Sasebo said:
I_batman: I forget all the house rules atm, but isn't taking the west coast cities of the U.S. also on the list? When do they get taken in your 1.8 game? I agree, the big amphibious push to the south is long, and you have to deal with the U.S. navy first. They will come for you early for sure, happens every game that I have seen as China or Japan. Though fighting them off your home coast is ideal, really. In my Japan game I was able to pull off both the southern push and deal with the American navy, but I would have to see the newer versions. Do realize the only real threat are their transports, everything else is essentially just a huge nusiance.
I built a line of defense running south from the NE port city straight south, with a group like a BB for the base, couple CA and subs for the offense, and DDs for scouting each turn withing a turn of reinforcing each other--about 5 squares apart. With a BB on defense and in a big stack like that, the US rarely challenges you, and their ships filter past your lines, letting you pick them off. With advance scouting like that, and a CV group or two also manning the lines, no US transport should ever be able to get close enough to land troops short of having half a dozen BB escorts.
You don't really need to fight Russia either. So long as you get roads up all through Manchuria, and link the cities by railways, plus destroy the Soviet road nets next to your borders. As soon as their ground forces get out of range of their own cities you can crush them with air attacks alone, or with limited ground forces if you wish. If you play a couple fronts defensively like that, you should have plenty of troops to maintain your offensives elsewhere.
Nope Sasebo, I had not forgotten about the US cities. They are the last thing I go will go after. The logic of that is although they will be brutal to capture, they will be even more brutal to hold. I want to have the entire Pacific quelled before comitting massive resources to the US west coast.
I do set up picket lines very much like you describe. Each of 6 or 7 battlegroups consists of a Yamota class, a couple destroyers for sub-hunting, and a couple carriers loaded with Kates (best bomber I have so far).
Kates act as recon and lethal bombing units.
And yes, it is very effective, once the initial US and British fleet are dealt with.
But I have other worries. I lost Truk to to U.S. Marines, while I booted the US out of the Philipines. Now, I have a HUGE battlegroup parked by Truk, but because the AI was smart enough to build an AA battery, bombing runs are suicidal. I have to wait for a couple transports of SNLF's to show up, since the 1942 US marine, even after being hammered by my battleships, is still a devestating defender, and I will lose many SNLF's to knock out two 21.18 marines.
Problem with the Russians is the PE bombers they are throwing at me.
I have a bunch of Zero's and Nates to form a CAP, but it never seems enough.
And I have seen some massive troop movements by Russia. Had two stacks of 25 and 30 Russian armour within 3 tiles of each other I had to deal with.
Even with heavy bomber work, it was a bloody battle to blunt their attack.
I am simply terrified of the Russian production capabilities, since my German AI ally appears to be ignoring the Russians, once Germany started a war with them.
Germany is more intent on capturing Ireland. It ignores England proper and sails right around to go after the Green Isle. Who knows what the costs are for that, but Dublin keeps changing hands, and the other Irish city was razed by the Germans.
I am doing this from memory, because I have not played the game in a week or two.
In fact, this is just a break from more Python coding/learning.
But I may fire up the game tonight and see if I can make more headway.
I also owe my TCW buddies El Justo and Klyden a bunch of emails.
With real life work, and Xmas committments, there are just not enough hours in a day.