That might actually be to my advantage (in this game, that is) in that I get more time to consolidate myself south of Mindanao. But it shall also be tougher to get past it. Otherwise, you are correct regarding the simulator plan. I suppose I have to play both sides to keep track of the development as I see it. That said, I was a little ahead of myself when I advertised they had landed in Davao again. That should not be until my next installment…BBfanboy wrote: At Davao you are seeing one of the weaknesses of the AI scripts - if they don't take something they are supposed to take, they keep sending more to the same place even when the situation is hopeless (e.g. a mid-1942 attack on the Hawaiian Islands).
We shall see how it worked out….[&:]BBfanboy wrote: Striking carriers is a very tough proposition - the Zero is superior to the Allied Fighters available and the KB pilots are the best in the world. That said, there are enough chance elements that you might get to plant a few bombs on their decks. Weather is a big element. It can hide your strike until it comes in out of the clouds or it might hide the carriers so you never find them. The AI usually places CAP in the 10-20,000 foot range so sometimes a very low level strike (1000 or 100 feet) can sneak by the CAP and strike before they are spotted and the Zeros get down to that level. Numbers of strikes can have an effect on reducing CAP too - the fighters have to land to refuel and re-ammunition so there are fewer on CAP to stop later flights. Carrier Naval strikes cannot be directed to a particular spot so sometimes they are decoyed by convoys, especially anything with APs or AOs in it.
It’s seems to be a no-win situation.BBfanboy wrote: If you are thinking of committing Enterprise and Lexington to the fight, keep in mind that their initial performance will be terrible - especially the Devastators which rarely get a hit and about 80% of their torpedo hits will be duds. Better to use bombs IMO. The USN fighter pilots are good, but not enough experienced to fight crack Zero pilots with their early model Wildcats and Buffalos.
I was not planning to take her into the combat zone. Whatever that is when she arrives....[:)]BBfanboy wrote: About QE/QM - they are great ships for hauling lots of troops but they can take little equipment and they need a large port to dock at (Level 7, I think). On the first point, you will need to load up a lot of slower ships with the Marines' equipment and have them follow weeks behind or, if in the same convoy, negate the Queens' speed advantage.
Fred