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SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk
To be honest, loosing a couple of your starting BBs has absolutely fuckall impact on your ability to wage war. i've played through 3 runs as the americans against the ai and the war has been decided in about the same time it took my battleships to finish repairs after the Pearl Harbor strike. Sure they are big, shiny and massively unhealthy to any port dumb enough to sit there and get bombarded by them. But they don't actually matter.

Now the japanese on the other hand.
They get around 25 cruisers of varying levels of usefulness and size.
So yeah, 2 cruisers can be a significant part of their surface combat capabilities depending on which specific cruisers went down.

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SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk
also for any new players.
When playing the allies i heavily recommend you make some hard choices about where your line is going to make a stand and where your fallback line is gonna be. Then you make all reinforcements plan for and travel to said line. any unit you want to save from the starting positions that are ahead of this line should be ordered to move immediately towards your chosen line. My first game i was unsure what to focus on and what to sacrifice and it cost me rangoon, the dutch east indies, the philipines and nearly port moresby. Second run i nearly held rangoon but got unsure and made a stupid choice which got me rolled back to Akyap. the phillipines magically held out due reliable torpedoes being switched to on and because of dumb luck with destroyer sorties. The thing i felt i most influenced though was the fact that i not only held the dutch east indies. i loving crushed all attempts to land there.

Point is: first attempt, screw around and see what directions the ai will be going in general. you are the allies, as long as you don't throw away your us surface fleets in the first year or two you will win anyways.
second attempt, pick a few places that absolutely SUCKED to take back. and dig in with all you got.

ArchangeI
Jul 15, 2010

SerthVarnee posted:

To be honest, loosing a couple of your starting BBs has absolutely fuckall impact on your ability to wage war. i've played through 3 runs as the americans against the ai and the war has been decided in about the same time it took my battleships to finish repairs after the Pearl Harbor strike. Sure they are big, shiny and massively unhealthy to any port dumb enough to sit there and get bombarded by them. But they don't actually matter.

Now the japanese on the other hand.
They get around 25 cruisers of varying levels of usefulness and size.
So yeah, 2 cruisers can be a significant part of their surface combat capabilities depending on which specific cruisers went down.

I've found the same. Even in PBEM, a two or three day strike on Pearl is often not a problem or even a benefit. You can run your carriers south, refuel in New Zealand, then move them over to Australia to contest the push into the Bismarck archipelago or shuffle them into the Indian ocean to contest the landings in the DEI, which usually only happen under cover from the Japanese light carrier force. That is a carrier battle you can absolutely win, and it is incredibly punishing for the Japanese player. By sticking around Pearl and/or supporting the Wake Island invasion on the way back, the Japanese player often gives you a two-three day headstart on defending the bits that actually matter. The Japanese are never going to take Pearl and those battleships won't be repaired in time to matter anyway.

Remember that information is ammunition and it is often as useful to not show your hand than it is to actually sink the enemy. In my PBEMs there is always a period in January 1942 where I am extremely careful with my carriers unless I know where his carriers are. That goes for him too - he has only so many carriers to cover his landing forces so if he doesn't know where your carriers are, he can either gamble (and you can punish him for it) or restrict himself to only land where his carriers can cover - massively slowing him down.

It is one of the major game design weaknesses of WitP that political considerations play almost no part in the decision making. My go-to strategy is abandoning Singapore and trying to Dunkirk the Australian Brigades there to Java, which is the key territory of the DEI area. If you can hold Java, the rest of the archipelago is basically useless for the Japanese, especially when you evacuate the B17s from the Philippines to Java. Singapore is within easy B17 range from Java, the Japanese have no fighter that can reliably kill or even inconvenience a B17, making Singapore a complete deathtrap. Historically, there is no conceivable way that Churchill would have accepted an evacuation of Singapore to defend a Dutch colony.

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

gradenko_2000 posted:

are you LP-ing this somewhere?

No, I’m more of an LP consumer than a creator.

Obfuscation
Jan 1, 2008
Good luck to you, I know you believe in hell
I was really enjoying my first real campaign in Ultimate General Civil War but then my save broke seemingly irreparably just before Gettysburg. It's a fun game at times but there's also dumb poo poo like this that sours the whole experience.

SerthVarnee
Mar 13, 2011

It has been two zero days since last incident.
Big Super Slapstick Hunk

ArchangeI posted:

I've found the same. Even in PBEM, a two or three day strike on Pearl is often not a problem or even a benefit. You can run your carriers south, refuel in New Zealand, then move them over to Australia to contest the push into the Bismarck archipelago or shuffle them into the Indian ocean to contest the landings in the DEI, which usually only happen under cover from the Japanese light carrier force. That is a carrier battle you can absolutely win, and it is incredibly punishing for the Japanese player. By sticking around Pearl and/or supporting the Wake Island invasion on the way back, the Japanese player often gives you a two-three day headstart on defending the bits that actually matter. The Japanese are never going to take Pearl and those battleships won't be repaired in time to matter anyway.

Remember that information is ammunition and it is often as useful to not show your hand than it is to actually sink the enemy. In my PBEMs there is always a period in January 1942 where I am extremely careful with my carriers unless I know where his carriers are. That goes for him too - he has only so many carriers to cover his landing forces so if he doesn't know where your carriers are, he can either gamble (and you can punish him for it) or restrict himself to only land where his carriers can cover - massively slowing him down.

It is one of the major game design weaknesses of WitP that political considerations play almost no part in the decision making. My go-to strategy is abandoning Singapore and trying to Dunkirk the Australian Brigades there to Java, which is the key territory of the DEI area. If you can hold Java, the rest of the archipelago is basically useless for the Japanese, especially when you evacuate the B17s from the Philippines to Java. Singapore is within easy B17 range from Java, the Japanese have no fighter that can reliably kill or even inconvenience a B17, making Singapore a complete deathtrap. Historically, there is no conceivable way that Churchill would have accepted an evacuation of Singapore to defend a Dutch colony.

Stuffing Palembang full of around 300-700AV and any coastal defence guns you can salvage from the north of the same island or even Malaysia is also a good way to completely gently caress over the AI (not so sure about a player) cause it really really really really wants to take the bases in a specific order chosen at the start of the game by randomly selecting a premade list (i think it has like 5-10 lists to choose between). Palembang is almost always quite high up on the list, but still far enough down that you can stuff a fuckton of surprises in there.

Keep Palembang and the bases south of that on the same island and the enemy is severely hosed when it comes to getting fleets down to Java undetected. It is also one of the biggest sources of Oil and Fuel that the japanese are even attacking the region for in the first place. So long term their fleet starves.

Keep Java and maybe the 2 or 3 quite decently defendable/suppliable islands north of Darwin and the Japanese are done in that region.
This also makes it alot easier to ship supplies from Aden to the entire west side of the map

Keep Port Moresby and Milne Bay (i think thats what its called) and you can put some serious hurt on to anything staying around in Rabaul.

Keep Rangoon and the entire Burma offensive is stopped in its tracks while saving you a hell of a lot of headache trying to retake Burma without any useful road or rail network until you have the whole thing locked down and can sail supplies into rangoon again. (a cheesy way of supplying Rangoon is to make sure ALL of your 20-30 supply ships are in seperate task forces and making constant supply runs from day 1 to the wars end (this requires you to have the latest update (no it dosn't update automatically and a fresh install is in my case a very old version) though since thats what changed the combat mechanic for the airstrikes so they basically ignore 1ship task forces (it was being exploited to make billions of chaff forces around an actual task force))

Keep Canton Island and your supply lines will be safe and "simple" (as long as you micromanage them a little)

China is basically irrelevant from the perspective of all the other fighting nations, but its nice to grind the japanese down a bit. Try to lure them into attacking your doomstacks with their doomstacks while you are standing in a city hex (actual owner is irrelevant except for ease of resupplying).

The Philipines will live or die on a roll of the dice with a couple of destroyer sorties and some lucky sub attacks (usually the philipines are hosed no matter what, but you can drag out the fight and bleed them a good bit).

Also reguarding autosupply: Only set bases that are far in the rear to autosupply. Anything that sees regular activity from both sides should be manually supplied with appropriate escorts. poo poo like Alaskan fur trapping stations can be safely autosupplied and effectively ignored the whole game.

Alchenar
Apr 9, 2008

As in reality, in WitP tankers/oilers are in really short supply for the first two years and battleships guzzle fuel at a rate totally disproportionate to their combat value. What they are excellent for is shore bombardment, and you'll only need that when you start getting the land combat resources to start rolling back the Japanese.

dtkozl
Dec 17, 2001

ultima ratio regum

MrYenko posted:

:eng99:

Pharnakes managed to sink Enterprise, Yorktown, Hornet, Lexington and Saratoga in a single range-eight strike for no losses in very early 1942 during a recent PBEM game. The Allies can absolutely replace those losses, but it significantly pushes back the ability for the USN to project power (IIRC, assuming I didn’t get lucky and torpedo any of his carriers or kill some in night surface engagements, I would have regained carrier parity sometime in the beginning of 1945,) and seriously limits strategic mobility.

Decisive battle is a thing, and if you’re foolish or unlucky enough to offer it to a Japanese player and lose the dice roll, you can practically lose the war. I mean, in a real timeline, the US would likely do things differently to expedite new carriers, and would certainly not concede like I did, but WITP doesn’t give the tools or extended timeline required to realistically play that scenario out.


did you have all your carriers in the same stack?

Dramicus
Mar 26, 2010
Grimey Drawer
Are there any guides for Strategic Command WW2? I started a game and did fairly well, but because I didn't know which things would be handled by event or not, I ended up screwing myself over. For example, the invasion of Denmark and Norway is handled by event, but as far as I could tell, the invasion of Netherlands and Belgium you have to manually declare war on them. Then Yugoslavia joined the allies, so naturally I declared war on them and started invading, but for some reason this pissed off the Soviets and they invaded really early.

The game seems to have a specific idea of what it wants you to do, and even if you follow that route, it punishes you for not knowing the events ahead of time.

Nenonen
Oct 22, 2009

Mulla on aina kolkyt donaa taskussa

Dramicus posted:

Are there any guides for Strategic Command WW2? I started a game and did fairly well, but because I didn't know which things would be handled by event or not, I ended up screwing myself over. For example, the invasion of Denmark and Norway is handled by event, but as far as I could tell, the invasion of Netherlands and Belgium you have to manually declare war on them. Then Yugoslavia joined the allies, so naturally I declared war on them and started invading, but for some reason this pissed off the Soviets and they invaded really early.

The game seems to have a specific idea of what it wants you to do, and even if you follow that route, it punishes you for not knowing the events ahead of time.

You have checked the documentation (PDFs) that supposedly comes with the game? I don't have that game so I'm not sure, but some other games in the series do have event documents.

Dramicus
Mar 26, 2010
Grimey Drawer

Nenonen posted:

You have checked the documentation (PDFs) that supposedly comes with the game? I don't have that game so I'm not sure, but some other games in the series do have event documents.

Ah, thanks. I didn't know there was a whole folder full of pdfs.

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

SerthVarnee posted:

To be honest, loosing a couple of your starting BBs has absolutely fuckall impact on your ability to wage war.

That's why it's also a strategy to send the KB against Manila instead and try your luck maximizing hits against the Asiatic sub fleet.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund
Anyone want to play Panzer Corps with me? Preferably other noobs.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Wrote an AI War 2 preview!
https://www.barreldrill.com/ai-war-2-preview/

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund

That is well and good, but will you defend Stalingrad against me?

Flavius Aetass
Mar 30, 2011
Cross-post from WITP thread, hope it's okay:

:siren: Thread hijack but related :siren:

Real life has taken some of our commanders away from Grey's Combat Mission: Final Blitzkrieg German team thread.

https://forums.somethingawful.com/showthread.php?threadid=3865550

If you aren't currently reading the threads, we would be happy to assign you a platoon!

