Tankerace -> RE: How far you got? (1/12/2005 12:49:48 AM)
|
Well, to quote a British naval strategist, "To sink a dreadnought, one must first open its hull to the sea." The short answer: A Deathstar of your own. If you don't have it, then submarines and destroyers. A crapload of them. Send in so many that a torpedo has to get through. With torpedo protection not nearly as good as it is in WW2, a single torpedo can be fatal to the smaller predreadnoughts, and can cripple a dreadnought. Submarines will also be a valuable asset, as ASW isn't as good either. Another, more true to life tactic is supply. Take for instance, the US vs a Japanese death star. The only way that death star can operate more than once or twice (on extended operations) is to take the PI, and move fuel from there*. So, if you can use cruisers and submarines to sink most of Japans transports, then he cannot use his deathstar effectively. *Production is off for War Plan Orange. I did this to speed up release. However, you still must take the PI. Japan and Manchukuo produce enough supply to feed its armies, so long as they do not fight, and enough fuel for "routine" naval operations. However, if the Japanese player wishes to use his battleships, he has enough fuel for only a limited number of long range, full scale deployments, i.e. he must take the PI (which produces a crapload of fuel.... think of WPO's fuel as WitPoil in some cases." Thus, after the initial action of taking the PI (also necessary to gain VPs to win), the only way to keep Japan's dreadnoughts fed is to either base them in Manila, or move the fuel produced by Manila (and surrounding bases) back to Japan for use later. So, to counter the US deathstar, all Japan has to do is 1) Keep the US fleet from reaching Manila, and 2) Keep the US from getting fuel to PH, then Wake, and then Guam. Aircraft can also contribute to knocking out the deathstar, although you will be more likely to cripple a dreadnought, rather than sink one.
|
|
|
|