KPAX
Posts: 735
Joined: 6/3/2004 From: Where the heart is; Home of the Fighting Irish Status: offline
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Here is a quick summary of what I found for the Allies for a full campaign game: AD - 4 at start of game / 9 more on tap, with 3 after the first year, 3 after the second year. Four at first does not sound like quite enough. Being able to get 2 - 4 more within the first 6 months sounds like a positive. AR - 3 at start of game / 8 more on tap, with 2 after the first year, 3 after the second year. This sound way short. I read the perfect shipyard repair is with a port size 10 and 4 ARs. The potential major damage done at PH, DEI and damage that will be done in Solomon Islands, I would think that you could have a ton of ARs. You could have at least 4 if not 6 ports with 4 ARs each (W Coast with 1 or 2, PH, Noeuma, 2 in Oz, etc.). This would not include the scattering of other ARs that would be helpful. I could see the need for a build of 16 - 20 right off the bat. This sounds like a ton, but having that many ARs doing repairs would never hurt. A single engage of a Surface TF can cause numerous ships to be damaged. If you spread the ships out in Oz for example you could use an AR or two in each of the E coast Oz ports. As - 6 at start of game / 11 more on tap, with 3 after the first year, and another right away. This does not sound too bad. I may think to build 3 more as once the SS start to appear, the torpedoes become better, subs become our friends by mid 43 or so. MLE - I do not see that you start with any, nor have any in the pipeline. With this in mind, and as stated above by Irrelevant you have to continually mine. I think that the loss of mines is like 50% in the open sea and 2% in shallow water each turn. Being able to have a close base (i.e., MLE) and not to travel those great distances would be very helpful. Now as the Allies you will begin to go on the offense when these ships come out of the shipyards they certain can be helpful in places around the Solomon with proper air cover. I intend to make like 6 or so. AGP - zero with a lot in production, the first to come online within 1 1/2 years. That 1 1/2 years is too long of a wait. PTs seem to be cheap to build, and if they get lucky and get a few hits (from a TF of 4 -6) on some capital ships, even if they get major damage, it seems well worth the cost. Since they have very low loadouts they will constantly being in need of reload. I could see 4 - 6 of these having value early on. As a side note, here is further info: ML - 6 at start of game / 11 more on tap. All in DEI DM - 8 at start of game / 10 more on tap. All in PI. This maybe important as to how many MLEs you want to build. In summary, this could require approximately 30 - 40 conversions right off the bat. This could certainly put a crimp on shipping at first. It does appear that will some ships in DEI and OZ this could help with the transports. Also, once the merchant shipyards get cranking, they punch out tons of AKs. I would rather bide my time for a bit with a few less AKs early on and have things start to crank into a higher gear in mid 1942. Thanks !! KPAQ
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