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RE: Merchant Ship Math

 
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RE: Merchant Ship Math - 6/23/2021 5:30:24 PM   
sveint


Posts: 3556
Joined: 1/19/2001
From: Glorious Europe
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I don't think it wise to skip the Netherlands as the Axis.

Anyway, as the UK, try this:
1. At the start of the game set Detection & Electronics tech to max
2. Set reinforcements to 0 until you save up 400
3. Once you have 400 production, build a strategic bomber with said tech, call it "U-boat Nightmare"
4. You can base it in Iceland, Ireland, Canada as needed, Iceland is a good default.

(in reply to Harrybanana)
Post #: 31
RE: Merchant Ship Math - 6/23/2021 5:40:22 PM   
PL1

 

Posts: 42
Joined: 8/5/2019
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Really? I have never had any luck with Detection and Electronics.
Do you see a impact in your games? You seem to imply that you have only one Heavy B. with that tech.

(in reply to sveint)
Post #: 32
RE: Merchant Ship Math - 6/23/2021 6:38:50 PM   
Nirosi

 

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Joined: 9/17/2017
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I must say I also find them almost useless. I invested often in them and they very very rarely find subs (even at 42 or 43+ tech). And by very rarely it is something around 15% or less probably for a huge cost. And when they do find, there is not even a guarantee for a hit! It is around 0 hits about 40% or so of the time. So once every 18 to 20 rolls or so (I swear it) there might be an effect! Been heavy bombers, they also lose 8% readiness just for patrolling, the same as bombing enemy cities covered with flak. After three games where I tried some, I came to wonder if there was not a problem with the code. Would be nice if Alvaro would have time to check it just to be sure.

But to be entirely fair, I must also say that once sank a full (or may 4 steps) u-boat in one shot. It was the only hit for almost a year, but it felt good.

PS : I suspect that tactical bombers would fare better (because of the increase anti-sub value), but they have too little range for the Atlantic.


(in reply to PL1)
Post #: 33
RE: Merchant Ship Math - 6/23/2021 7:16:05 PM   
ncc1701e


Posts: 7380
Joined: 10/29/2013
From: Utopia Planitia Fleet Yards
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Bombers have better chances to find subs in port than at sea.

_____________________________

Chancellor Gorkon to Captain James T. Kirk:
You don't trust me, do you? I don't blame you. If there is to be a brave new world, our generation is going to have the hardest time living in it.

(in reply to Nirosi)
Post #: 34
RE: Merchant Ship Math - 6/24/2021 3:31:46 AM   
Harrybanana

 

Posts: 4097
Joined: 11/27/2004
From: Canada
Status: offline

quote:

ORIGINAL: Nirosi

I must say I also find them almost useless. I invested often in them and they very very rarely find subs (even at 42 or 43+ tech). And by very rarely it is something around 15% or less probably for a huge cost. And when they do find, there is not even a guarantee for a hit! It is around 0 hits about 40% or so of the time. So once every 18 to 20 rolls or so (I swear it) there might be an effect! Been heavy bombers, they also lose 8% readiness just for patrolling, the same as bombing enemy cities covered with flak. After three games where I tried some, I came to wonder if there was not a problem with the code. Would be nice if Alvaro would have time to check it just to be sure.

But to be entirely fair, I must also say that once sank a full (or may 4 steps) u-boat in one shot. It was the only hit for almost a year, but it felt good.

PS : I suspect that tactical bombers would fare better (because of the increase anti-sub value), but they have too little range for the Atlantic.



This has pretty much been my experience as well.

(in reply to Nirosi)
Post #: 35
RE: Merchant Ship Math - 6/24/2021 4:10:00 AM   
sveint


Posts: 3556
Joined: 1/19/2001
From: Glorious Europe
Status: offline
In that case I stand corrected. I seem to recall my opponents doing all they could to stay out of bomber range, costing them turns moving.

(in reply to Harrybanana)
Post #: 36
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