ORIGINAL: moore4807
Larry,
Thats very similar to my Wake Is invasion
1) The replenishment oiler is very necessary if you take the KB to Wake.
2) I got into a attrition battle over Wake - didnt understand how the Wildcats kept flying, but I was running out of supply/fuel & KB was needed in the SW Pacific...sooo
3) Hope you do better than I did... your combat results look very good!
I picked up a tip a good while ago in Mike or Q-Ball's AAR IIRC.... Merge ships with 53rd Naval Guard into TF16 and arrive at Wake when Kido Butai gets into the Wake vacinity, they'll take it everytime on the first try.
On another note if you were to PBEM
Just to give yourself something to think about don't be afraid to think outside the box with your first turn bonus moves in future games. For instance I've sent the 13 knot AO to Babeldaob but some allied players will try to make a play for your Wake force and take their carriers north. If you think you're facing that type of player you're prolly better off keeping the slow AO near the Home Islands and linking up with other replenshment ships of it's kind. Never, never put your AO's in harms way without air coverage and/or other assets snooping around for Allied CV/ships.
The faster AO's it all depends on your plans after Pearl (if that's what the KB attacks) My thoughts have them sailing to CentPac in a safe spot and anchor at a base (somewhere near the Mariannas) until KB sails west. If my sea search shows no threat to sail they'll hook up with KB SW of Wake. This way if I locate Allied carriers I can make a play for them without worrying about my AO's getting jumped.
The great thing about this game is you never stop learning and it seems someone always comes up with a fresh idea or something strategic that will help the cause if you read AAR's.
Have a great day guys, glad you enjoyed.
"There’s no such thing as a bitter person who keeps the bitterness to himself.” ~ Erwin Lutzer