Courtenay
Posts: 4003
Joined: 11/12/2008 Status: offline
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quote:
ORIGINAL: EUBanana quote:
If one side commits most of their fleet in a sea area, the other side should take advantage of this and destroy them everyplace else. The one exception is the two China Seas, which the Japanese need to keep their economy going, but that is what the NAVs and FTRs are for; the Japanese should be able to hold those areas (except for SUBs, of course) for quite a while. Okay... but when you say 'destroy them everywhere else', what do you mean exactly. Counterinvasions or something? Find a weaker fleet of escorts and try and wipe it out? Like the US fleet moves in force to threaten Kwajalein and you've got an equal fleet at Truk, what do you do? I had the Japanese fleet sally forth, didn't seem to work very well (the US in a higher numbered sea slot). Leave Kwajalein alone and go invade Fiji or something? You can't really put garrisons on those lil islands as there's always a different island to hit (though some are more valuable than others I notice you don't have zero alternatives at all). In the Med I noticed you basically got 3 zones, and if the CW loses either one then you can cause trouble as Italy, so hitting the weakest with everything you got seemed to work well so long as you have a fleet in being. But the Pacific is so much more open and the US has so many convoy points you can sort of smear them around with a lot of redundancy, so surface raids like in the Med don't seem quite so effective. I guess SUBs are good for Japan to keep the USN spread out? If you are playing with limited overseas supply, then the US will have to have a lot of CPs connecting the US and Australia, to supply all the bases in between. If the US doesn't escort them, then the Japanese will just eat them, so there should be escorts. If the two side's fleets are more or less at parity, if one side puts most of its fleets in one area, then the other side can split up its fleets, and go after the other side's escorts in a LOT of areas. If one side tries to do something with a moderate size fleet, then the other side can jump it with most of its fleet. When both sides are about equal, it is very hard to do anything, because committing your fleet leaves the other side free to go everyplace else, and committing a large portion of your fleet lets the other side engage that portion with its whole fleet.
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I thought I knew how to play this game....
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