You know, I have found there is a time when you want to go BB.
You want to sink the enemy fleet AND have enough punch left over to keep moving without being disabled yourself.
Battleships will perform this for you.Â They can take a licking and keep on ticking.Â I call them teh Timex of the Naval world.Â Besides, nothing’s quite as satisfying as having 3 Battleships for Japan (especially with Most Powerful Battleships NA in LHTR/AAR)
Jenn, funny you should mention this. I was thinking of doing exactly this in our current game. The thing is, I have Super BBs AND Tokyo Express, so the dilemma continues – 1 (Super) BB vs. 2 DDs that can transport troops . . . hmmm. Either way, I’m having a blast toying with that gigantic American fleet you have. :lol:
thanks for the input on the different q’s. now about LHTR, is there a place were these rules are entirely laid out? what are the main differences? why would you use LHTR as opposed to original rules?
There are various minor ajustments to the rules in LHTR that make them a bit more fair or logical.
Fighters have to end their turn on the spot they end up after the turn ( in box rules they can be put on a carrier of the coast )
Some NA’s are tweeked so they are a bit more inline with the rest ( US bombers where just 2 powerfull in box rules )
Techs are applied after your turn to avoid sea-lion kinda things.
Think that sums it up pretty much but read the rules i might have missed a change or 2.