Thanks for the video -- and CONTINUE to get over the "bug". Why wait 12 hours outside Wake - you could have 4-8 or more fighters as CAP over Y and Z. Trick to not deplete Midway troops - have a DD or CL load troops (100/200) then load all your troops on transports and then "unload" the 100/200 troops from the DD/Cl back to Midway.
I wanted to approach Wake at night because I'm pretty sure Japanese bombers can reach Wake from their nearby possessions. But then as I moved away from Wake, I was moving South anyway, so in the end it didn't really matter I guess. I like your suggestion for not depleting troops at Midway or other possessions. Going to use that next time. Of course, it worked out fine in this instance as I wanted to leave a somewhat larger force at Midway than a couple hundred troops...just in case.
Does somebody have a cold? Also, you were talking about tankers being slow or something. Well for them I recommend the ones of the Cimarron class (you should have them) they are the larger of the tankers but two things. 1: they ain't slow for merchant ships/tankers. 2: they, like many fleet oilers are ARMED. Seriously tankers (especially fleet oilers) are some of the most well armed ships you can get.
Yep. Just getting over my illness. It lasted over a week...ugh. Thanks for recommending the Cimarron class. I think I do remember them being somewhat faster than the Patapsco.
@@cybereck Yes the Cin's are faster than the Pats BUT 2 Ps cost the same as 1 Cin and carry more oil. In the long run do your maths - how long does a Cinnamon take to go 500 miles and how long does a Pat take to go 500 miles . I did my maths>
Great episode, the dogfighting is so bad in this game. I think it likely threw the angles off when you manually sped up the fighters and it can't adjust.
Thanks for another great episode. The ship models in this campaign seem less detailed compared to say the Indian Ocean Campaign. Looking forward to your next episode.
I have found that if you have 2 convoys moving together and very very close a single CAP for 1 TF is able to protect both TF if under attack - But you have to "engage" the Cap and not the TF when it comes under attack.
Way too many dud torpedoes you fired a total of 12 Torpedoes all together and only got four hits the rest were duds I know other guys finally turned the dud Torpedoes off because it was just way too many just a thought by the way that's 75% dud torpedoes but anyway I still enjoy the video
Yeah, I was disappointed by so many duds. If it continues, I might turn them off too. A middle ground would be nice. I want some duds, just not that many.
I honestly wish there was a middle ground with duds. I want to keep it somewhat realistic since USN torpedoes were prone to them, but it seems in this mod the dud percentage is over 70%. I think 30-40% would be better. Then again, the AI needs all the help it can get.
I like your vids, and the way you say "zero percent" intsead of "zero degrees" every time :D
Great episode. I really enjoyed the submarine action.
Thanks for the video -- and CONTINUE to get over the "bug". Why wait 12 hours outside Wake - you could have 4-8 or more fighters as CAP over Y and Z. Trick to not deplete Midway troops - have a DD or CL load troops (100/200) then load all your troops on transports and then "unload" the 100/200 troops from the DD/Cl back to Midway.
I wanted to approach Wake at night because I'm pretty sure Japanese bombers can reach Wake from their nearby possessions. But then as I moved away from Wake, I was moving South anyway, so in the end it didn't really matter I guess. I like your suggestion for not depleting troops at Midway or other possessions. Going to use that next time. Of course, it worked out fine in this instance as I wanted to leave a somewhat larger force at Midway than a couple hundred troops...just in case.
Does somebody have a cold?
Also, you were talking about tankers being slow or something. Well for them I recommend the ones of the Cimarron class (you should have them) they are the larger of the tankers but two things. 1: they ain't slow for merchant ships/tankers.
2: they, like many fleet oilers are ARMED. Seriously tankers (especially fleet oilers) are some of the most well armed ships you can get.
Yep. Just getting over my illness. It lasted over a week...ugh. Thanks for recommending the Cimarron class. I think I do remember them being somewhat faster than the Patapsco.
@@cybereck Yes the Cin's are faster than the Pats BUT 2 Ps cost the same as 1 Cin and carry more oil. In the long run do your maths - how long does a Cinnamon take to go 500 miles and how long does a Pat take to go 500 miles . I did my maths>
Great episode, the dogfighting is so bad in this game. I think it likely threw the angles off when you manually sped up the fighters and it can't adjust.
Thanks! Yeah, I have several hundred hours in this game and I'm still experimenting with what works and what doesn't.
Thanks for another great episode.
The ship models in this campaign seem less detailed compared to say the Indian Ocean Campaign.
Looking forward to your next episode.
I'll have to play the Indian Ocean campaign sometime. See you next week.
I have found that if you have 2 convoys moving together and very very close a single CAP for 1 TF is able to protect both TF if under attack - But you have to "engage" the Cap and not the TF when it comes under attack.
The land masses are not included (depicted) with this mod in the tactical mode
That's too bad. I liked having the land masses in TTE.
@@cybereck I agree
Way too many dud torpedoes you fired a total of 12 Torpedoes all together and only got four hits the rest were duds I know other guys finally turned the dud Torpedoes off because it was just way too many just a thought by the way that's 75% dud torpedoes but anyway I still enjoy the video
Yeah, I was disappointed by so many duds. If it continues, I might turn them off too. A middle ground would be nice. I want some duds, just not that many.
It is fairly historical - USN torpedoes were barely above worthless throughout 1942.
@@dougjb7848 Which is mainly why I leave the duds on. Also, the AI is, let's be honest, not the best, so it's a handicap I give myself.
Turn the duds off…,,,, Infuriating….lol. I know, I know…..
I honestly wish there was a middle ground with duds. I want to keep it somewhat realistic since USN torpedoes were prone to them, but it seems in this mod the dud percentage is over 70%. I think 30-40% would be better. Then again, the AI needs all the help it can get.