I am a little ahead of you game wise (1/8/42) playing scenario 158c (latest Nik Mod) doing 2 day turns. Have you any suggestions on use of those fast AP's (speed over 20)?
I -love- those speeedy transports. Frankly, I keep them together as a permanent TF with some long-legged DDs (end over 7000) as escorts. I keep them near-but-behind the front lines, loaded or based with, the Raider Btns or an RCT if capacity allows it - as a "rapid reaction force". Presuming it's not suicide, I can drop the rapid reaction force and (nearly) immediately bolster a garrison that will soon be, or already is under attack (an "emergency reserve sort of thing). I have seen some success with that, in my other PBEM games (latest in April 43). You can also put in a few DMS into your "speedy transport TF" if your opponent has a fetish for dropping mines everywhere. Wrinkle on the DMS tho - they have short legs, so you're not going very far with them in TF with you. A trip more than say, 15 hexes, and you're going to lose the benefit of your speedy transports, because you'll keep having to burn ops points refueling the DMS (end only 3200).
I am getting some of those that start in India over to San Fran plus the Aquantia (speed 23 and capacity near 11k )?? This one ship can hold a USMC division by itself.
Wow. This is my first experience with CHS. So
Aquantia must be a beast! You probably don't need me to say so, just the general caution to never load an entire unit onto one vessel (far be it that
Aquantia go down with the entire 2nd USMC Div!).
I am getting those Clemson/Wilkes class DD's upgraded to form serious ASW TF. Any suggestion for deployment besdies cleaning up the WC??
My opponents haven't really deployed their subs near WC. I did do an inital sweep of the lanes between SF and PH. But I actually used the end 6500 DDs for that (since they have to linger in the middle of nowhere for so long). If the subs come back, I'd probably again use the longer legged ones, just because that stretch between SF and PH is a lot of space to scour. I do like the Clemson/Wilkes to base at the various Line Islands or in SoPac, with a few thousand fuel at the bases. Your resident PBY "hunter-spotter" squadron (I set at NavSearch 80% at max range 1000') picks up the contacts, and your "killer" DDs go and stomp on it. But the Clemson/Wilkes have "sufficiently sucky" range, that they need to be near a fuel source. They can sprint around the islands of CentPac/SoPac easily enough (with fuel at each base), without any real problem tho.
These old DDs are also fairly expendable if bigger game comes around. Coupled with some spotter subs, so you can see a convoy moving along the fringe of the Marshalls or whereever, you can zoom in with your Clemsons make a quick hit, and (hopefully) get out before daybreak.
The weird thing is my opponent used KB for Pearl for 2 days and then supported the capture of Wake Island (the first assault was thrown back into the ocean with them all wiped out.
Only 2 days? I had one opponent linger for 6... That was messy. PH AF was completely shut down. Not like it mattered anyway, all my planese were wrecked anyway. He sank 4x BBs, and the other 4 were hulks. That was fairly painful.
But I got my revenge. May 28 - June 3 in that game. A "Battle of Midway" that was actually the "Battle of Baker Island". Regarding Japanese CVs: "...And then there were none."
Let's hope I should be so lucky in this game. [;)]
-F-