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RE: Evacuating cadres? - 12/30/2007 12:42:14 AM   
rtrapasso


Posts: 22653
Joined: 9/3/2002
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quote:

ORIGINAL: Alfred

madgamer,

Not all the early war subs suck on patrol.  The British and Dutch subs on patrol will fire their torpedoes - just make certain that you put them on patrol in areas where you can fly naval search to help raise the DL on enemy TF.  The old American "S" class subs will also attack.

Alfred


The USN subs will attack - but 90% of torpedoes will malfunction... they will either run deep (the torpedoes are launched - and no other message comes up) or they will fail to detonate. Of course, they also can miss. Plus, at the beginning of the war, there are a lot of unaggressive USN sub commanders (since the Navy encouraged extreme caution in their attack training before the war). So, it is very frustrating trying to use USN fleet subs.

Eventually, they get extremely good... they get radar, their torpedoes improve (dud rate eventually goes down to 10%). However, the success people get in the game never approaches that in real life (at least against warships) - where USN subs picked off multiple capital ships (BB and CVs). Most people count themselves fortunate to sink one carrier in the course of the war by SS.

(in reply to Alfred)
Post #: 31
RE: Evacuating cadres? - 12/30/2007 2:10:33 PM   
wwengr


Posts: 678
Joined: 1/14/2007
From: Menomonee Falls, Wisconsin, USA
Status: offline
Let me qoute some discussion from another thread. Note that I didn't see the uility of Base Forces the way KPAX did, so we had different philosophies. I am trying it out the way that he does it.

quote:

ORIGINAL: madgamer

one thing I do not understand is how some players say they have saved 1000's of troops from Singapore or the P-Islands. With the cost of Political points how can you get the troops out let alone the aircraft. I think it has to do with units getting so depleated that they reach rout status and can be loaded on ships without using Political points. Is this true? If it is I have found that leaving transports in Singapore or ports in the P-islands gets them damaged or sunk and tryin g to run some supply in there or just empty transports to take out troops results in the same thing...sunk ships.....so I must be doing something wrong.
Lawrence
quote:

ORIGINAL: wwengr

I believe that there is limited utility in saving extensive forces from PI and DEI. Look carefully at the replacement rates and future reinforcements and evaluate for yourself, but here is my philosophy for the PI:


  • Base Forces are not worth saving. By the end of 42, the allies get almost two dozen as reinforcements, plus scads of engineer units. When you turn "replacements on" for the "saved" base forces, they will suck your USA rifle squads dry from your replacement pool. You need these to build combat units back to strength.
  • PA Rifle squads are reasonably plentiful, so selectively save a couple of PA units. The pool of PA Division commanders suck with low capabilities all around, so divide the divisions and save only a couple/few brigades that have strong brigade commanders
  • PS units are few, but the replacement rate for PS squads is very low. Save a couple of these units, but only the well led ones.
  • Save slices of the USMC, non-base force engineer units, and artillery units, shortly before the end.


Dutch replacement rates are almost non-existent, so don't bother saving anything but a few select, combat units. The Dutch units are lightly armed, but easy to move. If they get enough experience, they can make good raiders.

Save a slice of all, except the base forces from Singapore. These can be rebuilt into effective units. You don't need the command HQ's, but the Malaya Army HQ can be useful. The RAF Air HQ's are plentiful, but it certainly won't hurt to have one in each airbase. Save a slice of the Naval HQ from PI and move it to a principle shipyard location to help speed repairs.

I believe that there is better utility in prolonging the fight in the PI, DEI, and Singapore as long as possible. Time is on the side of the allies, by the end of 1942, you will have plenty of ground units. By the middle of 1943, your ground units, air units, supplies, and ships will be an embarrasment of riches. The longer that the Japanese spend taking PI, DEI, and Singapore, the less time and resources that they will have to take India, China, or penetrate deeply into the South/Central Pacific. Make the Japanese pay for the territory:

  • Fortify selected bases and stack units there, push as many supplies as possible into them.
  • Use submarines and aerial resupply to keep them alive as long as possible.
  • Use your Bombers to strike the invasion froces from bases just in range.
  • Don't even bother with fighters. Get them out of the way until mid '42. When the KB shows up, the Zeros will slaughter them.
  • Keep your surface TF's just out of range, when you are confident that he KB is elsewhere, sprint in and Bombard the landing forces, attack the landing ships, or run fast transport supplies in. Do not lurk though. The land-based aricraft will cause extensive damage and the Japanese CA's are too strong to beat. If you hang around, your Surface TF will go to the bottom.



At this point, KPAX pointed out an alternative view to me:

quote:

ORIGINAL: KPAX

Excellent comments !

I would throw out another thought on the Base Force comment.

I have saved all of my BF forces in DEI and PI. At 9-43, I have 700 US Rifle Squads available, having used 2,400 and building 273/month. You maybe ok on this item. Also, at this time I have 10,000+ AV Eng, 7,500+ Support and 21,000+ ENG sitting in the pool.

Even if you run short of the Rifle Squads early, having the BF with the AV Eng, Eng, AA/CD and support, they are very important.

Also, later in mid 1943+ you will have TONS of aircraft units, 1,000's and 1,000's of planes in 100's and 100's of aircraft units. Once you start your advance (where ever that might be) you will need to have those BFs around to start to train all those air units in your little training zones. The BF will be important not only for the AV but to build those bases airfields.

At this point I have 36 bases with AV at 250+ and 11 bases with AV at 100-250 AV. I have probably 100+ units training. Supplies are no problem, as the W Coast is an endless source. I have many bases with 1MM in Supply and Fuel staged all over the Pacific. Got to use those AKs for something.

Now I have 42 units with XP at 90+ and 91 units at 80-89 XP. That is not patrols, nor transports, nor Recons. Basically, fighters and LBAs with some TB and DB.

I would suggest that you keep those BFs and use them for training of the aircraft later in the game.


_____________________________

I have been inputting my orders for the campaign game first turn since July 4, 2009. I'm getting close. In another month or two, I might be able to run the turn!

(in reply to KPAX)
Post #: 32
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