joshuamnave
Posts: 967
Joined: 1/8/2014 Status: offline
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quote:
ORIGINAL: Courtenay For Germany, INF and Fi-3 (and Pi, for Fi-3, of course). Yes, they are twin engine, but they can get to higher boxes of sea areas, and they do a fine job of covering rear areas of Germany against strategic bombing. After those, MIL and GAR. Germany has to start to garrison areas, and that is what MIL and GAR are for. Also a sub or two, to keep gearing up. Because of gearing limits, throw in a MECH. Hmm. Just discovered that you aren't playing with saved build points, which is annoying. OK, build a MECH and an ARM XX instead of a MECH. For Italy, a NAV and a pilot, an INF, a couple subs, and a couple of CPs. Of course, I use limited overseas supply, and you don't, so you might not need those CPs. If you don't, build a TRS. For Japan, some CPs, the NAV and a pilot, and I don't care what; Japan is doing very well. For the CW, I would get their convoys straightened out. They should be producing far more than they are. It's a little late for the Implacable. It should be finishing about now, not still in the force pool. It's too late for it now; the US carriers should be carrying the load. Build Fi-3. You don't seem to like Fi-3. Yes, the twin engine penalty is a pain, but the range more than makes up for it. And you have a Mosquito in that force pool. You only have 17 build points, not 22; I would spend most of them on Fi-3s. Fi-3 are what win naval air fights. You need to be able to put airpower in the three box. Since CW CVPs stink so badly, you need Fi-3. I have not looked at your carriers; if you need planes for them, you have to build them, of course. I would like to build land units for the CW, but winning the battle of the Atlantic takes priority, and the means Fi-3 and NAVs. If you have a couple of BPs left over, build a GAR. For the US, what are the Essex class still doing in the force pool? Those five ships should have been built J/F 1941. Yes, all five of them. Build them now! It is probably too late, but they must be built. Build maximum carriers for the next few turns. The US needs everything, of course, but a navy takes a long time to build, and should be planed well in advance. It is too late now, but read the 98 WiF annual for excellent tips on the US build strategy, which I have flagrantly stolen, er, that is, copied, in my AAR. Franky, I don't see how the Allies have a hope of beating the Japanese, with China down, and no US carriers. For Russia, build some infantry class units to keep gearing up, and maybe an air unit; you have done a good job of building Russian units. Part of why the CW production is down is that they lost a bunch of CP's in the very last impulse of the last turn. I also have trouble moving CP's around and using the convoy system interface. That's why I'm not using oil rules. They are behind in naval builds in part because I was over aggressive in using their land and have had to rebuild their HQ's more than once. Bad play on my part for the allies. The US is so far behind on production because their first gear up came mid '41. Early game, the US missed almost every roll to draw a chit, and the chits that they did draw were almost all 1's. I think they got 3 chits total from Chinese cities, for example. They started MJ 41 at around 20-22 in each pool, and almost doubled it by the end of JA.
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