Get the Nick NF
Check this, it uses a different engine. IIRC its the Ha-31, and that's not an option with your plans.
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
Get the Nick NF
Night fighters. *Sigh* They all suck. I chose the Dinah and Myrt mainly because of the speed.
It does seem that you are correct and the Japanese NF's suck. That doesn't excuse the fact that you've not selected an army NF. Although you could just get one 'naturally'.[:D]
Edit:D'oh, just rechecked, the Dinah is army.
ORIGINAL: Mike Solli
ORIGINAL: jdsrae
Apart from NavS and ASW, Jake units can train almost everything, but most importantly they can train Air and Def skills so you don’t have to use as many Fighter units for fighter pilot training.
Very true, but don't you lose some experience when you put a FP pilot into a fighter? I know that happens at times, but I can't remember when. Maybe someone can enlighten me.
ORIGINAL: jdsrae
ORIGINAL: Mike Solli
ORIGINAL: jdsrae
Apart from NavS and ASW, Jake units can train almost everything, but most importantly they can train Air and Def skills so you don’t have to use as many Fighter units for fighter pilot training.
Very true, but don't you lose some experience when you put a FP pilot into a fighter? I know that happens at times, but I can't remember when. Maybe someone can enlighten me.
Looks like you've received enough opinions on aircraft production so I'll dodge the pirates and go back a few pages to this one.
Here's a worked example of FP to F pilot transfer.
Not a single point of experience was lost from moving these FP pilots that trained their 70 Air skills on Jakes.
They didn't have much experience to start with, so it might be different for a 60-70 experience FP pilot.
Now that I've made these pilots official card carrying members of the Fighter Pilot Club they will return to the fighter pilot pool, then move to a different on map fighter "Operational Training Unit" to train up their Strafe/Def skills, but they could also do that training course in Jakes before transferring to a Fighter unit. That should also get them to about 50ish experience.
They would then move again to a rear area operational unit to fly CAP100% range 0 until their experience gets up to 70 (or the Allies arrive to interfere). They could also fly CAP100% range 0 missions in Jakes.
It's worth considering using some Jake units to conduct on map fighter pilot training to free up more IJN land based fighter units to move towards the front line bases.
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ORIGINAL: Mike Solli
Still working on the easy stuff. Did all the Ansyu-C, Kiso and To'su xAKLs.
Ansyu-C: All will be converted to PBs. Originally, I liked them for their (relatively) long range as faster (14 kt) escorts, but eventually realized that they were excellent for fast transport TFs. Capacity of 1000 was nice and they usually could get in and out without being spotted in 1 ship convoys. I'll use them in both capacities.
Kiso: I converted 52 to ACM, 31 to PB with 16 currently in TFs. The survivors of those remaining 16 will be converted to PBs. None will remain as xAKLs.
To'su: 48 converted to ACM, 43 to PB with 1 in a TF. It'll convert to a PB if she survives. None will remain as xAKLs.
I converted more to ACMs than last game. They will maintain defensive minefields until that base becomes a frontline base. The ACMs at the frontline bases are doomed to die.
Total breakdown:
Ansyu-C: 68 PB, 39 xAKL until they reach a port where they can convert.
Kiso: 48 PB, 52 ACM, 16 xAKL
To'su: 46 PB, 42 ACM, 1 xAKL
It is fairly well known bug that different pilot transfer methods result in different delay and xp loss. Notably using "Request veteran->Release N pilots" option does not inccur delays or xp losses at all. Clicking on the names does though.ORIGINAL: jdsrae
Here's a worked example of FP to F pilot transfer.
Not a single point of experience was lost from moving these FP pilots that trained their 70 Air skills on Jakes.
They didn't have much experience to start with, so it might be different for a 60-70 experience FP pilot.
ORIGINAL: Mike Solli
That's very interesting. Did you move them from Jake directly to the George unit? I wonder if they would lose experience if they moved from Jake to the reserve then to the George?
ORIGINAL: Mike Solli
By the way, I'm setting up my China garrisons so I can free up as many divisions as possible.
ORIGINAL: Mike Solli
By the way, I'm setting up my China garrisons so I can free up as many divisions as possible.
ORIGINAL: JoV
Clearly like many others, your original AAR was my gateway into learning out how to play the good guys. Glad for another run of it to follow [:D]
ORIGINAL: Mike Solli
Still working on the easy stuff. Did all the Ansyu-C, Kiso and To'su xAKLs.
Ansyu-C: All will be converted to PBs. Originally, I liked them for their (relatively) long range as faster (14 kt) escorts, but eventually realized that they were excellent for fast transport TFs. Capacity of 1000 was nice and they usually could get in and out without being spotted in 1 ship convoys. I'll use them in both capacities.
Kiso: I converted 52 to ACM, 31 to PB with 16 currently in TFs. The survivors of those remaining 16 will be converted to PBs. None will remain as xAKLs.
