared. But if you have carriers in place, you are presented with opportunity to throw size huge monkey wrench to IJN invasion plans. Stay flexible, keep your main attack force where you can lay your hands on it.




crsutton -> RE: Uncommon Valor Allied Strategy (1/12/2005 7:49:00 PM)

Um, I kind of disagree. I don't generally send healthy carriers back-especially when there is a threat of any sort of Japanese invasion. However, the Hornet starts the game with a very poor AA value-less than most heavy cruisers. I try to send the Hornet back as soon as I think that there is breathing room. A lot depends on the state of the Japanese carrier force. If the death star is out there lurking about, then I send no good carriers home. If I have damaged or sunk one or two of their fleet carriers, then I might risk sending a carrier home for upgrades.

If you send a carrier home and it has no significant damage, you can expect it to be available again in about 40 days. The other factor is your chance of release. If it is LOW, then start culling your in theater fleet. Just keep sending ships home one at a time and check the ship release status, as soon as you send enough ships home the status will change to MODERATE. This effect is immediate. Usually, at MODERATE status, the USN will send your carrier back pretty fast. You generally have a surplus of tankers and MSWs ships early on. Send some of them home, or your slower AVs.




Tuli Vapaa -> RE: Uncommon Valor Allied Strategy (1/12/2005 8:56:40 PM)

Never really understood that 'Send them to Pearl'- doctrine. I understand that you send some DD's and SC's to get AA and ASW upgrades as nobody misses them what ever happens, but main armament when AA means so little? Why?

So you send Hornet and early carriers to Pearl and get what? 200+ points worth AA-guns bolted on them? Gains: Zero. If you go against full strenght IJN carrier group you lose those carriers, no matter how great upgrades they have. IJN have advantage both in plane numbers and pilot quality and with any half competent enemy commander, bomber will always get through! So, what does this mean? You can't fight IJN carrier taskforce direcly with carriers. Or you can, but you lose your carriers and perhaps damage and sink few of his, so what does it matter if you shoot down 32 Vals instead 42? Is ten enemy planes worth operational flexibility? I say No.

And as LBA can be neutralized with little operational thinking and heavy CAP when in danger zone. As LBA will not go after carriers with good CAP, there is no advantage in 'Send them to Pearl' there.

In fact 'Send them to Pearl' seems to me as some kind of 'number blindness', where commanders have gotten into their heads, that game is won by numbers. This is chess with infinite variations and it's won by short moves, that take advantage of current situation, not by moves that give you Biggest Guns.




anarchyintheuk -> RE: Uncommon Valor Allied Strategy (1/15/2005 12:32:23 AM)

I send every cv and ca back for aaa mods and a lot of the older dds as well. Anything that can be done to increase my odds in a cv-cv battle I will do. For that same reason I use the bristol and benson(?) classes for cv escort. I don't generally use my cvs early until f4fs and devastators are upgraded or if i think my opponent is going to banzai straight to noumea right from the start. Don't quite understand the "numbers blindness" comment, sending your cvs back is just a way to make the defensive firepower of your force stronger. How does that hurt? Who knows it may save your cv force a hit or two . . . or more. That could be the difference between a cv sleeping w/ the fishes or making it back to pearl. I'd do it anyway just to kill off IJN pilots. Nothing like seeing 90+exp pilots going down to aaa.

If there was a provision in chess to make a bishop's defensive capability 10-20% stronger, I'd probably do it as well.




Tuli Vapaa -> RE: Uncommon Valor Allied Strategy (1/15/2005 1:43:53 AM)

Thinking with this 'send them back to Pearl' is simple: Winning a carrier battle and that is too late. USN will lose the game, if they can't slow IJN down in '42. And you can't win carrier battle in first year. So what this number-doctrine does is send only units that can slow enemy down to win a battle that will be too late to make a difference.

Why USN loses, if it gives in to IJN? Same reason, why commanders in South Pacific mounted such furious attack both in New Guinea and Guadalcanal in real life. IJN airplanes can force BOTH Noumea and Brisbane ports to shut down if USN doesn't want to fight in '42.

