From: LI, NY
Then it takes a few days to do turn 1 for PBEM.
This is an understatement. It takes forever.
You will hear that you don't have to do everything on day one. That is an AFB talking, they have all the time in the world. You however do not. What you do and don't do on day one sets the tone for your whole game. Some of those things can't be changed and fixed at a later point. The aircraft production 'game' is one of them. I quote it as a 'game', because it is essentially a game within the game. BTW choose PDU on when you start. I now there are those out there that don't like it, but it streamlines things a bit and makes for easier choices for you. You'll already have enough choices to make.
So far I've learned the H81-A3 is the special Hawk that Curtis sent to the AVG.
Its not the planes, its the pilots. Once you attrite them you will have no further problem with them. The problem is getting the attrition. The aircraft is just a version of the P-40.
The USN CV made their little raid in South Pac and sank a few transports that had unloaded at Tarawa. The Japanese have nothing in the area that can even challenge that. It is too far for KB to reach.
The AI likes to run this op. Its a dangerous move and with a high speed KB run you can wipe out the US CV's. I've done it just to see. I usually ignore it with the AI now, but in a PBEM. Of course if you play a non-historical start and the JFB moves his KB to the west, have at it.
But I want to build a few Kates.
Yeah, this is how it starts. There's historical context here. Japan thought she'd have the Jill ready to replace the Kate... Oops. Anyway like said above produce the Kate-1 as you have engines in the pool for those, and the Kate-2 uses the Ha-35 IIRC. Demand for those is gonna be way high as the start of the game. Besides it'll save you some HI. You shouldn't need that many anyway as CV battles tend to be few in the early game anyway. The AFB should know that a proper KB can and will, like the '600 lb. gorilla' 'sit wherever he darn well pleases'. In all my games besides the first I haven't produced the Kate-2 at all. The number of one's and the two's in the at start pool should be sufficient.
But I think I can figure out how to make a decent turn 1 for PBEM.
Check page one of Mike Solli's AAR for this. BTW it was from him that I got the idea about the Kates.
But the main beef is the divisions themselves are split between HQ so it costs enough PP
I mentioned this in another post today, but just so we don't miss it. As long as the components are not restricted you can move them wherever you like. That being said the Dev's have said that if all components of a division are located in the same hex, they should perform as well as a combined division. My only caveat to this would be to make sure you don't have any really lame leaders in the individual components. Even if you should need to change one or two of these, it'll cost far fewer PP's that a regiment.
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In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche
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