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Standard Deviation (Not math)

 
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JuggernautJ

 

Joined: 16 Aug 2009

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Post subject: Standard Deviation (Not math) Reply with quote
A friend and I play by the standard rules (100 point games) with a single, simple deviation: no air. (Don't ask why, that's just the way it is right now)

So how would this simple change effect your builds? Specifically, how does the interaction of the different types of ships (and boats) dictate your builds in the absence of the air power?

I've heard here of the "triad" of fleet design. With the relative weakening of subs (vis a vis the new harassment rules) and the elimination fo the air arm (leg?) of the triad how would you build your 100 point fleet?
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PostTue Oct 20, 2009 3:36 am
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Asbestos

 

Joined: 20 Aug 2009

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DD and PT boat swarms. Now that I know my fleet will survive turn 1 intact, I can just throw all my cheap torps at the enemy. Sub-builds will get plowed over and flail helplessly under ASW while BB builds will have to deal with barrages of torps and too many targets.
PostTue Oct 20, 2009 3:59 am
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Asbestos

 

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Effectively you've taken away the rock to the surface swarm fleet scissor. Without aircraft the only really effective way to counter a DD/PT swarm would be... a PT/DD swarm, possibly some CA/CL heavy build.  But BBs and sub swarms wouldn't be worth much.
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PostTue Oct 20, 2009 10:56 pm
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herky80

 

Joined: 08 Jul 2008

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Use units with weak AA.
Supposedly, all of a unit's stats go into the cost. So if you take away the value of AA, a unit's value changes. The same would go for ASW. If there are no subs or aircraft, those two values are useless.
The Oi is the only cruiser in the game with 4 AA and the rest of the IJN usually has bad AA values comparatively. So IJN v. USN should be a good matchup.
PostFri Oct 23, 2009 2:33 pm
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Asbestos

 

Joined: 20 Aug 2009

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Post subject: Reply with quote
herky80 wrote:
Use units with weak AA.
Supposedly, all of a unit's stats go into the cost. So if you take away the value of AA, a unit's value changes. The same would go for ASW. If there are no subs or aircraft, those two values are useless.
The Oi is the only cruiser in the game with 4 AA and the rest of the IJN usually has bad AA values comparatively. So IJN v. USN should be a good matchup.


That'd be a horrible matchup, IJN would roll over USN easy. USN's only chance would be to bring a couple of Balts and a mess of PTs. The IJN, without having to worry about air, brings LLs.
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PostMon Oct 26, 2009 4:15 am
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dracos42

 
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I'll suggest this US build.

Alaska x 1 = 28 pts
Baltimore x 1 = 18 pts
Cleveland x 1 = 16 pts
Phelps x 1 = 10 pts
Fletcher x 4 = 28 pts

Another possibility is having Washington or Massachuetts as the core ship, with 4 Fletchers and 4 Hoels.

I think either fleet has a good chance against an IJN fleet.
PostThu Oct 29, 2009 1:22 am
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dracos42

 
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The Dutch, French, and Soviets like this deviation from the standard game.  

Dutch fleet:
De Ruyter x 2 = 20 pts
Van Galen x 4 = 32 pts
Hr. Ms. Zvaardvisch x 4 = 48 pts
PostThu Oct 29, 2009 1:26 am
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David-in-Sydney

 

Joined: 18 Jun 2009

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Post subject: Re: Standard Deviation (Not math) Reply with quote
JuggernautJ wrote:
A friend and I play by the standard rules (100 point games) with a single, simple deviation: no air. (Don't ask why, that's just the way it is right now)

So how would this simple change effect your builds?


no air...

I would think that you could build your fleet for about 2 minutes and then the players would black out and die of oxygen starvation...

Rolling Eyes

sorry..  Wink
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PostThu Oct 29, 2009 7:31 am
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JuggernautJ

 

Joined: 16 Aug 2009

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Heh.
You're forgiven.
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PostThu Oct 29, 2009 4:27 pm
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