And if they manage to damage those ports, USN will show it's only weakness, Transports. If enough is taken out of play, there is no way USN player can invade into 'Bismark barrier' and no matter what happens, IJN controls enough Bases to win by default.




jeffs -> RE: Uncommon Valor Allied Strategy (1/15/2005 4:02:38 AM)

The AA upgrades can be pretty hefty. A CA goes from 932 to 1432.....
A few of those in battle group can easily mean 5-10 more attack planes damaged and 1-2 hits lessened....




crsutton -> RE: Uncommon Valor Allied Strategy (1/15/2005 5:24:12 PM)

quote:

ORIGINAL: Tuli Vapaa

Thinking with this 'send them back to Pearl' is simple: Winning a carrier battle and that is too late. USN will lose the game, if they can't slow IJN down in '42. And you can't win carrier battle in first year. So what this number-doctrine does is send only units that can slow enemy down to win a battle that will be too late to make a difference.

Why USN loses, if it gives in to IJN? Same reason, why commanders in South Pacific mounted such furious attack both in New Guinea and Guadalcanal in real life. IJN airplanes can force BOTH Noumea and Brisbane ports to shut down if USN doesn't want to fight in '42.

And if they manage to damage those ports, USN will show it's only weakness, Transports. If enough is taken out of play, there is no way USN player can invade into 'Bismark barrier' and no matter what happens, IJN controls enough Bases to win by default.



Well, I sort of disagree and agree.

Yes, If I have not hurt the Japanese carrier pool, then I do not send any of my carriers back to Pearl. You need all six to deal with them. Other than that, I send as many ships back to Pearl as I safely can. First and foremost to go are the in-theater heavy cruisers and those DDs with less than 300 AA factors. The AA upgrade for them is significant and you generally have more ships than you need early in the game. (before the Japanese offensive really can start). You will get all of them back or suitable substitutes in a very short time.

AA upgrades are a significant force equalizer and can not be discounted. By early 43, if the Alllies have upgraded carefully and properly, any Japanese attack on Allied warships will be costly. That is pretty much my goal as any Japanese experienced pilot shot down is lost for good.

Against a very aggressive Japanese player you will just have to fight with your ships and get the upgrades when you send your damaged ships home for repairs. The luxury of sending ships home after say August of 1942 is not really going to be there. If you survive into 1943 when the chance of autovictory has passed, then you can start sending ships home again. As for my preferences, except for the Hornet, CVs, BBs, CAs already upgraded and CLs never go back to Pearl unless damaged. They all have good AA to begin with. DDs below 400 go back when they can.

As for your reference to Japanese attacks on Brisbane and Noumea, I have never experienced that. My fondest hope is that the Japanese player will bring his death star out to fight my six carriers in any position near my bases. My theory is that even if I take more damage, many of his damaged carriers will not make it home due to the distance and some of mine will. Many of my aircraft will be saved and any of his on sunk carriers will not. He will lose the valuable pilots as well.

But even more important, if I am playing the Allies and the Japanese are attacking either Brisbane of Noumea, then I have alreadly screwed up big time and have lost the game a long time ago somewhere else.[;)]




Tuli Vapaa -> RE: Uncommon Valor Allied Strategy (1/16/2005 1:27:05 AM)

Considering the range of Bettys and their reach from Guadalcanal and Gili Gili, is there something that can prevent losing both Noumea and Brisbane, if IJN is not stoped in mid 1942? And another question, is there any way to slow them down if, you don't keep your carriers near?

Most people here are thinking in terms of Big Carrier Battle. But Big Carrier Battle is just waste of resources as single carrier can actually scare transport TF to changing course just by being there. Carriers are usefull, but not when sluging it out with opposite carrires. Their REAL potential is in distrupting enemy lines of communications and transport shipping. So it really doesn't matter, if their AA number is under or over 1000. Sending them back to Pearl just limits your options and ties your strategy in some pre-planned idea, that might even limit your options later in the game. As I said, numerical blindness, a form of tactical thinking instead of strategic. It's very much like thinking a chess game in terms of your Queen alone. Sure it's a important piece, but it can't win the whole game by it self.




crsutton -> RE: Uncommon Valor Allied Strategy (1/17/2005 9:33:14 PM)

Well, as I said before, if the Japanese player is in a position to take Noumea or Brisbane then you have already probably lost the game and best just resign and ask for a rematch. My feeling is the very last ditch stand for the Allies is any of the auto-victory hexes. That is generally Lungaville, or perhaps Townsville. If the Japanese player takes Lungaville in 1942 and does not suffer catastrophic losses in taking it, then I think it is pretty much over for the Alllied player. All things considered, the Allied player just does not have the strength to take any-autovictory hex back from a good Japanese player before 1943. It won't be necessary for him to advance any further if he holds an autovictory hex in strength.

