Canoerebel
Posts: 21100
Joined: 12/14/2002 From: Northwestern Georgia, USA Status: offline
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Sven, the Allies can recover from big carrier battle losses early in the war, the Japs can't. The Japs have the initiative early and have to make big gains - gains that become much more difficult in the vast expanse of the Pacific. The Japs simply have to have an intact KB. So, even if the battle was a tactical draw (or even a marginal Jap tactical victory) it can be a crippling strategic blow. Q-Ball, I'm not sure. It seems like I've seen some battles in the past where one side had much better recon information and was able to get in strikes before the other side could launch, but perhaps that memory comes from UV or even earlier (anybody remember Fighting Flattops, a web-only game that was free but then went to a charge to play?). Note: I should note that my opponent's despair should not be taken as an indication he was ready to throw in the towel. Nearly every game I've played I've taken a lopsided losses, despaired, murmured whether I could really continue, and after a few hours or days was ready to proceed. In my game vs. John III I had that happen two or three times and ended up winning (due to Allied superiority mostly). I'll guarantee that Miller would do the same - and he's already doing his best to get the crash resolved so that we can proceed. There's no quit to Miller. I, on the other hand, realize the loss of the KB can be a death blow to the Japs, really destroying game balance. I'd almost rather re-do than have the game thrown so out-of-whack. But, as noted previously, I think the battle may have been much more costly to the Allies than Miller realizes. We'll see! Some lessons I take from this battle: 1. Carriers in port are much more vulnerable. 2. Fog of war is much better in AE - in WitP I think Miller might've gotten wind of the Allied fleet approaching Java - through my seaplanes sighting this or that and him getting copies of those reports, etc. Here, my seaplanes generated alot of traffic ("wake sighted," "shadow sighted," etc.), but Miller apparently didn't see any of that. 3. Hermes' Swordfish were a help. I often poo-poo Hermes, but she's done good work twice in this game. 4. Massing Allied carriers (RN and US) early in the game is effective, but they still can't stand up to the consolidated KB (unless the KB is depleted or in port). Had I tangled with the KB straight up in the open ocean I would've lost badly. So don't get too frisky even with 5 US CVs and 2 RN CVs (or, when Wasp arrives in mid-42, 6 US CVs). I'll be sure to keep that in mind. I got lucky this time. 5. I had all my carriers in one-CV TFs, which once again proved effective at limiting the number of carriers targeted. 6. Three or four Allied carrier TFs included BBs - in those cases both BBs and accompanying carrier seemed to get whacked pretty hard. Not sure it made a great deal of difference to have the BBs along. I mean, if you're going to take six strikes from torpedoes in one TF, would you prefer to have three vs. a carrier and three vs. a BB or all six vs. a carrier? I haven't drawn any final conclusions, but this is something to mull over. 7. The mutual damage inflicted seems very realistic - yet another nod to the AE developers. Sometimes in Uncommon Valor you'd get ridiculously one-sided carrier battles. This one smacked of realism. 8. It's easier playing the Allies. 9. I used to think playing the Allies early in the war was a chore and a burden; not so, both judging from my AE and WitP games and from some of the other AARs I'm reading right now. Experienced Allied players have alot of challenges in arranging their defenses and have some opportunities to really mess with the Japs.
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