My 2.11 cents on v.2.11
Posted: Sat Dec 07, 2002 9:51 am
I've now had a chance to play v2.11, scenario 16, for several hours, and a couple of months into the scenario, against the AI. I'm also using my nice, new P4 Dell PC, with 10 times the speed, ram and disk that my old PC had. I had played v2.0 for quite a while and found it pretty good, then I played v.2.10 a bit and didn't care for it as much. Now I can say that I'm enjoying v2.11 a lot.
There are some differences versus the earlier versions that take a bit to get used to. First off, the AI's ASW is astoundingly efficient with this version. For example, the AI swept all 30 of the sub-placed mines out of one base in only three days. Essentially once the AI "locates" a mine field it can sweep it really quickly and easily. Even PGs and PCs get into the fun. I can't really say if this is "good or bad", but it sure is different.
Next off, the Allied tac bombers are useless against naval targets nowadays. I haven't had a single hit on any Japanese ship in 6 weeks of game time. All that happens is that the tac bombers take flak damage. So I'm using then against land-based targets nowadays. Surprisingly, the A-24's were equally inept. The tac bombers and land-based dive bombers keep on finding targets, but they can't hit them.
Once I finally got Saratoga, I was able to determine that carrier-based planes are not affected the same way - the AI quickly pulled out it's ships away from my Dauntlesses once I started to sink ships quickly and easily. So is this "historical"? I sort of think so, but it sure is a change from earlier versions.
As far as air-to-air fights go - I've been holding my own over Port Moresby. I always rotate my fighters in and out, so even with the AI sending in 50+ fighters to guard 10-15 bombers, my fighters still do a fair amount of damage to both the Japanese bombers and fighters. I also keep my fighters at different altitudes. So I have no complaint about the air combat so far.
Surface combat also seems to be working fine. I stopped the AI's initial thrust at Gili-Gili by hitting it with a couple of small surface TFs before the AI could land troops. The AI fought off my attacks with it's DDs and associated small fighting ships while it's transports got away. I didn't mind the results because my ships took trivial damage and I did sink a few of the Japanese ships and accomplish my objective of stopping that early invasion.
My subs have been working fine so far too - no "death star" killings, but not to many misses either. Also, since I learned to keep my subs in deeper water I'm getting them creamed less often.
My scout planes and recon flights are also working well. I found out to my surprise that by using the F-5As in "naval search" mode instead of "recon", they slowly built up to 12 planes in the squadren. BTW - my planes, particularly the tac bombers, all get "topped-up" with pilots properly, with the exception of that P-39 squad in Noumea which starts out with 50 or so pilots for a handful of planes.
So all-in-all, I'm quite satisfied with v.2.11. It's working well for me, I'm enjoying the play balance, and it seems to fit my "reality bias" comfortably.
Dave Baranyi
There are some differences versus the earlier versions that take a bit to get used to. First off, the AI's ASW is astoundingly efficient with this version. For example, the AI swept all 30 of the sub-placed mines out of one base in only three days. Essentially once the AI "locates" a mine field it can sweep it really quickly and easily. Even PGs and PCs get into the fun. I can't really say if this is "good or bad", but it sure is different.
Next off, the Allied tac bombers are useless against naval targets nowadays. I haven't had a single hit on any Japanese ship in 6 weeks of game time. All that happens is that the tac bombers take flak damage. So I'm using then against land-based targets nowadays. Surprisingly, the A-24's were equally inept. The tac bombers and land-based dive bombers keep on finding targets, but they can't hit them.
Once I finally got Saratoga, I was able to determine that carrier-based planes are not affected the same way - the AI quickly pulled out it's ships away from my Dauntlesses once I started to sink ships quickly and easily. So is this "historical"? I sort of think so, but it sure is a change from earlier versions.
As far as air-to-air fights go - I've been holding my own over Port Moresby. I always rotate my fighters in and out, so even with the AI sending in 50+ fighters to guard 10-15 bombers, my fighters still do a fair amount of damage to both the Japanese bombers and fighters. I also keep my fighters at different altitudes. So I have no complaint about the air combat so far.
Surface combat also seems to be working fine. I stopped the AI's initial thrust at Gili-Gili by hitting it with a couple of small surface TFs before the AI could land troops. The AI fought off my attacks with it's DDs and associated small fighting ships while it's transports got away. I didn't mind the results because my ships took trivial damage and I did sink a few of the Japanese ships and accomplish my objective of stopping that early invasion.
My subs have been working fine so far too - no "death star" killings, but not to many misses either. Also, since I learned to keep my subs in deeper water I'm getting them creamed less often.
My scout planes and recon flights are also working well. I found out to my surprise that by using the F-5As in "naval search" mode instead of "recon", they slowly built up to 12 planes in the squadren. BTW - my planes, particularly the tac bombers, all get "topped-up" with pilots properly, with the exception of that P-39 squad in Noumea which starts out with 50 or so pilots for a handful of planes.
So all-in-all, I'm quite satisfied with v.2.11. It's working well for me, I'm enjoying the play balance, and it seems to fit my "reality bias" comfortably.
Dave Baranyi