Historically, the South Pacific campaign was a battle of land based air units. Carriers only played a supporting role. And as time passed the Allied advantage in LBA became overwhelming. With our ahistorical scenarios, carriers become more important. However, as the end of the year approaches and Allied LBA begings to grow, Japanese carriers-even the death star become less potent. The reason is the P38. This most valuable of aircraft has the range to escort marauders and mitchells up to their full range. With a strong escort of 38s, the mediums will attack carrier task forces. The will not win a decisive battle but a 500lb bomb hit here and there will eventually whittle down the Japanese-that and the eroding Japanese pilot skill level should do the job. The goal as the Allies is to survive and save your carriers until you gain enough LBA strength. Don't fritter away your heavy and medium bombers before that. If the Japanese invaded an autovictory hex before 1943, then you will have to commit your carriers to a fight. But with careful planning and by husbanding your resources, and by fighting the battle on your own ground, you should be able to win.

Remember, the Allies can lose most of their carriers and still win-provided they make the Japanese player pay for the privledge and turn back any attempt to take the autovictory hexes.




Tuli Vapaa -> RE: Uncommon Valor Allied Strategy (1/18/2005 12:11:09 AM)

Everything is NOT down to equipment, no matter what you read in here. That is the numerical blindness I have been talking about. It's good to know what a piece of hardwere can and can't do, but talking like its preformance is everything you need to win is foolish. B-26's don't have range to do anything serious to half intelligent Japanese commander and airpower alone won't win the game as you can't earn enough victory points just by pounding few bases. Most important factor in game is strategic goal and way to get to it. And contrary to common belief, Japanese player have couple very clever ways to win as late as 1943, provided that he has played his game true to his goal till then.




anarchyintheuk -> RE: Uncommon Valor Allied Strategy (1/18/2005 11:22:59 PM)

I don't think anyone said that equipment is the only thing that matters nor did anyone say that performance is all you need to win. But you mention in the next sentence how B-26s don't have the range to do anything serious to a half smart IJN commander. True, but the B-25Js that they upgrade to sure do. When you mention in your previous response how effective betties can be based from guadacanal and gili-gili you're showing how important equipment and their capabilities are in shaping strategy. What csrutton said about the effect of p-38s in the game is true as well. How do you think the game would change in Scen. 17+19 if those p-39s, p-40s and tomahawks were corsairs with a replacement/month of 60 at the start? The better my equipment is at killing or surviving the better the chance at succeeding in whatever strategy i have. AAA upgrades are a part of that.

To expand a bit on what csrutton said about recapturing auto-victory hexes, if the hex is in australia cvs will be somewhat less important. If it's lougainville you're going to have a cv battle either defending it or retaking it. If you win the cv battle as allies you can starve the IJA out at any location. If you lose, you may still take back an australian auto-victory hex, but it's game over if it's lougainville. If it's noumea you can always restart. Cv-cv battles will happen and more than likely it will be the death star vs. the six pack. As you say a cv's real potential is in disrupting LOCs, what better way of exploiting that than by doing all that you can to ensure that you win the cv battle? If you win your LOCs are secure, his aren't.




Tuli Vapaa -> RE: Uncommon Valor Allied Strategy (1/19/2005 9:56:32 AM)

G4M's was only in reference to IJN bombers. G3M's work just as well and they really don't have any other bomber types, do they? I also said that it's important to know, what piece of equipment can and can't do, but basing your strategy in arrival of certain plane types and ships is good way to lose. Strategy is much more than that. And yes, I know. You can neutralize all troops in single base with low attacking B-25J's. And you can reduce any base in range with B-17's and -24's. Yes you can do that. And you can kill Zeroes by scores with Corsairs. And P-38's can win 3 out of 4 times against equal number of A6M's. But instead of searching a way to win before these planes arrive, I thought of ways to make them irrelevant. And where is a will, there is a way.

