P.T.O. 4
Hint: Winning as the Americans:
When playing as the Americans you will need the following
to defeat other fleets: fifteen battleships and only a few aircraft
carriers. Also, only attack at night.
sun215.
Hint: Heavy Cruiser class:
As any nation, immediately rebuild your best Heavy
Cruiser class to include as much torpedo armament as possible.
As soon as you receive "Middle Diesel Engine 1", upgrade
that Heavy Cruiser with a higher Torpedo armament. The best you
can get is "Quintuple" with "10 Bay". These
will prove devastating in ship vs. ship battles while retaining
their bombardment abilities.
Jeff Snell.
Hint: Aircraft:
Ignore "Jet Turbine Development"; this wastes
a great deal of resources for very little in performance over
piston-engine models. Instead, rebuild your Attack Aircraft and
Dive-Bombers with greater range and defense. This will greatly
improve their damage to enemy targets, but it will make them slower.
Jeff Snell.
Make adjustments to your Dive-Bomber/Attack Aircraft mix on aircraft
carriers before attacking. The Dive-Bombers are far more effective
against airfields than Attack Aircraft. Remember, it takes one
week before the new planes will arrive and are useable in a strike.
Jeff Snell.
Hint: Submarines:
The only country that submarine warfare is effective
against (killing transports) is Japan; who is desperately short
of both steel and oil. Submarine attacks as fleets also lose their
effect once the war goes past one year (Sonar, Hedgehog, etc.,
makes life ugly).
Jeff Snell.
If the enemy (especially Germany) attacks with solely Submarines,
retreat your Fleets. Submarines cannot hurt airfields, and the
game's AI will give them a kill or two if you hang around; especially
against your capital ships (carriers and battleships).
Jeff Snell.
Hint: Prevent night attacks:
If you do not like the enemy attacking at night, continue
to return to the title screen from the options menu. Eventually,
the enemy will attack in daylight.
Jeff Snell.
Hint: Fleet management:
Always keep at least one Fleet open for new ships at
the Home Port. Individual warships cannot be sent off to join
a Fleet alone, and without an open "slot", they remain
in the Shipyard, not in the war.
Jeff Snell.
Hint: Intelligence Operatives:
Try to keep an active "Intelligence Operative"
in each enemy Home Port. You will at least know what they are
building, what they are holding onto in their Shipyards, and how
they stand on the Investment Scale for New Weapons.
Jeff Snell.
Hint: Stealing ship designs:
Do not hesitate to "steal" other nation's
new ships that are available to build. Look for the highest steel
limit in a class (for example, BB's Yamato-class), and copy it
to your navy for development. By selecting the one with the highest
displacement to steal and use, there is greater room for additional
armament, aircraft, or armor. If you are not playing the U.S.
and are into carriersm wait for them to develop the "Midway-class"
and steal the design. The same thing also works with aircraft.
Jeff Snell.
Hint: More room for weapons and armor:
Reducing "Speed" by even 2 knots on a modified
warship design yields a lot of room to add more powerful weapons
and/or armor. This is especially true for CA's and CL's. By stepping
them down to 30 knots and reducing "Scout Planes" to
2 creates additional capacity for armament with very little loss
of battle performance, but a far deadlier ship in combat.
Jeff Snell.
Hint: Recommended ship:
The best cheap ship is the German Deustchland Class
battlecruiser. It is cheap to build and takes only three weeks
to construct. Deploy them in fleets of sixteen and it will destroy
three average enemy fleets. They may not be the best ship available,
but they will get the job done for only a little money and
metal.
BlueDevilPride08.
Action Replay, Code Breaker, and GameShark codes
Reviews
Copyright © 2003,
2004, 2005 Al Amaloo. All rights reserved.
|