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acs0424

US Killer Fleet 200 points

Okay, so I used the following fleet in my battle tonight.  It was US versus Japan and I was US.  Things really went my way.  I used:

USS Enterprise x1 = 25
Dauntless x5 = 65
F4F Wildcat x2 = 14
B-25H Mitchel x1 = 9
USS Fletcher x4 = 28
USS Cleveland x1 = 16
USS Washington x1 = 56

Total - 213  - This is a bit high, but we give overage.  I was facing:

Akagi x1 = 27
Shokaku x1 = 20
Yamato x1 = 70
Kate x2 = 26
Zeke x2 = 12
Val x1 = 10
Judy x1 = 12
Yukaze x1 = 12
I-26

Total - 205

After Action Report - Things couldn't have gone better.  At first I went all in on his Shokaku.  2 turns to kill it.  Next I went for the Akagi, 3 turns for that.  At the end of all this I have lost 0 planes and he has lost 3.  His destroyer was also killed by a dauntless.  Next I went for the Yamato, with great Expert Bomber 2 I was able to sink it with multiple bombing runs.  Also, his planes were in the land base.  

My wildcats did very well, taking out at least 3 planes, and aborting many others.  Dauntless's were incredible, one rolled 14 successes on 12 dice.  The Expert SA's helped alot.  Also, Press the attack only failed twice, and it was only a failure to the point of being aborted.  Many times it succeded and the following attack rolls succeded.  Overall things went very well, in 5 turns he had lost both carriers, half his planes, and his destroyer.  The Yamato had taken 3 damages and the sub didn't do anything.  Sadly, I lost 3 fletchers, 1 cleveland, 1 washington, and 1 dauntless.  Not to bad for what I did to him.

Rating - 9 out of 10. Very good, I know from experience.  You can launch very good bombing runs and keeping a Wildcat with the carrier is lethal.  My carrier got damged once.  Very effective fleet, highly recommended.

By the way, I didn't have initiative the whole game.
jfkziegler

U.S. air should beat Japanese air every time.  Your opponent's best chance would have been a fleet based more around battleships and subs.  Dauntless's will rip up carriers, cruisers, and destroyers with no mercy.
LadyLexandToga2

yeah I would have given the Japanese a 35% chance of winning at the most...
If the Japanese ouwld have taken more subs they would have beat the US easily I think...almost no ASW for the US build here...but whatever I guess...Kinda what I expected out of this build (like jfkzeigler thought)

However I think you also got above average rolls against the Yamato and Carriers....
Nice build though for the U.S. against almost anything (just worried about that ASW maybe add an Avenger and a St. Lo instead of a Fletcher and a Dauntless...)
acs0424

Yea, that did become a problem.  But the Expert Bombs 2 on the Enterprise was a god send.  Every turn I got to roll an attack with 12 dice.  Which contributed to, in 5 or 6 turns, taking out both his carriers.  This fleet performed very well.  I am very happy with it.  I love dauntless's.  Also, wildcats became useless at the end of the game as they didn't have anything to do.  But they provided great escorting and great carrier protection.
LadyLexandToga2

dauntless' are absolutely vicious...and at the end of games you wonder why you took all those fighters! (ahh i hate that feeling) but it is needed early on...
LadyLexandToga2

P.S. the other thing I might say is that B-25 Mitchell's are really awesome against anything they can attack because of their SA three sucesses per 6 rolled makes them perfect Cruiser killers against the US and German cruisers....death from above and they're cheaper than dauntless's but do the same kind of damage normally
acs0424

Yea, I do like the mitchell, it just didn't do much for me in this game.  Dauntless's are screaming dive bombers of death.  I was like I should've taken another dauntless but those fighters were incredibly vital during 70% of the game (roughly).  They saved my carrier and probably many bombers. They did there job with excellent execution.
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