Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
There's no doubt in my mind that because of the campaign command point mechanics, splurging on a carrier (even with the cost change) is absolutely the most effective strategy. That's because you will lose planes which don't cost you anything to kill ships. The downside? You wont start out with a s much a fleet at first, which you will soon remedy because you will rack up kills. It does mean its easy to not get a lot of surface battles which are just fun because air power is so effective (historically accurate).
If you want the less effective, more "challenging" route, don't get a carrier at first and force yourself to fight it out on the seas. Brooklynand Cleveland CLs are simply viscious for their cost. Brooklyns are a great starting fleet because they bring so many guns to bare for such a cheap price. They don't have the AA that Clevelands do, but at the start of the campaign that's not such a risk.
This makes USN CLs quite competitive with Japanese heavy cruisers. Yes, the Japanese ships have torpedoes and often have 10x 203mm guns, but the torpedo mounts on cruisers are significantly more limited in terms of firing arcs than those on destroyers and the firing arcs of the cruiser guns also aren't always the best. The number 2 turret, in particular, has perhaps a 60 degree arc to port or starboard, but cannot train to target at many closing and pursuit angles.
A hail of fire from 6'' guns also has a way of causing numerous fires that overwhelm damage control and result in ships with minimal flooding eventually being lost. Although I haven't played as the USN, I agree with the suggestion that CLs give you lots of combat power for relatively little cost.
The game does a really great job making things different and generally accurate for both sides such that it's hard to compare. They are just very different navies with very different doctrines.
Having said that, I'll go ahead and break what I just said by saying that I think it is precisely that the USNs CLs are so badass and the IJN just has nothing to match that makes the USN overall better in this game. Honestly the IJN doesn't actually have real CLs. Their CLs are just lead destroyers.
The Brooklyn and Cleveland classes can kill CAS and nonplussed l annihilate CLs, DD, and logistics ships. They only need to run from BB and planes.
Carriers need to launch before they enter the tactical map, once in the tactical map they cannot launch. This is kind of historically accurate, at least when you consider surface battles. Carriers are supposed to flee from surface contacts. And keep in mind carriers need to turn into the wind to launch aircraft. Also keep in mind cycling aircraft on a carrier is more something for the strategic map in terms of times and distance, as opposed to in real-time on the tactical map.
I would not mind if they ‘played’ with the rules a little to allow alert aircraft to launch on the tactical map but the carrier would have to sail into the wind.
You just launch right before the battle. In a custom battle, you can just add the planes you want.
Later for USN I like a strong DD Fletcher screen of 6 TF's consisting of 3x DD's per TF with them cycling out for ammo/death charges/repairs. They are staged around my CV with at least one heavy BB large support fleet TF near enough to engage surface ships charging the carrier. Ideally you would want three or four DD TF's on station and two rotating out. Later I would add in the second CV and more Heavy defending TF's. And as need arises spam those subs far afield as you have tons of them. I then have a camping BB fleet go in and sit on Guadalcanal and shore bombard anytime they decide to build an airfield and protect my supply runs bringing in men and material.
I run my CV TF light with only three escorts: an Atlanta/Brooklyn class, and two Fletcher class. The other screening ships are more than enough and if your CV is engaged it should only be by a lone sub which is easy to counter with the small escort. Using an air cap should be helpful in locating any large surface force in time to run away with your CV.
I always run subs alone.