Combat strategy for each side is very similar in my experience, but let's
look at the game set up first.
Mission 1: The Pacific campaign
As Japan:
When allocating resources, place a large amount into fuel, as much as
30-40% of your resources as Japan has not nearly enough to go around.
Materials are second and industrial power is third. Technical ratings
are last, and spying last among them. (you can often get by without
adding to Spy the entire game.) Fuel and industrial power can be
increased to a certain extent during the game, but materials cannot
significantly.
As US:
In set-up, one should allocate no more than 20% of resources to fuel,
materials about 30-35% next and technical ratings third (as with Japan,
Engines, aircraft and electronics are most important; but not NECESSARILY
that order.) Industrial capacity usually doesn't need much additional
allocation.
Subordinate commanders should be specialized for their
intended service; eg: high Sea/Bravery ratings for capital ship and sub
commanders, high Air ratings for those with aircraft carriers, high War
rating for one commander to make requests and attend planning
conferences (60+ War rating, I prefer Edgar D. Potters myself but...)
1. NEVER let your industrial capacity fall below about 9000. This
dramatically increases the time AND materials required for ship repairs.
Remember, every time you build a new ship, your industrial capacity drops
permanently. Add to it by spending part of your monthly budget on Industry.
2. Build as many carriers as possible as soon as possible. This is the
way to win the war. ALWAYS specify 6 Months construction for Carriers.
Max aircraft capacity and AA attack ratings, and set for 30+ knots. BB's and
DBB's should usually be set for 8-10 months, and armour and AA ratings
should be set about 30+ but balanced with speed and AS ratings. The time
allotted makes a lot of difference in the Industrial power rating.
3. Upgrade ships at home port using Total repair ASAP and AOAP.
Increase the capacity of aircraft carriers to 80 (or 50 for CVL's) Try to
upgrade every capital ship to 37 knots or more (Battleships too!) this
allows them 2 MP's on the battle screen. Search radar is available
around Electronics level 50 and Gunnery radar at 75. Get these and equip
ALL Battleships and Subs with both, and all Carriers with Search radar too.
Upgrade a new ship if possible before it leaves port. It will take
another month, but there may be significant improvements available since it
was designed months ago.
4. Ship fuel home from ports such as Sandakan, Bandjarmasin and Jakarta
on a regular basis. These ports produce massive amounts of fuel which
might be lost if the port is attacked or captured. Never let it build up
more than 150,000 unless you are running battlefleets into that port
constantly for refueling.
5. Stockpile fuel and materials (the latter only at ports with repair
facilities) for future use. Truk, Manila, Port Moresby, Marshall, Marcus
should all be equipped to refuel/repair several fleets if necessary
enroute to or from a battle. Guard these ports well. 200-400 aircraft
(no more than 10 scouts are necessary anywhere) and 20-40 battalions of
troops should do. Remember, a defending troop can hold off generally 3x
its number sucessfully unless subjected to constant air attack. Often,
just the presence of this number of forces will deter the enemy from
attack.
Strategy for both sides:
1. As either power, there are certain strategic ports. GET AND KEEP AS
MANY OF THESE AS POSSIBLE TO WIN.
TRUK- Central location with repair facilities, but more crucial to
the US.
MANILA and PORT MORESBY- Second to Truk, bases with repair facilities, or
forward staging for attack depending on which side has them.
SANDAKAN and BANDJARMASIN- Largest oil producers outside of home ports.
JAPAN MUST KEEP THESE TO WIN.
JAKARTA- Oil producer.
NAHA- Repair facilities, crucial only to Japan; but makes a good base for
attacks on Kure.
2. Organize your forces and UPGRADE for maximum speed. The best
organization I have found is this:
#1 fleet
4-5 CV
3-5 BB/DBB
remaining: C
Use the #1 fleet as a shock attack fleet. It should be intended to hunt
down and sink enemy fleets, not ports (except in cases of extreme
importance) and should not normally bring troop transports or freighters.
#2 fleet
-5 CV/CVL
3-5 BB/DBB
remaining: C (if possible for all slots)
#2 fleet should be similarly equipped to #1 if possible. If Carriers are
unavailable, DON'T split them up. Troop transports and freighters should
be assigned and BB's and C's should be equipped with troops as this is
the primary invasion fleet.
#3- fleets
2-3 CV/CVL
3-4 BB/DBB
remaining: C/DD
#3 fleets on should also be equipped for general combat scenarios. You
may want to add 2-4 troop transports too.
-#16 fleets
4-8 Subs ea.
I work backwards with submarine fleets (counting down from 16) to make
organization easier. Subs should be grouped in fleets of 4 or more (and
the more, the merrier!) and ALL (hopefully) should be equipped with
search and gunnery radar. These should have a top speed no less than
11-12 knots and should be stationed off major enemy ports (Kure, Hawaii,
Manila,etc) or if you have planned ahead; sent to the scene of a major
battle where an enemy fleet will appear.
General tips:
Use the #1 fleet as an attack fleet. If no targets appear in the
conflict zone, wait at a nearby base. Enemy CV's and BB's will show up
eventually.
Use any spare day to repair/refuel/shore leave ships. Never sit doing
nothing.
Leave a fleet consisting of one destroyer at your home port. This will
allow you to carry out many functions only available at the home port
(eg: commisioning new ships)
Don't worry about losing minor ports such as Saigon or Hong Kong. The
only real value these ports have is to decrease morale at home (but only
if you've also failed your objectives and not sunk enough ships.)
