Hint:
Winning as the Americans: When playing as the Americans you will need the following to
defeat other fleets: fifteen battleships and only a few aircraft carriers.
Also, only attack at night.
Hint:
Heavy Cruiser class: As any nation, immediately rebuild your best Heavy Cruiser class
to include as much torpedo armament as possible. As soon as you receive
"Middle Diesel Engine 1", upgrade that Heavy Cruiser with a higher
Torpedo armament. The best you can get is "Quintuple" with
"10 Bay". These will prove devastating in ship vs. ship battles
while retaining their bombardment abilities.
Hint:
Aircraft: Ignore "Jet Turbine Development"; this wastes a great
deal of resources for very little in performance over piston-engine models.
Instead, rebuild your Attack Aircraft and Dive-Bombers with greater range
and defense. This will greatly improve their damage to enemy targets, but it
will make them slower.
Make adjustments to your
Dive-Bomber/Attack Aircraft mix on aircraft carriers before attacking. The
Dive-Bombers are far more effective against airfields than Attack Aircraft.
Remember, it takes one week before the new planes will arrive and are
useable in a strike.
Hint:
Submarines: The only country that submarine warfare is effective against
(killing transports) is Japan; who is desperately short of both steel and
oil. Submarine attacks as fleets also lose their effect once the war goes
past one year (Sonar, Hedgehog, etc., makes life ugly).
If the enemy (especially
Germany) attacks with solely Submarines, retreat your Fleets. Submarines
cannot hurt airfields, and the game's AI will give them a kill or two if you
hang around; especially against your capital ships (carriers and
battleships).
Hint:
Prevent night attacks: If you do not like the enemy attacking at night, continue to
return to the title screen from the options menu. Eventually, the enemy will
attack in daylight.
Hint:
Fleet management: Always keep at least one Fleet open for new ships at the Home
Port. Individual warships cannot be sent off to join a Fleet alone, and
without an open "slot", they remain in the Shipyard, not in the
war.
Hint:
Intelligence Operatives: Try to keep an active "Intelligence Operative" in each
enemy Home Port. You will at least know what they are building, what they
are holding onto in their Shipyards, and how they stand on the Investment
Scale for New Weapons.
Hint:
Stealing ship designs: Do not hesitate to "steal" other nation's new ships
that are available to build. Look for the highest steel limit in a class
(for example, BB's Yamato-class), and copy it to your navy for development.
By selecting the one with the highest displacement to steal and use, there
is greater room for additional armament, aircraft, or armor. If you are not
playing the U.S. and are into carriersm wait for them to develop the
"Midway-class" and steal the design. The same thing also works
with aircraft.
Hint:
More room for weapons and armor: Reducing "Speed" by even 2 knots on a modified warship
design yields a lot of room to add more powerful weapons and/or armor. This
is especially true for CA's and CL's. By stepping them down to 30 knots and
reducing "Scout Planes" to 2 creates additional capacity for
armament with very little loss of battle performance, but a far deadlier
ship in combat.
Please
select the first letter of the game's title below. If the word
"The" appears at the start of a title, ignore it and search for
the second word in the title: