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100 Point Long Lance Fleet

 
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JuggernautJ

 

Joined: 16 Aug 2009

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Post subject: 100 Point Long Lance Fleet Reply with quote
I posted the below in response to another thread on a Japanese fleet build. As I would like some more feedback I thought I'd repost as a new topic. My build (so far) is:

Aoba            20
Oi (x2)          34
Yahagi          14

This leaves 32 points to divide up amongst (3) destroyers, depending on what you anticpate your enemy bringing.

My current build has 2 Akitsukis and a Shigure for AA and smoke, respectivly.

The three destroyers + Yahagi give you a +3 to Aoba's flag 2 for innititive.

Use the two Oi's SAs Torpedo Run to flare out the Oi's and your most effective DDs adjacent to the Aoba so as to get max use from it's SA Aggressive Tactics. This can give you a significant boost to your torpedoe output for a single turn (guns too, I suppose...)


SWARBS replied that he thought this an "interesting" build with its main weakness being an "air-heavy" opponent.
Regarding that last comment, how "air-heavy" can one make a 100 point build (within the basic rules)?
And further, I thought the Aki's SA (giving two AA attacks per turn) might help compensate for this weakness. Are they inadequate for this task?
Is the danger that the air wing will eliminate the fleet before it can close to use its torpedoes or claim objectives?

(Please forgive the newb questions... but if the anchor fits I must wear it.)
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PostMon Oct 26, 2009 6:16 pm
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Duck Crusader

 
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The 'suki's 2 AA5 attacks are hit and miss, though on occasion they have pulled stellar service for me. 100 points air-heavy is not common but it does happen. Air is often a pure crap-shoot at that level. Lastly, when people say 'I'll just bring X and you'll get destroyed' bear in mind that they're getting to see your fleet and build the perfect counter. In a real game they won't have a clue what you're bringing until you set them up...
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PostMon Oct 26, 2009 6:23 pm
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JuggernautJ

 

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Post subject: Reply with quote
What do you think of the build (and its basic concept) itself?
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PostMon Oct 26, 2009 6:31 pm
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Duck Crusader

 
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It's a standard 'kill or die' build. you'll either hit your torp rolls and blast him out of the water or you won't, in which case you die. Pretty solid example of it's type too.
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PostMon Oct 26, 2009 6:33 pm
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Duck Crusader

 
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Oh, and beware ER ships with it, if they smash your CA's before you close you're in trouble.
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PostMon Oct 26, 2009 6:35 pm
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JuggernautJ

 

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Post subject: Reply with quote
Duck Crusader wrote:
Pretty solid example of it's type too.


LOL. We aims to please...
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PostMon Oct 26, 2009 6:48 pm
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Asbestos

 

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Post subject: Reply with quote
I'd drop Aoba for Nachi, pair an Akitsuki with each Oi and spend the remaining 13 points on an I19 or an A6M2+A6M5 if I'm worried about air. Having +5 init isn't hugely needed at 100 points, +4 should be fine and I think that 'agressive tactics' is occasionally 'suicidal tactics'
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PostMon Oct 26, 2009 8:11 pm
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Duck Crusader

 
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You'd be kinda right in a normal fleet, but this one's going to be a one-shot wonder most of the time. Get in close and nail 'em, says I.
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PostMon Oct 26, 2009 8:48 pm
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swarbs

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Post subject: Reply with quote
I agree Duck.  Torpedo builds come down to rolling sixes anyway, you get more chances at it sometimes if you just rush in.  There's no sense in extending a game by maneuvering if you don't actually get more torp chances out of it.

That said, I don't think a fighter or two is a bad idea, but a sub might just be points better off spent on surface torps.