To'su: 48 converted to ACM, 43 to PB with 1 in a TF. It'll convert to a PB if she survives. None will remain as xAKLs.
I converted more to ACMs than last game. They will maintain defensive minefields until that base becomes a frontline base. The ACMs at the frontline bases are doomed to die.
Total breakdown:
Ansyu-C: 68 PB, 39 xAKL until they reach a port where they can convert.
Kiso: 48 PB, 52 ACM, 16 xAKL
To'su: 46 PB, 42 ACM, 1 xAKL
Am curious about the complete absence of minesweeper conversions here. At 1vp a pop I find the little guys quite useful in that role. Moreso than as slow 10 or 11 knot PBs.
ORIGINAL: GetAssista
It is fairly well known bug that different pilot transfer methods result in different delay and xp loss. Notably using "Request veteran->Release N pilots" option does not inccur delays or xp losses at all. Clicking on the names does though.ORIGINAL: jdsrae
Here's a worked example of FP to F pilot transfer.
Not a single point of experience was lost from moving these FP pilots that trained their 70 Air skills on Jakes.
They didn't have much experience to start with, so it might be different for a 60-70 experience FP pilot.
ORIGINAL: rustysi
ORIGINAL: Mike Solli
By the way, I'm setting up my China garrisons so I can free up as many divisions as possible.
Very good. Make sure you use your 'Chinese' units to the fullest. Remember some of them may breakdown.
ORIGINAL: Mike Solli
ORIGINAL: JoV
Clearly like many others, your original AAR was my gateway into learning out how to play the good guys. Glad for another run of it to follow [:D]
ORIGINAL: Mike Solli
Still working on the easy stuff. Did all the Ansyu-C, Kiso and To'su xAKLs.
Ansyu-C: All will be converted to PBs. Originally, I liked them for their (relatively) long range as faster (14 kt) escorts, but eventually realized that they were excellent for fast transport TFs. Capacity of 1000 was nice and they usually could get in and out without being spotted in 1 ship convoys. I'll use them in both capacities.
Kiso: I converted 52 to ACM, 31 to PB with 16 currently in TFs. The survivors of those remaining 16 will be converted to PBs. None will remain as xAKLs.
To'su: 48 converted to ACM, 43 to PB with 1 in a TF. It'll convert to a PB if she survives. None will remain as xAKLs.
I converted more to ACMs than last game. They will maintain defensive minefields until that base becomes a frontline base. The ACMs at the frontline bases are doomed to die.
Total breakdown:
Ansyu-C: 68 PB, 39 xAKL until they reach a port where they can convert.
Kiso: 48 PB, 52 ACM, 16 xAKL
To'su: 46 PB, 42 ACM, 1 xAKL
Am curious about the complete absence of minesweeper conversions here. At 1vp a pop I find the little guys quite useful in that role. Moreso than as slow 10 or 11 knot PBs.
That's a great question! There is a severe lack of Japanese escorts at the beginning of the war. I use the good destroyers to escort warships, for their ASW, AA (such as it is) and torpedo complements. My opinion is that a crappy escort is better than no escort. Why? If there is no escort, a sub (even the US subs with crappy torpedoes at the beginning of the war) will surface and use their guns (which work) and can possibly engage multiple targets. I want to minimize the number of shots taken. The Japanese merchant fleet is pretty fragile and often susceptible to a single torpedo. Sure, there is a surplus of merchant shipping, but VPs are VPs, regardless of where the originate.
Yes, the AMcs are useful. You'll get a bunch of them later, and the To'sus and Kisos can be converted to them later too. I like to keep 2 in each port that matters, just to take care of enemy mines that may appear.
When all is said and done, I'll have ~200 PBs available, half of them Ansyus. The other half are either 12 kt To'sus or 11 kt Kisos, which aren't very good, but serve the purpose discussed above. I also cheer every time one of them is torpedoed instead of the merchant ship they are protecting. That's more torpedoes that aren't possibly destroying the valuable cargo in the merchant ships.
ORIGINAL: ITAKLinus
Also I find quite useful to mine quite well the islands SOUTH of Tokio and SOUTH of Nagasaki (don't remember the bases there).
Allied subs don't pass there and you catch maybe one or two initially, but the point is that you get free sea routes to the SOUTH.
From SOUTH of Tokio, then, you have few more hexes and you reach Bonins, also mined, and from there there is a bigger jump in the direction of Marianas.
ORIGINAL: Mike Solli
ORIGINAL: ITAKLinus
Also I find quite useful to mine quite well the islands SOUTH of Tokio and SOUTH of Nagasaki (don't remember the bases there).
Allied subs don't pass there and you catch maybe one or two initially, but the point is that you get free sea routes to the SOUTH.
From SOUTH of Tokio, then, you have few more hexes and you reach Bonins, also mined, and from there there is a bigger jump in the direction of Marianas.
That is an outstanding idea! [X(] [:)]