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British battleships, which are needed for escort pur-<br />

poses. <strong>The</strong> RN is further hobbled by restriction to<br />

Ceylon (forget Singapore, Saigon, or Yokosuka).<br />

ble (CV). Four ships,<br />

Turn Two, one on Turn<br />

of action, is the airstrike factor, making them tac-<br />

tically inferior to Allied LBA. I class speed gets<br />

them into Indonesia or the Indian Ocean easily, but<br />

their escort is apt to be a matter of chance. This<br />

class is strongest on Turn Four, but will be gone on<br />

Turn Seven unless removed earlier by attrition.<br />

<strong>The</strong>se units are the RN's only offensive weaponry;<br />

without them, the RN is left to Bay of Bengal patrol<br />

or support of a chance US task force.<br />

if ...<br />

Repulse (BC). Again, a speedy<br />

companion for the I class CVs, if it<br />

survives the first turn. Armor and<br />

gunnery factors are unusually weak<br />

for a battle unit, by VITPstandards.<br />

Warspite (BB). Two ships, apearing<br />

singly on Turns Two and Three;<br />

both are removed at the end of Turn<br />

Four. Gunnery and armor factoring<br />

make these ships exact counterparts<br />

to the Fuso class, if you ignore range problems.<br />

<strong>The</strong> speed factor is a drawback but has to suffice if<br />

the RN presumes to attack Indonesia. <strong>The</strong>se ships<br />

are necessarv escorts as British cruisers are few.<br />

Revenge (BB). Four ships, one<br />

appearing at start, three on Turn<br />

Two; two leave with the Warspite<br />

class at the start of Turn Five, and<br />

one more leaves on Turn Seven.<br />

Again, gunnery and armor factors make for an<br />

even match with the IJN Fuso class; indeed,<br />

British battleships are expedient means of attritioning<br />

the IJN battle units, if they have the opportunity.<br />

Getting to the battle is a real weakness of<br />

the R class, as they have only a 33% chance of getting<br />

to Indonesia. <strong>The</strong> R class is actually useful in<br />

patrolling the Bay of Bengal, freeing the cruisers<br />

and Warspite class to chaperone the carriers. Indeed,<br />

one or two R class can stay behind on patrol,<br />

~ermitting their sisters to take their chances.<br />

Lexington (CV): Two ships out<br />

of the five US carriers available at<br />

start. <strong>The</strong> four bonus airstrike factors<br />

are a common advantage of all US<br />

I dcarriers. <strong>The</strong> Lexington class is marginally<br />

superior in that it has a good armor factor<br />

(for a CV); a single gunnery factor is an asset that<br />

is best left unused. As all American carriers have<br />

speed factors of seven, all classes are compatible<br />

with each other (including CVLs); the speed is a<br />

distinct advantage over many slower IJN carriers.<br />

<strong>The</strong> six carriers of the Lexington, Enterprise, and<br />

Wasp classes are the paramount Allied strategic<br />

asset; one-on-one attrition with the IJN, or<br />

secondary missions, cannot be afforded. <strong>The</strong> best<br />

bet is to combine these carriers and try for local<br />

superiority, particularly as raiders, a mode that the<br />

IJN can't counter. <strong>The</strong> Lexington class and its<br />

prewar cousins are distinct from the Essex class in<br />

one particular: <strong>The</strong> Essex class can win the game<br />

'v if the first six carriers don't lose it.<br />

I Enterprise (CV): Three ships, all<br />

available at start. <strong>The</strong> armor factor<br />

is weak, but comparable to the<br />

Lexington class in that neither can<br />

take much punishment. <strong>The</strong> same<br />

employr considerations apply to both classes;<br />

the turn sequence allows raiding carriers to pick<br />

which IJN force to attack (in range), or whether<br />

even to fight. This will help preserve the carriers<br />

and enhance their potency as a unified force. Pearl<br />

Harbor, Australia , and Samoa are useful bases in<br />

the early turns; the five carriers are concerned with<br />

a "two tier" concept. <strong>The</strong> two "tiers" are, of<br />

course, the Allies' board-edge areas, along with a<br />

second "tier" of the outer IJN perimeter con-<br />

sisting of the Marshalls, the Aleutians, the Central<br />

and South Pacific, and Indonesia. One "tier" to<br />

defend (if possible), one "tier" to probe, with at-<br />

trition being a major US concern.<br />

Wasp (CV): One ship, arriving<br />

Turn Four, and a needed supplement<br />

to US carrier forces. <strong>The</strong> Wasp is at<br />

some disadvantage due to its uniquely<br />

slow speed, which won't prevent a<br />

L~IIGG alca ~did along the outer tier, but will make it<br />

chancy. Still, the Wasp's airstrike factor makes it a<br />

match for any IJN carrier, and the Allies need all<br />

the help they can get when the Wasp finally arrives<br />

m the Atlantic.<br />

Essex (CV): Ten ships; three<br />

arriving on Turn Six, four on Turn<br />

Seven, one on Turn Eight, and two<br />

on Turn Nine. Arrival of the Essex<br />

I class represents the turning point in<br />

...- gan.-, .ndeed, the Essex, Independence, and<br />

surviving prewar classes could very well crush the<br />

IJN unless enemy air units are at hand. <strong>The</strong> objective<br />

of the Essex class should be to destroy circled<br />

ASF enemy carriers; secondarily, to defend patrols<br />

and invasions into IJN territory. Marine units<br />

should be used to establish LBA bases to augment<br />

the Essex class and provide the fleet with forward<br />

bases. -7 Independence (CVL): Nine<br />

ships; five arriving on Turn Six,<br />

three on Turn Seven, one on Turn<br />

Eight. <strong>The</strong>se are a powerful addition<br />

to the Essex class, and also present a<br />

more dispersed target to enemy LBA units at two<br />

ASF per ship. <strong>The</strong> primary mission of the<br />

Independence class, and its employment, should<br />

be synonymous with the Essex class, however. <strong>The</strong><br />

Independence class is equal to any enemy CVL,<br />

and is usually much better.<br />

Arizona (BB): Six ships; four<br />

7 appear on Battleship Row at Pearl,<br />

two more appear on Turn Nine. <strong>The</strong><br />

raid survivor will find their lack of<br />

speed a disadvantage; unless they<br />

I base wir iin two areas of a target, they will be<br />

unlikely to escort carrier/cruiser groups. Basing<br />

the slow battleships out of Australia will prove<br />

helpful, as they can both threaten Indonesia and<br />

the South Pacific and be on hand to defend the<br />

board-edge from Ceylon to Samoa. <strong>The</strong> Arizona<br />

class' usefulness tactically is: a) reinforcing the<br />

escort numerically, protecting the carriers, and; b)<br />

attritioning the enemy battleline. In the latter<br />

regard, the slow battleships are more expendable<br />

than cruisers.<br />

- California (BB): Five ships; two<br />

on Battleship Row, two more on<br />

Turn Two, one on Turn Three. This<br />

class is comparable to the Arizona<br />

class in characteristics and employ-<br />

ment, thougn the armor factor is superior to the<br />

Fuso and Haruna classes. Besides Australia, this<br />

class and the other slow (speed three) battleships<br />

will find New Hebrides, Guadalcanal, or Lae to be<br />

cellentforward<br />

1<br />

bases of opportunity.<br />

Maryland<br />

(BB): Three ships; two<br />

on Battleship Row, with a third<br />

arriving Turn Three. This class has<br />

the same speed and deployment con-<br />

= 'derations as the Arizona and<br />

rlvoi classes. <strong>The</strong> armor and gunnery factors<br />

are strong advantages and can stand up to<br />

anything except the Musashi class. <strong>The</strong> US player<br />

should try to get this and all other slow battleship<br />

classes into battle as often as possible, as their<br />

speed will limit their opportunities.<br />

North Carolina (BB): Two ships,<br />

.riving singly on Turns Three and<br />

Four. <strong>The</strong> gunnery factor is good,<br />

the armor factor even better, and,<br />

1 I best of all, the speed enables this<br />

class to accompany the carriers, usually. This class<br />

is at its best as an escort, where it will have ample<br />

opportunities to both defend the carriers and<br />

!-7<br />

en a e the enemy.<br />

South Dakota (BB): Four ships;<br />

two arrive Turn Four, one each over<br />

the next two turns. This class makes<br />

up the main US battleline prior to<br />

the appearance of the Iowa class.<br />

<strong>The</strong> South Dakota and North Carolina classes are<br />

at their best united, part of a general fleet escort<br />

into enemy waters. <strong>The</strong> two classes are identical,<br />

except for the former class' circled gunnery factor,<br />

making them a match even for the Musushi class.<br />

A<br />

Iowa (BB): Four ships; two<br />

-~ch on the sixth and seventh turns.<br />

<strong>The</strong> only battleships in the game<br />

capable of unquestioned three area<br />

raids, the Iowa class can keep up<br />

with forces, which is exactly what it<br />

should do. This class' outstanding firepower,<br />

armor, and speed make it too valuable for<br />

anything other than the largest offensives. <strong>The</strong><br />

Iowa class is admirably equipped to engage the<br />

enemy battleline; all things considered, the best in<br />

r51 - -*Innery<br />

Alaska (CB): This one last turn<br />

arrival makes its speed essential to<br />

get to the action from Pearl. <strong>The</strong><br />

armor factor is tolerable, while the<br />

factor is weak in a turn<br />

where annihilation of IJN patrols is vital. At this<br />

point in the game, so many US ships are available<br />

that this is little more than a face in the crowd.<br />

Still, it can get to the action, while its companions<br />

(two Arizona class battleships) might not.<br />

Exeter (CA). Five VITP-identical<br />

British cruisers; one at start, two<br />

each appearing on Turns Two and<br />

Four. <strong>The</strong>ir sole advantage is their<br />

ability to keep up with the carriers;<br />

they're otherwise inferior to their IJN counterparts<br />

and unable to raid at three areas' distance. Because<br />

of their speed, the RN cruisers should serve as con-<br />

sorts to the carriers, rather than on patrol. <strong>The</strong><br />

Exeter is one of five Allied cruisers able to move<br />

on the first turn (see Critical Issue #12), and if not<br />

offensively employed it should patrol the Indian<br />

Ocean and return to Ceylon, rather than share the<br />

Prince of Wales' fate. <strong>The</strong> better part of valor,<br />

Australia (CA). Two Australian<br />

cruisers, plus the identical HMNS<br />

De Ruyter; all available Turn One.<br />

<strong>The</strong>y share the same characteristics<br />

as the Exeter class, except for their<br />

ability to use any friendly port. <strong>The</strong>ir range limita-<br />

tion (two areas) means that they can't accompany<br />

the USN at long ranges, but they can support<br />

American forces within a two area distance, and<br />

their numbers could help the escorts defend the

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