It is a lot of good work, man. :-)
Thanks!
I believe this provides the basic ground to test many things to improve Pacific actions.
About NB and IC, there is an historical issue about moving the Naval Base from Nova Scotia (Halifax) to Quebec. If absolutely needed to have in the same TT both IC and NB, then add 1 NB to Quebec but do not remove Halifax.
Maybe, if a 3 ships Cap apply to number of ship NB can repair, this SZ 106 would provides up to 6 repair points. There is Shipbuilding yards in both Nova Scotia and Quebec.
It seems that one Japanese NO is based on what islands Allied have, is this right?
“Strategic Islands” When at war with Japan, US receives 3 PUs if the Allies control Midway, Wake and Guam.
“Strategic Islands” When at war with US, Japan receives 3 PUs if the Allies control Midway, Wake and Guam
You seems becoming more and more profiencient with TripleA software.
Do you know if it is possible to create a 4 PU AAA which fire at up to 2 planes per round, (1 shot per plane max) every combat round?
These two units worth the try:
**CruiserAA
A3, D3, M2 +1 with NB, C10. 2AA shots for first combat rd only. Only 1 shot per plane max. Bombard 2. Game starts with OOB Cruisers only. OOB cruisers bombard at 3.
Escort Carrier
A0, D1, M2 +1 with NB, C9, may carry 1 fighter or tac bomber. Has anti sub capability same as DD.**
However, if Fleet Carrier is at 16 IPCs, I would have raise the Escort Carrier cost to 10 IPCs.
It is a balance issue, 2 CVEs at 9 (18 IPCs) and 2 Fighters at 10 IPCs for 38 IPCs will be more cost efficient in combat than a full Fleet Carrier at 36 IPCs, with no Anti-sub capacity.