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RE: Device changes - additions

Posted: Sun Feb 13, 2005 4:51 am
by Ron Saueracker
ORIGINAL: Lemurs!

Spence,

Those figures are for the entire war.
And i did down grade the Zero.

One of the most important things i am learning by following the AARs here, is the number of bone head strategies the players are willing to try and then scream that the game is broken because they lost something.

America did nothing but wait and build until May '42. Do you know why? because they could. It is as simple as that. Japan was busy with Burma, finishing off the Philipines, the East Indies, etc.
Japan had no major force left to do anything with.
The first PbeM game i played was against a very good player in most ways, but he attacked, for two days in a row, the Marshall islands in Dec '41. Why? He sank a few merchant ships and i think and old destroyer and many ships were damaged.
I lost 30 planes.

But he lost 160 planes when i sunk both carriers and a couple of heavy cruisers.

The American victory in WW2 was not so much due to great eqipment, although our equipment was the best in the world, nor was it through great field leadership, although in a few areas we had that as well. We won because we followed the best grand strategy of any country in the war.
We kept our eye on the goal and essentially never left our goals out of site.

Roosevelt, Marshall, Arnold, and King. Plus a few others.

Mike

Not entirely true, USN made many island raids vs holdings in Marshalls, Gilberts etc during early months historically, but don't try that with this game. Why? Well, a number of reasons. One is the incredible accuracy of torpedo planes in this game. They are more accruate than bombs it seems. Look at Betty and Nell performance in this game! Another reason is the incredibly silly ability to shuttle aircraft about. Planes can be transferred to their transfer range and still qualify for missions the same turn. This results in the longer ranged planes conducting long range naval attacks while theoretically they are still in the air transferring. This is BS and planes which transfer, at least out of their HQ, should be disabled. This strategic ability to become force mutipliers in a turn needs to be adressed in a big way.

While one can argue that retarded players are the reason to blame for Japanese dominance early in the game, let's not forget the game has some serious flaws which preclude many options available to the historical counterparts.

RE: Device changes - additions

Posted: Sun Feb 13, 2005 12:06 pm
by Lemurs!
I have never once used a transferring airgroup the turn it transfers. I don't even think that is very accurate because of fatigue. All i get flying high fatigue units is dead pilots.

The Allied raids early in the war were one day, long range raids that never faced opposition. How many Wildcats did America lose between Dec 8th and Coral Sea?

My point is everyone is complaining that Wildcats are getting slaughtered by Zeros in January '42 and it is ahistorical. Well, no it is not, we do not know what would have happened because America was smart enough to avoid combat at any disadvantage until we were forced to at Coral Sea and even that was very calculated for a certain effect. And we knew Japan would not have more than 3 carriers.

Mike

RE: Combined Historical Scenario - Devices

Posted: Fri Mar 25, 2005 6:26 pm
by bstarr
nevermind

RE: Combined Historical Scenario - Devices

Posted: Thu Apr 07, 2005 8:43 pm
by CobraAus
Hi Ron Don has refereed this question to you as our Device Rep
have/did you have a look at including Sona Dipping devices sush as the AN/CTR-1 1941 which would upgrade in 1944/45 to the AN/CRT1-4
to be used for AWS Aircraft/Ships - range of 3000 yards load cost of 1 Effect 30/40

and also MAD

Cobra Aus

RE: Combined Historical Scenario - Devices

Posted: Thu Apr 07, 2005 10:07 pm
by Ron Saueracker
ORIGINAL: CobraAus

Hi Ron Don has refereed this question to you as our Device Rep
have/did you have a look at including Sona Dipping devices sush as the AN/CTR-1 1941 which would upgrade in 1944/45 to the AN/CRT1-4
to be used for AWS Aircraft/Ships - range of 3000 yards load cost of 1 Effect 30/40

and also MAD

Cobra Aus

I'm just trying to get basic DCs to stop working like homing torps at this point.[:'(]