RE: UPDATE: Feb 8th, 1943
Posted: Thu Aug 24, 2017 11:59 am
Be afraid. Be very afraid.ORIGINAL: Xargun
MrKane is active again.
What's your Strategy?
https://forums.matrixgames.com:443/
Be afraid. Be very afraid.ORIGINAL: Xargun
MrKane is active again.
ORIGINAL: Xargun
MrKane is active again. First turn back was slow, but I expect them to increase in excitement once he is back in the saddle again.
I'm taking the time to double check my engine plans for late 43 and 44. I'm looking at the Franks and Sams and trying to figure out how many of each per month I will need. I'm thinking more Franks than Sams, but will 500 Franks a month and 300 Sams be a good number?
ORIGINAL: Lowpe
Not really enough information to know. Maybe? It is very easy to lose 250 in a day or more during this time period.
Figure you will lose at least 3000 of those fighters countering Thunderbolts thru Oct of 1944. The earlier you can lose those 3000 attriting the Thunderbolts, the better off you will be.
Then there are Corsairs, Lightnings, Spitfires, Hellcats, and carrier needs but you should have some Jacks and Georges to help with some of that.
In April of 1944 the Army undergoes a huge fighter expansion. In June of 44 the Navy withdraws a lot of fighter squadrons that slowly reform and arrive later. So you are correct in thinking your army fighter production needs to be higher than your navy...but your playstyle & game also impact that, too.
ORIGINAL: Xargun
ORIGINAL: Lowpe
Not really enough information to know. Maybe? It is very easy to lose 250 in a day or more during this time period.
Figure you will lose at least 3000 of those fighters countering Thunderbolts thru Oct of 1944. The earlier you can lose those 3000 attriting the Thunderbolts, the better off you will be.
Then there are Corsairs, Lightnings, Spitfires, Hellcats, and carrier needs but you should have some Jacks and Georges to help with some of that.
In April of 1944 the Army undergoes a huge fighter expansion. In June of 44 the Navy withdraws a lot of fighter squadrons that slowly reform and arrive later. So you are correct in thinking your army fighter production needs to be higher than your navy...but your playstyle & game also impact that, too.
So will Sams be ground-based as well or just mostly for my CVs and George will be my main ground-based navy fighters?
I am looking at the different models of Franks (A, B and R) and not much difference between them other than the B model uses cannons only and the other two have cannons and MG. Which should I produce? or all of them?
ORIGINAL: PaxMondo
Generally, although this mod maybe different, Sam is better than George except for range.
ORIGINAL: Lowpe
Sams versus George...well it is up to you.
Frank A...upgrades to Frank R
Frank B...perhaps the best anti-bomber Army plane you are likely to get, but no upgrade path to it.
Frank R...enough changes, a little speed and altitude and mvr that make is out perform the Frank A fairly substantially. The speed boost is enough I recall to put it in a better class if just barely.
Most people skip the Frank B because of the difficulty to r&d it.



ORIGINAL: Bif1961
When you have no supply and are out numbered in AV 3-1 things will end up badly for you.
ORIGINAL: PaxMondo
Stay out of bases so he cannot use command HQ bonus.