ORIGINAL: jwilkerson
I'm doing 3-day turns PBEM ... as Allies (a very rare treat for me!!! [:)]) We've got to Apr 42 - and we took Tarawa (back) though the Arizona ate some torps in the process. I'm still holding Java (and even reinforcing it). China is a whirlwind. The Japanese have taken NW Oz, but we are massing our Australian troops to go kick them back out. The turns are gonna start taking longer now for the Allies, whew!!!
One thing that makes three day turns work is the waypoints and sub-patrol zones. And the way point system is way more than just a way point system, it has various following distance settings and TF meet up with other TF options, etc. I'm just starting to learn how to really use all that stuff. But essentially you can plot several missions in one swell foop using the various waypoint features.
It keeps subs alive in the enemy rear areas also, because you can keep them on the move. This aspect alone is a big improvement for me. I started posting on the WITP forum originally because I thought subs were too vulnerable. And in stock they still are - unless you move them every turn. Well with AE you don't have to remember to move every sub every turn. Set up your patrol zones. When the sub runs low on fuel our torps he will RTB automatically!!!
My personal favourite is 2-day turns. I think that is perfect balance between control and quick playablity. And 2 or 3-day turns encourage preplanning..[:D] Plus they slow the tempo of operations to somewhat more realistic scale. Will have to see how it is in AE. [8D]







