Helpful Tips
Posted: Tue May 11, 2021 3:02 am
Tips
Point #1
Air Power: This is a game of Air Power. Land based air power can make only the largest CV fleet scarred. You will win or lose, at least in the Pacific, it will be based on air power.
CVs, due to the air power, are the queen of the seas. Don’t even think about going after that fleet with surface ships.
Point #2
The 1941 Scenario should play out in 3 phases.
Phase 1 will see the Japanese run rampant as they will outnumber and have better quality than the Allies.
Phase 2 will occur months after the war has started and when the Allied production starts taking hold. At this point the two sides will be roughly equal.
Phase 3 will occur later in the game when allied production has kicked in and the Japanese cannot replace their losses. The allies will vastly outnumber the Japanese and have better quality units.
Air Combat
-- Airstrikes against a land unit after the first airstrike will not reduce its effectiveness or damage it. It might interdict its movement.
-- An unescorted air transport is always shot down if the defender has air superiority groups in range in support mode.
-- Make sure you leave operations points available for interception and interdiction. Some air units will not intercept/interdict if they do not have operation points left.
-- Make sure your units are in support mode and on naval missions to perform naval interdiction/interception
Land Combat
-- Combat Odds: 3:1 or more is good. Anything less than 3:1 and you are not going to win the combat.
-- Garrison units that will not see combat. This will save you production, logistics, and supply. However, if you do not have enough production in your production stockpile you might not be able to get the unit out of garrison status
Naval combat
-- Before you move a fleet make sure you are in the correct mode Fleet or Raider. Fleet if you want combat, Raider if you want to avoid combat.
-- Do not put transports in a fleet with CVs. CVs cannot do anything while transports are in their fleet.
-- If you are moving and an enemy unit initiates an interdiction-interception the move cannot be undone.
-- When moving your fleets do not use all operation points to attack. If you use all your operation points and do not kill the enemy your fleet is stuck, and the enemy gets to attack it then move off.
-- Do not bunch up your CVs. Fleets only get to interdict twice per your enemies turn. If you have all your CVs in one fleet you get 2 possible interdictions, if you break them into separate fleets, one might not interdict until later giving you more than 2 naval interdictions in the area of your fleets.
-- You pretty much only want to use ports size 5+ for fleets.
Naval Combat is a RNG nightmare and it is correct.
The most famous Pacific battle is probably that of Midway. Japan had 4 CVs the USA had 3 CVs. By the end of he day Japan had lost 4 and the USA had lost 1. But it was very nearly not that way. If a single commander had not guessed correctly and taken his planes south, instead of north as he did, the results would have been that the vast majority of US planes would have been in the water (with a handfull perhaps on Midway island) while the 4 Japanese CVs launched a 200+ airplan attack on the 3 US CVs. The USA could easily have lost all 3 CVs and not done any damage to the Japanese. Even though the commander did make the right decision, and headed north, if his subordinate had not acted the American attack that took out 3 CVs would have only taken out 2 CVs. In reality one Japanese CV knocked out the Yorktown. How much more damage could two CVs have done? It is a very real chance that after the first US attack it could have been two versus two.
So yes, naval combat can be an RNG nightmare. It is correct that it is so.
If you have any other tips post them so we can update this list and share.
Point #1
Air Power: This is a game of Air Power. Land based air power can make only the largest CV fleet scarred. You will win or lose, at least in the Pacific, it will be based on air power.
CVs, due to the air power, are the queen of the seas. Don’t even think about going after that fleet with surface ships.
Point #2
The 1941 Scenario should play out in 3 phases.
Phase 1 will see the Japanese run rampant as they will outnumber and have better quality than the Allies.
Phase 2 will occur months after the war has started and when the Allied production starts taking hold. At this point the two sides will be roughly equal.
Phase 3 will occur later in the game when allied production has kicked in and the Japanese cannot replace their losses. The allies will vastly outnumber the Japanese and have better quality units.
Air Combat
-- Airstrikes against a land unit after the first airstrike will not reduce its effectiveness or damage it. It might interdict its movement.
-- An unescorted air transport is always shot down if the defender has air superiority groups in range in support mode.
-- Make sure you leave operations points available for interception and interdiction. Some air units will not intercept/interdict if they do not have operation points left.
-- Make sure your units are in support mode and on naval missions to perform naval interdiction/interception
Land Combat
-- Combat Odds: 3:1 or more is good. Anything less than 3:1 and you are not going to win the combat.
-- Garrison units that will not see combat. This will save you production, logistics, and supply. However, if you do not have enough production in your production stockpile you might not be able to get the unit out of garrison status
Naval combat
-- Before you move a fleet make sure you are in the correct mode Fleet or Raider. Fleet if you want combat, Raider if you want to avoid combat.
-- Do not put transports in a fleet with CVs. CVs cannot do anything while transports are in their fleet.
-- If you are moving and an enemy unit initiates an interdiction-interception the move cannot be undone.
-- When moving your fleets do not use all operation points to attack. If you use all your operation points and do not kill the enemy your fleet is stuck, and the enemy gets to attack it then move off.
-- Do not bunch up your CVs. Fleets only get to interdict twice per your enemies turn. If you have all your CVs in one fleet you get 2 possible interdictions, if you break them into separate fleets, one might not interdict until later giving you more than 2 naval interdictions in the area of your fleets.
-- You pretty much only want to use ports size 5+ for fleets.
Naval Combat is a RNG nightmare and it is correct.
The most famous Pacific battle is probably that of Midway. Japan had 4 CVs the USA had 3 CVs. By the end of he day Japan had lost 4 and the USA had lost 1. But it was very nearly not that way. If a single commander had not guessed correctly and taken his planes south, instead of north as he did, the results would have been that the vast majority of US planes would have been in the water (with a handfull perhaps on Midway island) while the 4 Japanese CVs launched a 200+ airplan attack on the 3 US CVs. The USA could easily have lost all 3 CVs and not done any damage to the Japanese. Even though the commander did make the right decision, and headed north, if his subordinate had not acted the American attack that took out 3 CVs would have only taken out 2 CVs. In reality one Japanese CV knocked out the Yorktown. How much more damage could two CVs have done? It is a very real chance that after the first US attack it could have been two versus two.
So yes, naval combat can be an RNG nightmare. It is correct that it is so.
If you have any other tips post them so we can update this list and share.
