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An addidional tactic mentioned by others before is to take out the AA at a port using torpedo bombers armed with bombs. You fly them at high altitude as level bombers and they can wipe out AA without being shot down.
Definitely a good option to use level bombers. I tend to use the surface ships, though, as it's a bit quicker, but perhaps the planes will allow better control over not destroying everything at the port. The surface ships are really hard to keep from doing this. I'm going to spend some more time experimenting with this. Thanks.
I play at medium difficulty. I rarely get my ships damaged using the methods above. The same goes for planes, though they take a bit more damage.
I'm playing the campaign through for the first time...so it's okay for me. I'll probably try hard afterwards. I've seen other posts saying the hard difficulty is unrealistically broken. What do you think?
Tested level bombing to clear out shore batteries in ports. It works like a charm. Thanks for the suggestion Stank. I've updated the guide above crediting you.
Ahh nice. Do you mean attack from a direction that has your carriers sailing into the wind so that they don't need to turn?
This maneuver avoids you from rotating carriers in combat mode. It drove me crazy with my 5 CV group, that not all bombers took off from their decks at the same time. Later I discovered that they allways heading north direction to airborne their planes.
So keep this in mind when it's your turn to attack enemy fleets you have early enough discovered or when you want to start a big airraid on a port.
Set a waypoint not far away from your carrierfleet to north on the bridge map and save time.
I rebuilt TF58.1 to TF58.4 (576 Helldivers, 336 Corsairs and lots of spotters).
When playing TF58.1 (5 carriers):
My routine is to start 6 Flight-Groups of fighters from the 2 Independence-class light carriers, 1 spotter from a BB, CA or cruiser, then starting all DiveBombers from 3 Essex-class carriers and the two Independence-class carriers. I am putting all DB's in one group. Mark them all and send them by waypoint +5000 m above my fleet. Meanwhile the spotter is reccon the target above 5000m to avoid AA. You can use a fightergroup for this job too, if your spotter has no ability to get this height.
When I am finished with scouting the DB Swarm has mostly reached the altitude I ordered them and they are ready to start the attack as one unit.
After US Navy TF finished their job from a far distance, they'll steam away for refull, another target or patrol duty to search enemy fleets behind the frontline.
Now it is time for the Marines, these groups start raiding the port and attack torpedo boats and perhaps nearby enemy convoys.
Each of these groups is a big airfield of is own with a Navy Fleet sailling nearby. They'll stay at the occupied area untill the port and airfield is repaired and upgraded or the port is no longer in frontline.
With this tactic it is possible to have some kind of island hopping, like it was done by the americans at this time.
Each of my Assault Groups of the Marines have 6 Casablanca-class carriers with an older cruiser, ligh cruiser and 6 DD's in use. I am planning with 8 of such groups in my actual campaign.
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To build such forces needs lots of war bounds, so I start early with upgrading ports. first 3 TF's up to 5 TF's are my "early-game" to "mid-game" force with each 1 BB, 2 CV's, 1 CA, 4 DD's and the remaining ships you are starting with.
My personal historical build-order:
Without tutorial I build to fill the first 3 TF's with:
*made a mistake here... 2x Yorktown class is correct*
2x Yorktown-class carrier
8x DD
1x Wasp-class carrier
4x DD
Now saving warbounds to upgrade Western Alaskian islands for better airfields (1 or 2 ports)
then saving warbounds for TF-4 and TF-5:
4x Essex-class carrier
2x Northampton-class heavy cruiser
1x Colorado-class Battleship
8x DD
Now the last BB at Pearl is finished with repairing.
Now saving warbounds for Midway and Johnston Island while moving further to the west When I got Gilbert Islands group, Ellice Islands, Marshall Islands, Wake Island and the Solomon Islands group I stop. Now the enemy ports will be better armed.
2x North Carolina-class Battleships (20 nm range) will be needed to form TF-6 and TF-7
2x Nothhampton-class heavy cruisers
4x Essex-class carrier
8x DD
Now I starting saving warbounds only for upgrading occupied ports and buy newer planes for my older carriers.
Thanks to the realismMod of Agent X, I am now in the year 1943 and able to get all the ships I have planned for building and have enough recources to feed all these sailors and planes.
4x TF-58 groups (with 4x South-Dakota BB's, 4x Iowa-class BB's, 10x Essex-class carriers, 8x Independence-class carriers, 8x Cleveland-class light cruisers, 4x Baltimore-class heavy cruisers and 16x Fletcher-class destroyers).
And building the U.S.M.C. "little giants" fleets.
And after a loong time of building up my fleet it is time to move further to the central, western and northern pacific.
Fun! I love that you're trying to build up your forces with an eye towards history.