We are currently defending two towns from the Americans during the Battle of the Bulge and it's been a great LP so far with lots of explosions and hapless goon troops running into MG fire.

Come share in our general Teutonic vigor and such and save the Fatherland from nations who haven't hosed their whole country up with immensely stupid decisions and lunatic ideology!

Make cool banners like these:





Join in our Sherman-killing contest! I'm leading with like 4 or 5 or something but I'm sure a go-getter can surpass that quickly!

Goat mittens!

FrangibleCover
Jan 23, 2018

Nothing going on in my quiet corner of the Pacific.

This is the life. I'm just lying here in my hammock in Townsville, sipping a G&T.
The Allied thread does not need additional commanders because our leaders stick with it.

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES
Got my 8 year anniversary coupon from MatSlith and used it to finally snag WITP:AE, which was already on super-sale. Now to never play it!

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

bgreman posted:

Got my 8 year anniversary coupon from MatSlith and used it to finally snag WITP:AE, which was already on super-sale. Now to never play it!

Come be a spreadsheeter for my WITP participation LP

The allies are the bigger nerds in this one by far you should see their google sheets.

Yooper
Apr 30, 2012


Saros posted:

The allies are the bigger nerds in this one by far you should see their google sheets.

:negative:

Come join the IJA!

You too can starve to death in the jungle.

Chuck_D
Aug 25, 2003
I just ran my first turn on the Grand Campaign (Quiet China) in WitP. Pearl Harbor went pretty well and it appears Kido Butai is bailing after one strike. I've got a couple of pretty heavily damaged BBs, but nothing too terrible and, hey, the Arizona survived. :911: The Prince of Wales escaped (so far) with minor damage while the Repulse is limping home with her boilers shot up. Both are running the gauntlet of Japanese submarine and air power in a mad dash to Java. Godspeed. Sadly, the USS Indianapolis was hit by a full broadside of torpedoes off Johnston Atoll and sunk in the opening minutes of the war. Khota Baru and Makin have fallen. All in all, a pretty exciting turn.

My general strategy is to pull back important resources (ships/troops/aircraft) from Hong Kong and the Philippines while bolstering land forces at Singapore and watching and prepping for moves against Palembang or other DEI oil centers. I'll be surprised if Singapore holds, but we'll give it our best shot.

Anyway, my question is this: Apparently Manila bay has been mined as two of my subs were badly damaged by mines there. I've built a heavy convoy to get my sub- and seaplane tenders the hell out before the IJA and IJN arrive in proper form. Can I just pop a minesweeper or two into the convoy and call it good, or do I need to have the minesweepers do a couple days' worth of specific sweeping missions before sending out the big convoy? Basically: Do minesweepers sweep mines if just part of a general transport convoy?

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

I don't think they sweep mines when in transport convoys but they do I think reduce the chance of your convoy hitting mines. Those mines aren't much of a danger now for three reasons. You have found their location (the hard way) so you know where they are which hugely reduces their hit chance in later turns, there wont be that many of them total (40-60?) as they are sub laid mines and finally if you send minesweepers into the hex before the convoy i.e. by having the convoy set to follow a couple of minesweepers in a minesweeping TF you should clear them out.

Chuck_D
Aug 25, 2003

Saros posted:

I don't think they sweep mines when in transport convoys but they do I think reduce the chance of your convoy hitting mines. Those mines aren't much of a danger now for three reasons. You have found their location (the hard way) so you know where they are which hugely reduces their hit chance in later turns, there wont be that many of them total (40-60?) as they are sub laid mines and finally if you send minesweepers into the hex before the convoy i.e. by having the convoy set to follow a couple of minesweepers in a minesweeping TF you should clear them out.

Perfect. Thank you. I hadn't considered that detecting them reduces their subsequent hit chance, but it makes total sense.

Next mine question: If I'm trying to protect a port from invasion does it make sense to lay mines there? Are my units smart enough not to hit them?

Bold Robot
Jan 6, 2009

Be brave.



