@Buckeyeboy:
What I was referring to by “heavy sub and air buys”, was maybe 3 subs a turn for the US. Along with 1 or 2 loaded transports, and rest of the IPCs in air craft.
What I was thinking of, is an island hopping campaign. Buy a naval base for Wake, and set the US fleet there. Yes, leave a little something in HI for defense, but use Wake as the jumping off point. From there, send 1 trans to Iwo with a tank and a man. J will kill the trans, but you will have the island. On the following turn, send in a bunch of planes and and build an air base, the turn after that you can reinforce w/ Inf and and have air cover for your trans. On the same turn you build the air base, you can send another trans to Guam or the PI and try the same strategy there. Pumping men ( to hold the island bases) and air craft forward to support your subs, which by now would spread out in the J shipping lanes, taking away IPCs and hopefully helping to kill J DD’s along with the newly arrived air power. The bulk of the US fleet would just stay at Wake as a threat, unless J gives you a juicy present.
The goal of the drive would be to start pumping men to the Asian mainland and get an IC built. Then you can really put the heat on J.
I know this sounds really good on paper, but I will not have the chance to try it out f2f until 4/21. If even part of this works, I would think that it would pull some J resources back to the north, maybe allowing ANZAC to sneak into the DEI.
Yeah, I know what you’re getting at, and I’m thinking the same thing, but from the other end of the “what to buy” spectrum. I was thinking of trying to secure airbases on islands that transports could skip to, one from the other. The Allies will need troops, transports, lots of air and DDs in there too, as well as subs.
So yeah, I’m on the same page with you there brotha!
The real test is to try it out though, like we did with Van Trump’s strategy, maybe this one will work though! :lol: