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Its Dec 1943-George or Zero?

Posted: Sat Aug 19, 2006 3:51 am
by DDLAfan
Hi,

Its December, 1943, and as the jap player Iam getting worked, which is ok as that is what happend historically. However, I accelerated the production of the George...in addition to husbanding my fighter squadrons pilots...so that i could replace the zero en masse and hopefully bring some balance to the air campaign.

However, I found out that the George with pilots from 60-80 exp were still being slaughtered by the allied fighters. knowing this now, wouldn't it have been better to keep the longer ranged zero, so at least i could provide long range CAP for tokyo express missions, and prevent unescorted allied naval strikes from B-25's and such.

BTW, we are playing the standard game (no NIK or other mods). Any advice is greatly appreciated.

DDLAfan

RE: Its Dec 1943-George or Zero?

Posted: Sat Aug 19, 2006 4:55 am
by The Duke
I'm in a standard game, Jan '44, PDU-ON (i.e., I have to deal with the occasional 800 4-engine bomber raids). If you can upgrade any squadrons to George, then that would be my choice.....I think the Zeke sucks.

George is a step up, but not a lifesaver....but tons better than Zekes. Unfortunately, your carrier trained squadrons don't have that luxury, so you'll have to do the best you can w/ Zekes w/ those squadrons.

I'd be curious to what others think, but I'd ramp the George and go if you can field large #s of them...

RE: Its Dec 1943-George or Zero?

Posted: Sat Aug 19, 2006 3:49 pm
by castor troy
Just look at PzBs AAR against AndyMac! PzB stated that the George is his best available fighter. Even better then the Frank (what it shouldn´t be when you look at the stats...). So definetely take the George as your land based Navy fighter, not the Zeke. The Jack isn´t much worse then the George and has a longer range.

RE: Its Dec 1943-George or Zero?

Posted: Sat Aug 19, 2006 8:07 pm
by Herrbear
ORIGINAL: DDLAfan

Hi,

...
However, I found out that the George with pilots from 60-80 exp were still being slaughtered by the allied fighters. knowing this now, wouldn't it have been better to keep the longer ranged zero, so at least i could provide long range CAP for tokyo express missions, and prevent unescorted allied naval strikes from B-25's and such.

BTW, we are playing the standard game (no NIK or other mods). Any advice is greatly appreciated.

DDLAfan

IIRC it doesn't matter for LRCAP. It is only out to 5 hexes.