Gewehr 43 posted:

Perfect. Thank you. I hadn't considered that detecting them reduces their subsequent hit chance, but it makes total sense.

Next mine question: If I'm trying to protect a port from invasion does it make sense to lay mines there? Are my units smart enough not to hit them?

Yes and yes. It’s not gonna make a huge difference but can’t really hurt. There’s a very small chance that your units will hit your own mines but they should be fine.

Not the Messiah
Jan 7, 2018
Buglord
Field of Glory: Empires is out on open beta now http://www.matrixgames.com/news/2744/Field.of.Glory:.Empires.Beta.is.open

Though you need to sign upso it's not all that open? Phoneposting so I'll try it later but I hope it's good :)

Bourricot
Aug 7, 2016



Tias posted:

Anyone want to play Panzer Corps with me? Preferably other noobs.

I'm a complete noob on Panzer Corps, and I'm in.

Caconym
Feb 12, 2013

Bold Robot posted:

Yes and yes. It’s not gonna make a huge difference but can’t really hurt. There’s a very small chance that your units will hit your own mines but they should be fine.

It can make a huge difference, but you'll never know untill the loss is admitted, because mine hits are pretty much always unreported (not observed by your units)

I think a field of 200 mines in a hex max out the probability of getting a hit.

Tias
May 25, 2008

Pictured: the patron saint of internet political arguments (probably)

This avatar made possible by a gift from the Religionthread Posters Relief Fund

Bourricot posted:

I'm a complete noob on Panzer Corps, and I'm in.

Hooray. FIGHT ME

I'm Tias_DK on slitherine's database.

MrYenko
Jun 18, 2012

#2 isn't ALWAYS bad...

dtkozl posted:

did you have all your carriers in the same stack?

Ya. Lessons learned. The mechanics of this game are so loving obscure.

Chuck_D
Aug 25, 2003

MrYenko posted:

Ya. Lessons learned. The mechanics of this game are so loving obscure.

Isn't the more optimal setup to have 1 carrier plus 8-11 escorts in one TF? Does the number of carrier TFs in a hex matter?

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Gewehr 43 posted:

Isn't the more optimal setup to have 1 carrier plus 8-11 escorts in one TF? Does the number of carrier TFs in a hex matter?

you want to have as many carriers as you can support without triggering the air coordination limit, and then fleet carriers should always be in ocean hexes

Yooper
Apr 30, 2012


https://defence.nridigital.com/global_defence_technology_special_nov18/slitherine_s_command_the_wargame_transforming_operational_simulation

Some CMANO news, at least on the professional side.

quote:

The team is now looking into adding new features such as multiplayer and AI and working on Command 2, a new release of the commercial game. But Command is far from the only product in Slitherine’s portfolio.

quote:

“We have something like 300 products out there, and this has generated interest in other divisions,” says JD McNeil. “Command doesn’t really handle the infantry and the Americans have placed a pretty massive contract with us for an armed warfare simulation that we already do that they want for certain departments of the US infantry. The project’s been given a government title and we received the order for that last week.”

Whats the "armed warfare simulation that we already do" ? I was hoping for Command Infantry, not a lovely reskin of TOAW.

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer
Give me CMANO WW2

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy

Popete posted:

Give me CMANO WW2

Hekk
Oct 12, 2012

'smeper fi

Popete posted:

Give me CMANO WW2

:emptyquote:

Hekk fucked around with this message at 07:38 on Dec 1, 2018

gradenko_2000
Oct 5, 2010

HELL SERPENT
Lipstick Apathy
https://www.kickstarter.com/projects/787937257/carrier-battles-4-desktop/description

Alchenar
Apr 9, 2008


Sorry, it looked like there was some actual gameplay in that trailer video between shots of ww2 war footage so it can't be a proper wargame.

mllaneza
Apr 28, 2007

Veteran, Bermuda Triangle Expeditionary Force, 1993-1952




Gewehr 43 posted:

My general strategy is to pull back important resources (ships/troops/aircraft) from Hong Kong and the Philippines while bolstering land forces at Singapore and watching and prepping for moves against Palembang or other DEI oil centers. I'll be surprised if Singapore holds, but we'll give it our best shot.