This obviously isn't the Comprehensive guide to PTO, but it should help.
----------------------------------------------------------------------------
"I would cut off the more disreputable parts of the body, and use the
space for playing fields." - Monty Python's Flying Circus
Nathan Palovcik (Cardinal Fang)
npal...@gpu.srv.ualberta.ca
: Koei's Pacific Theatre of Operations (PTO)
: As Japan:
: When allocating resources, place a large amount into fuel, as much as
: 30-40% of your resources as Japan has not nearly enough to go around.
: Materials are second and industrial power is third. Technical ratings
: are last, and spying last among them. (you can often get by without
: adding to Spy the entire game.) Fuel and industrial power can be
: increased to a certain extent during the game, but materials cannot
: significantly.
: As US:
: In set-up, one should allocate no more than 20% of resources to fuel,
: materials about 30-35% next and technical ratings third (as with Japan,
: Engines, aircraft and electronics are most important; but not NECESSARILY
: that order.) Industrial capacity usually doesn't need much additional
: allocation.
Although these set-ups have proved effective for me as well, I have also
succeeded by dumping money into technical skills to develop rockets and
both radar types very early. These advancements can be a HUGE advantage
early in the game. Obviously, this tactic works better for the Allies who have
better resources.
: intended service; eg: high Sea/Bravery ratings for capital ship and sub
: commanders, high Air ratings for those with aircraft carriers, high War
: rating for one commander to make requests and attend planning
: conferences (60+ War rating, I prefer Edgar D. Potters myself but...)
Exactly my strategy.
: 1. NEVER let your industrial capacity fall below about 9000. This
: dramatically increases the time AND materials required for ship repairs.
: Remember, every time you build a new ship, your industrial capacity drops
: permanently. Add to it by spending part of your monthly budget on Industry.
I agree, but often let it slip early and regret it later. :)
: 2. Build as many carriers as possible as soon as possible. This is the
: way to win the war. ALWAYS specify 6 Months construction for Carriers.
: Max aircraft capacity and AA attack ratings, and set for 30+ knots. BB's and
: DBB's should usually be set for 8-10 months, and armour and AA ratings
: should be set about 30+ but balanced with speed and AS ratings. The time
: allotted makes a lot of difference in the Industrial power rating.
I agree again, although in some cases a 7 month construction time can save you
a LOT of resources.
: 3. Upgrade ships at home port using Total repair ASAP and AOAP.
: Increase the capacity of aircraft carriers to 80 (or 50 for CVL's) Try to
: upgrade every capital ship to 37 knots or more (Battleships too!) this
: allows them 2 MP's on the battle screen. Search radar is available
: around Electronics level 50 and Gunnery radar at 75. Get these and equip
: ALL Battleships and Subs with both, and all Carriers with Search radar too.
: Upgrade a new ship if possible before it leaves port. It will take
: another month, but there may be significant improvements available since it
: was designed months ago.
I never give subs gunnery radar because of their limited attack range, but
perhaps it is worth a try...
: 2. Organize your forces and UPGRADE for maximum speed. The best
: organization I have found is this:
: #1 fleet
: 4-5 CV
: 3-5 BB/DBB
: remaining: C
: Use the #1 fleet as a shock attack fleet. It should be intended to hunt
: down and sink enemy fleets, not ports (except in cases of extreme
: importance) and should not normally bring troop transports or freighters.
Good idea! Generally, my #1 fleet ends up sitting at home or occasionally
attacking a port. This sounds like a good tactic.
: #2 fleet
: -5 CV/CVL
: 3-5 BB/DBB
: remaining: C (if possible for all slots)
: #2 fleet should be similarly equipped to #1 if possible. If Carriers are
: unavailable, DON'T split them up. Troop transports and freighters should
: be assigned and BB's and C's should be equipped with troops as this is
: the primary invasion fleet.
YES! Always group your carriers in 3-5 groups with a similar number of
battleships and lots of high-speed cruisers for sub protection.
: -#16 fleets
: 4-8 Subs ea.
: I work backwards with submarine fleets (counting down from 16) to make
: organization easier. Subs should be grouped in fleets of 4 or more (and
: the more, the merrier!) and ALL (hopefully) should be equipped with
: search and gunnery radar. These should have a top speed no less than
: 11-12 knots and should be stationed off major enemy ports (Kure, Hawaii,
: Manila,etc) or if you have planned ahead; sent to the scene of a major
: battle where an enemy fleet will appear.
I usually use groups of 2 to 5 but I agree on the speed and positioning.
: Use any spare day to repair/refuel/shore leave ships. Never sit doing
: nothing.
Any extra days can be used to Info/Special forces
: Leave a fleet consisting of one destroyer at your home port. This will
: allow you to carry out many functions only available at the home port
: (eg: commisioning new ships)
Or some other ship. I also find a group of battleships useful if you
think your home port will be attacked.
: Nathan Palovcik (Cardinal Fang)
: npal...@gpu.srv.ualberta.ca
Nathan,
Have you been able to supply planes and rockets to ships at ports other than
your home port?! It would seem you should be able to, but I am unable to
do for some reason. The manual mentions nothing specific. Also, since you
can send rockets to ports, it would only be logical that you could load
ships with them.
Christopher