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Stitch

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Everything posted by Stitch

  1. I totally agree on 3 (aka the unstoppable Hawaiian Express). US should have to fight onward to Hawaii after losing the city of Honolulu. They shouldn't be granted a cheesy free 3-turn pass that would allow them to mass up on the West Coast then drop 5 carriers in the Hawaiian waters because of a reason which sort of negates point 4 above. Arriving units via the Hawaiian Express get placed on or near the island south of the Eastern port, then get to *move*. This makes any Japanese trap at the Hawaiians useless because they are spotted immediately upon the placement. I have lost many IJN boats sitting in dock refitting or laying in wait, watching each US carrier decimating 1 naval unit. (Oh Musashi!) After the airstrikes, the carriers run NE of Hilo, which puts the IJN split-up fleet at a severe disadvantage, as opposed to just concentrating their fleet and search efforts to the East of Hawaii. Further game note: I'm in '43 and the US has already researched Naval Warfare (3), Long Range Aircraft (4), and ASW (2). :eek:
  2. Ah OK, thanks. Puts a framework around the things you guys are up to. Love those carrier planes too, but they do tend to go down quick. Sometimes the hunter becomes the hunted, and the trap one sets turns on oneself! That's a pretty bold move down there in NZ, very interested to see how that plays out.
  3. Dates, where are the dates! UK getting mobilization this early is something. But one has to wonder at what cost? Was a lucky 1 chit investment or an overload? UK has precious few MPPS and their factory situation helps them not. Oh there will be a Battle of Midway, but somewhere else and another time...with much more decisive results.
  4. As the Allies it was as easy as saying yes to a decision. As the Axis I was taking 2 hits on each Allied turn starting in Aug 45.
  5. Research. US has many free units queued, and in time will have a lot of MPP. Naval warfare and long range aircraft to make the most of the carrier for scouting and kills.
  6. The American atomic bomb is included in SC:PT. If America (allies?) hold Tinian by summer/fall '45, Japan can get nuked every turn commencing in August. I know, I was whacked by it. City and port go down to 0 MPP, and trade is forever gone....
  7. More importantly, they would keep those 5 strength Chinese partisans from popping up all over conquered China. The Japanese corp limits are much too small near the end game to continually garrison the handful of those special cities.
  8. At least it's easier than assaulting a 2 tile island... And those reinforcements do drop the experience level of the unit, making it a tad easier the next time. But like you, I would have thought a "zone of control" around the surrounded unit would have made any such reinforcing very difficult at the least. Too much Panzer General for me I guess.
  9. Actually, it just may be possible to move those air units operationally in bad weather!
  10. Well Hubert, you should know best Anyway, whilst mucking around with the Allies today, I did get a few intel hits on the first turn...but nothing as lucky as that sub!
  11. Page 34 of the manual states "In solitaire games against the computer, fog of war will provide the computer opponent a slight advantage in addition to the game difficulty settings." Does this mean the AI plays the game in a normally FOW off mode? Or is this slight advantage due to the fact a computer opponent never 'forgets' where things are during the turn, or something else entirely? I have been able to 'suprise' the AI, so I am inclined to think the AI does play with FOW on, but perhaps it's just a randomized chance of a normally unseen enemy given an advantage. On the flip side, I have also experienced a camping but not silent running sub 3 tiles SW from the port of Honolulu being discovered out of the blue (several turns into Op Z) and not knowing how it was picked up. Intel upgrade would be very low for the US...I sure wouldn't be betting on the 2% chance.
  12. Yep, if any air units land on a 1 tile island surrounded by water..it's over. I did the exact same thing as the OP, trying to scout out by air JPN fleet movements at the first turn. Is there a way that air units could exert their scouting abilities by skipping their turn (patrolling) than having to relocate to another tile?
  13. My issue with China isn't the manpower, I have 3 HQs and over 2 handfuls of units. It appears that there are only 2 avenues of approach to the capital, and I'm not able to surround and conquer. I end up with alot of unmoved but 5+ supplied units not being able to navigate through the mountainous terrain.
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