At 100, as far as air goes, you're probably looking at strafing fighters most often, perhaps a PBY or Swordfish (which would be bad for that single sub), and more occasionally something more substantial, but it's reasonable enough to assume that they'll take a BB at 100 points so there can't be that much air.
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PostMon Oct 26, 2009 10:15 pm
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Asbestos

 

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Post subject: Reply with quote
Alternatively, spend those extra 13 points on one A6M5 and two Kamikazes.
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PostMon Oct 26, 2009 10:26 pm
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tj

 

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Post subject: Reply with quote
Aoba  x2 - 40 points
Oi x2 - 34 Points
Akitsuki x2 - 20 Points
A6M2 - 6 Points

My 3rd generation LL fleet - Initiative +4, Aoba-Oi SA combo for great torpedoes, good AA and ASW. Its about 50/50 but a lot depends on the dice rolls.
PostMon Oct 26, 2009 11:45 pm
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The_lucky_Y

 


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Post subject: Reply with quote
Or the plain nine Isokaze fleet.
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PostTue Oct 27, 2009 9:49 am
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Richter von Manthofen

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Post subject: Reply with quote
I don't think 7 units are enough to win.

if you encounter air you will be certainly be blasted ot of the water, if you encounters ubs its the same, you might be better than the average "balanced" fleet, but who builds "balanced" anyways...
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PostTue Oct 27, 2009 10:58 am
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IJN Fuso

 

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Post subject: Reply with quote
I'm still not sold on Oi.  Sure you get lots of LLs, but very it's vulnerable to air and ER shots.  And 17 is a lot to spend on 3 9 3 survivability.  

Aoba + Akits can give you 2 LLs from each stratgically placed DD at range 3 - same a an Oi.

How about this:

Aoba     (20)
Nachi     (19)
2x Akit   (20)
Yahagi   (14)
Isokaze  (11)
I19        (13)
Kamekaze (3)

100 on the button

Nachi gives the best cruiser guns Japan can field, along with LLs.  Aoba is the LL force multiplier.  Yahagi + Aoba give init bonuses.  Winning init means you can get your LLs in the best possible positions.  I19 can harrass BBs and may even draw enemy DDs under the guns of Nachi and Aoba.  The Kame is filler, but you might get a lucky hit.  

Airborne ASW will sink I19, but at least any planes dedicated to this mission will not be attacking your DDs.
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PostFri Oct 30, 2009 10:45 pm
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Duck Crusader

 
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Post subject: Reply with quote
It's not at range that the Oi pays dividends, but to really use it you need Shigures to smoke as you close.
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PostFri Oct 30, 2009 11:04 pm
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Asbestos

 

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Post subject: Reply with quote
IJN Fuso wrote:
I'm still not sold on Oi.  Sure you get lots of LLs, but very it's vulnerable to air and ER shots.  And 17 is a lot to spend on 3 9 3 survivability.  

Aoba + Akits can give you 2 LLs from each stratgically placed DD at range 3 - same a an Oi.

How about this:

Aoba     (20)
Nachi     (19)
2x Akit   (20)
Yahagi   (14)
Isokaze  (11)
I19        (13)
Kamekaze (3)

100 on the button

Nachi gives the best cruiser guns Japan can field, along with LLs.  Aoba is the LL force multiplier.  Yahagi + Aoba give init bonuses.  Winning init means you can get your LLs in the best possible positions.  I19 can harrass BBs and may even draw enemy DDs under the guns of Nachi and Aoba.  The Kame is filler, but you might get a lucky hit.  

Airborne ASW will sink I19, but at least any planes dedicated to this mission will not be attacking your DDs.

Hey, don't you have an LL fleet taking me on in an online match somewhere?  Wink
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PostSat Oct 31, 2009 3:40 am
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IJN Fuso

 

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Post subject: Reply with quote
Indeed.

Sorry - I have been traveling non stop and I thought it was your turn.  I missed your last post.  Anyway - I placed and rolled init.  You're up.  but I will be slow to respond again this week.
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PostMon Nov 02, 2009 1:55 pm
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afilter

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Post subject: Reply with quote
Check Aoba SA...I do not think the aggressive tactics only works if the adjacent ship is i the sector alone....Oi would then be pretty vulnerable to air if it was alone in a sector.
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PostTue Nov 17, 2009 9:52 pm
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Asbestos

 

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Post subject: Reply with quote
afilter wrote:
Check Aoba SA...I do not think the aggressive tactics only works if the adjacent ship is i the sector alone....Oi would then be pretty vulnerable to air if it was alone in a sector.

Well 'alone' as in, 'without friendly ships'. I did call it 'Suicidal Tactics' earlier  Wink
Pretty much anything IJN is vulnerable to air if alone in a sector. I think I'd be more inclined to try to sink Aoba though, get rid of a flag 2 ship and the boosting SA before the surface phase begins.
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PostTue Nov 17, 2009 10:42 pm
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