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- I personally find it nice having a couple fighter squads on deck nearly all time except for strikes. This prevents some lead time in specific missions where you can be attacked and have to send out 2-3 friendly cap missions all around the same time.
- Don't forget to use the support vessel near the end of a game to replenish up to 2 lost squads of a given type. This can save a small amount of points each time that can be used for new escorts, officers, crew, etc.
For the sake of tips and tricks, I'll highlight the value of spotting your planes in the correct order as well, while getting ready for that 5am start of air ops. Save the delay of having to clear a path for the recon planes you buried in the rear.
#2 Complete optional objectives in missions - your admiral levels up twice as fast if you do them - more important than getting all the medals!
#3 If you know for sure there's an enemy behind he "?" mark on the map you can use identify without having to recon it first. Much faster.
#4 If you start the mission undetected (dark eye icon) you can stay undetected for as long as you destroy all enemy scouts and avoid contact with the enemy. Undetected means enemy can't attack you at all.
#5 You can destroy only carrier or an airstrip in bases to render an enemy fleet useless - without that they will not be able to attack you.
At least somone has, thanks for the answer. So far ive been boned by it every time, nothing more than 1 kill per mission besides the one strike I had a guarantee of 3 kills. Managed to kill off their CV in the first strike.
Zulu time in the Pacific (game time).
Sunrise: 05:00
Sunset: 22:00
Planes cannot take off between those hours, but they can be operating and can land after 10:00 p.m.
Might as well make use of the downtime at night to resupply so you're ready to go at 0500.
It's the number of ships in the unit, that's why some units have much higher stats than one ship would have normally, it's multiplied out. You can sink some, but not all of a unit and reduce its power proportionally.
Thanks
That's complicated, because it depends on the enemy.
For my first two missions (in the campaign) I did this setup and it works pretty well:
2# Anvil
3# Torpedo Run
4# Bulwark
5# Defensive Bombers
That means 2 fighters, 1 dive bomber and 3 torpedo bombers.
In the 3rd there are many surface ships, each with different blockers so, depending on the TF, attack, defensive or support maneuvers cannot be used, or some positions are reduced or blocked.
The good news is that when you're planning your attack, time stops, so you can play with your cards without stress ;)