Try having a couple of tank brigades in Rangoon when the IJA death stack gets there. Be prepared to have them mauled by air strikes while shipping them back out if it looks like you'll lose the city. I had one last massive shock attack before giving up the city as lost and evacuating the good units, and they forced 40,000 Japanese troops to retreat. Without any of their artillery; 450-odd artillery pieces lost in a day.

If you're going all out, go all out.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


jwsmith26, NWS Team posted:

Here is a short description of the Italian Navy's experience with building and then improving upon their fleet of aircraft carriers in the current build of RTW2. Note that any one of the features mentioned below may change prior to the release of the game.
----------------
The Italians showed early interest in aircraft carriers and by the late 30s had the largest fleet of carriers in the world. Through the 30s and 40s the Italians showed a remarkable ability to improve on the basic design of their carriers, often increasing the air capacity by 20%, and in some cases up to 50%, over the course of a carrier's life.

Early in the 20s they took their first tentative steps by converting two old CAs into modest CVLs with an initial plane capacity of 16. These small carriers of the Varese class, did not serve with distinction in the war with France that raged from 1923 through 1925 and one was lost to a submarine.

Still, the carriers showed some promise and in the late 20s the Italians used this war experience to design and build their first carrier from the keel up, the 18 plane CVL Fringuello. The Fringuello never fought in a battle but did provide the Italians with the knowledge they needed to build larger carriers. The Fringuello underwent several refits and by 1946 the Italians had increased the old lady's air capacity to 32 and substantially improved her AA defenses. Shortly after the Fringuello commissioned the Italians parlayed the knowledge acquired from her construction into their first class of fleet carriers.

The Italian's first fleet CVs were the 3 ship Aquila class, designed from ground up as CVs in 1929. The name ship was commissioned in 1931. The Aquilas were 24,000 ton CVs armed with 8 8" main guns. In addition to their 12 3" DP secondaries, they carried a limited AA suite of 16 medium guns and 8 light AA, with no directors, as that technology was far in the future. They could make 30 knots and had cruiser level armor protection. As designed, they were capable of carrying 62 planes, a substantial increase from the 18 plane capacity of the Fringuello. Her two sister ships were commissioned in 1932 and 1933.

The Aquila herself underwent the first refit of the class in 1943, completing in 1944 after 6 months at the reasonable cost of around $3,000,000. The refit added additional AA guns, and most importantly, 4 AA directors. Her 8" and 3" guns were retained. Her air complement was increased by 10 to 72 planes, a very welcome addition.

The next year her sister ship, the Saccheggiatore, underwent a more extensive rebuild. Her 8" guns were removed and replaced by 5" dual purpose guns, greatly enhancing her AA strength. The space and weight freed up allowed for an additional 15 planes, bringing her original air capacity up from 62 to 77 planes.

In 1945 the third ship in the class, the Astore, went into the yards and emerged with 5" DP main guns and no secondary 3" DP guns, which were removed to make room for 72 medium AA barrels and and the installation of 6 AA directors to control them. The air complement with this heavy AA configuration rose to 76 planes.

While the Saccheggiatore never saw battle, the Aquila and Astore gave a good account of themselves in a war with the Japanese in the late 30s. Their torpedoes and bombs helped to sink 3 Japanese battlecruisers and the lone Japanese CVL, the latter sunk by two aerial torpedo hits while languishing deep within the protection of her home port's minefield, well beyond the reach of battleship guns.

The Italians would go on to build several more classes of fleet carriers each more sophisticated than the last, culminating in the powerful 2 ship Falco class of 40,000 tons, each capable of carrying 120 aircraft. In 1952 the Italian fleet included 7 fleet carriers and 3 light carriers, including the venerable light carriers Varese and Fringuello.


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Pirate Radar
Apr 18, 2008

You're not my Ruthie!
You're not my Debbie!
You're not my Sherry!
Helllllll yeaaaaaaaaaah

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