From: The Big Nowhere
Indeed - stuff gets broken in war, that is the way it goes. The first half of 1942, at the very least, is the time where the Allies basically trade one thing for another - a cruiser for an invasion delayed by a week, an island for forces to hold another island, a fleet carrier for 60 trained aircrews and planes. I do somewhat agree with him, that at some point you have to force excessive losses on your enemy. Like ambushing an invasion convoy with a carrier group after getting SIGINT. And I agree with him that it is incredibly frustrating at times, to watch a carrier battle where you lose everything and your return strike hits nothing.
But tell him this: The Allies are playing the long game. An allied carrier that is sunk will eventually be replaced (and bring two buddies with him, just because). If you lose a troop transport on the allied side, you reach behind you and pull out another 5. A Japanese carrier sunk is gone, and they need every single tiny advantage to get them through 1943. Downing a dozen Betties is a major victory, right there. Sinking one of the large 15ktons tankers the Japanese have is a big victory. The same applies to fast transport ships, cruisers and so on. Those are all assets they can not afford to lose, and sinking 2-3 fast transports in an invasion is a victory even if the base is taken.
This is very true, even from the Japanese side as the war progresses. Sure you want to save the BBs and CVs for missions in 44-45, but I've been known to run subs or destroyers in to disrupt landings or even unloading operations at enemy ports. It may cost me 2 DDs, but there is that chance I sink a transport carrying the bulk of a combat LCU that will force an opponent to change plans or delay an invasion.
It's all about risk versus reward. Allied players have a lot more to play with due to the fact that they will get replacements for lost ships, planes and pilots down the line.
Distant Worlds Fan
'When in doubt...attack!'