I said it before and I say it again. Despite what you read in these forums, there is more than one way to win on each side.




jeffs -> RE: Uncommon Valor Allied Strategy (1/22/2005 7:28:35 AM)

quote:

Tuli Vapaa


I thought of ways to make them irrelevant. And where is a will, there is a way.


In mid 42, taking on IJN carriers (in a carrier fight) while not a guaranteed losing fight, is relatively risky.

Also, if one talks equipment, it has to be acknowledged that for Kates and Vals, the replacement rate (20 per month for both) as well as Betties (20 a month, 4 for the venerable Nells) is really not that much. So anything that can wipe out 3-5 of the these at a turn has decent value...And let`s face it, for the first 2 months of the war, do you want your CAs and CVs under air attack anyway (unless you have very favorable circumstances?

In a certain sense, US air power is a hammer. It tends to do less damage than a concentrated IJN strike, but it is more resiliant.

INJ air power is more like lance attack....Very, very vicious, but fragile. Once the first wave is over, if you have damaged it badly, it will be hurt for a long time (fewer replacements, quality of new much lower). And therefore, a missing an opportunity to nail 3 APs is worth it for some AA that chews up those well trained, but rare pilots.

The talk of nailing the IJN in the right place at the right time sounds great, but easier said than done (yeah, if the guy goes for PM and then happens to send large enescorted transport runs to Lunga at the same time, rock on), but if the IJN has a vague clue and is not so foolish, your opportunity might not arise and a USN player who sent back those ships would then be in much shape (with darn good AA).

While I agree with the spirit of this (I thought of ways to make them irrelevant. And where is a will, there is a way. ) it is much easier said than done....




jeffs -> My most hated tactic (1/22/2005 7:41:46 AM)

This works for 17 as one can hold PM for a while...As for 19 probably out of the question....

I love to get my P-39s (to a smaller extent p-400s and wirraways, but as they have low replacement rates I tend to be more wary) and bomb Lae
every day (ok, rest during thunderstorms to get back a little morale)...So why?

Well at the beginning you can kill a few thousand IJN troops pretty easily over the course of a month (of course, expect to lose a few planes (30) the first month as the pilots stink and AA chews them up....

But as they gain experience, they get rather good at avoiding casualties. And that is the whole point, experience. By July, some will have experience in the 70s and by October, upper 70s to lower 80s. And that means if any fast convoy, bombardment run, normal transport run comes in, a bombing run at 100 feet is just vicious. That and for the reconquest of NG, very few IJN troops can hack 2 weeks of daily poundings of 3 squadrons of P-39s (with 75 experience)....It is a great way to help with your reconqest. Only when necessary do I use them as fighters as zeroes will shred them. But as close air support (given experience) they are outrageous...

But it gets better! Because late in 42, some units change into P-38s. OBviously, the FB thing disappears, but you can now escort your bomber to Rabual. So for the guys who like to put up 100 zeroes in defence, about 50 P-38s (with experience in the 80s!) as escort is a very nasty shock....


Of course, one has to hold PM, and that is not always possible. That said, having well trained P-39s can be a key part of PM defense!




jeffs -> RE: My most hated tactic (1/22/2005 9:01:00 AM)

By most hated, I mean that some opponents thought it was dodgy. In particular, for the first month, until experience is about 62-63, expect to lose 2 planes a day....




Blitzer -> RE: My most hated tactic (1/22/2005 9:08:33 AM)

Even in #17, holding Port Moresby against a competent Japanese player is nigh impossible. This is also a highly historical situation, even without the carriers lost at Midway.

As usual, the Japanese employed half-measures to achieve their goals in New Guinea, as elsewhere. Shoho was stupidly grafted to convoy escort when her presence could have made Coral Sea a decisive Imperial victory, sparing damage to Shokaku's flight deck and Zuikaku's airgroups. Had the latter two been ready for the Central Pacific, the battle near Midway would almost certainly tipped the other way.

You're completely correct about stressing the experience of the Iron Dogs. In the beginning they'll decimate airbases and later will shoot up any floating thing that moves within their operating radius.

I'm not in entire agreement with you about the Lightnings. They were indeed excellent aircraft, even in the ETO, but in uv I've witnessed a swarm of them nearly eradicated by proper Zero deployment. It is not easy mind you, but possible...and extremely gratifying I must say. [:D]




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