Cant do that, the count starts from where carrier is and you need to move the carrier in range for plane to land. If no opportunity presents itself, you cant move there.
Allied game plan VS J1 all out attack
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ANZAC: One could either build subs to convoy raid, or destroyers to reinforce the US, or some combination. On turn 1 you should move an inf to New Guinea so that on ANZAC 2 you can take your NO, or one could move the transport next to new zealand to grab it on turn 2.
Problem is J1 can destroy anzac fleet to stop this. Even if you don’t go for the big score of 1 Jap inf v. NSW like we did.
You do that and you will loose the boats you use to do it. If you park in SZ 62 your two turns away from a base, if you park SZ 54 your lookin at 4 US planes hitting the fleet followed by 4 ANZAC planes. And I would sacrifice the planes to sink those boats. Japan can do alot turn 1, but not everything.
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You park in 62. Please send 4 Spits against my DD, BB, CV Tac Bomber+Fighter. Massive fleet sitting off the Philippines can link up with you 2nd turn. No worries from anything after that.
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So you completely abandon carolines to the US on J2, that is wonderful. Either way even that lose is not that huge of a deal to the allies.
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how have i done that? there are 4 zeros parked there along with 4 inf from the jap main land on end of J2.
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how have i done that? there are 4 zeros parked there along with 4 inf from the jap main land on end of J2.
Wonderful, i’m sure it is so unbeatable.
Hey how about someone play me with Abattlemap and show me this awesome unbeatable J1 offensive. Module only has 3 easily correctable setup mistakes.
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how are you buying 8 destroyers turn 1 with US? you have 17. you don’t have your +40 until the END of your first turn.
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Turn 1 would vary, my personal favorite is a DD and a trans, or a carrier would work as well depending. I was speaking for later turns.
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so you can’t get to the carolines with anything to even think about taking on 4 inf and 4 zeros until turn 4.
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I might have cost my USA game because I have been buying carriers. I will purchase some destroyers from now on.
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No, nothing in range, not an AC/BB/DD/Cru/SS/Trans, not 2 strat bombers from Australia, nor the figs/tacs that would be on the islands nearby, none of that could reach on US2. Nor the added carrier or DD/trans whatever on US3. Nor whatever ANZAC had purchased. Not to mention loosing a single ANZAC dd/transport turn 1 effects allied plans in such a significant way that I mentioned other than 5 extra IPCs for ANZAC.
Max potential attack for US vs carolines with optimum positioning on US2 would be 1 Inf, 1 Arm, 2 Strat bombers, 1 tact fighter, 1 reg fighter, 2 bombards (depending). Max potential attack on the SZ would be the AC/BB/DD/Cru/SS/2 strat bombers, 3 tact bombers, 3 fighters. No, I cannot take it US2, but I could US3 if I held the SZ.
And that doesn’t even take into consideration you are diverting 2 transports worth of inf to hold carolines just to kill 1 ANZAC dd/transport.
But if we are going to go to such lengths to describe turn 2, 3, etc in such detail, why don’t we just play a game?
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nope, sorry, i’m too scared.
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Come on its all in good fun. Honestly for the most part i’m playing devils advocate :-P
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honestly, i tried to use abattle whatever and the thing is so small I can’t see anything, plus I feel like i’d need a degree from nasa to get it working for this version of the game. and then when i hear i’d have to “fix” things to make it work….ugh.
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honestly, i tried to use abattle whatever and the thing is so small I can’t see anything, plus I feel like i’d need a degree from nasa to get it working for this version of the game. and then when i hear i’d have to “fix” things to make it work….ugh.
Yeah I personally vastly prefer tripleA but it won’t be up for this game for about 6 months. To get it working tho is easy, download it to the proper place, then open it in the main menu. The ‘fixing’ is just setup fixes, takes less than 2 minutes. And as far as the size, yea, it irritates me as well. But to play pacific against someone who is really good requires me to use it so i’ll do what I gotta do. Those I play with F2F really aren’t that good sadly.
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destroyers are the best for blocking, essentially trading and sacrificing units. Although it’s not a historically realistic tactic, it works in this incarnation of the AA games.
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What about using DDs in conjunctiion with SSs? The subs can soak hits in the early rounds right, for only 6 IPCs instead of 8 IPCs. I understand the extra #3 attack over a #2 gives the DDs a slight plus for the IPC cost, but i think adding a couple subs could give a small bonus to the final numbers.