Battlestations: Midway/Operation MI: Difference between revisions

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The Japanese have nothing but carriers, so similar tactics can apply. If the American carriers move away from the shipyard and airfield, you can deploy dive bombers to remove them early. Initially, all players should launch mostly torpedo bombers, close to ten squadrons, the rest being Zero fighters to cover the attack, and rush the ''Yorktown''. It is the closest carrier and starts off on the opposite side of Midway island, away from the other two American carriers, an early attack on it before the Americans regroup could kill it within the first minutes of the game. This offensive act will leave the carriers open, but the Japanese have an easier time regrouping then the Americans, the carrier anti aircraft fire can usually stop an attack.
The Japanese have nothing but carriers, so similar tactics can apply. If the American carriers move away from the shipyard and airfield, you can deploy dive bombers to remove them early. Initially, all players should launch mostly torpedo bombers, close to ten squadrons, the rest being Zero fighters to cover the attack, and rush the ''Yorktown''. It is the closest carrier and starts off on the opposite side of Midway island, away from the other two American carriers, an early attack on it before the Americans regroup could kill it within the first minutes of the game. This offensive act will leave the carriers open, but the Japanese have an easier time regrouping then the Americans, the carrier anti aircraft fire can usually stop an attack.


Sometimes it is good to play defencive when you're Japanese and wait until the enemy has expended most their bombers - especially their B-17s. However, most of the times what results is a change of tactics for the enemy, and they will start launching fighters to counter your own. Regardless of tactics, always expect high-flying dogfights in Operation MI.
Sometimes it is good to play defensive when you're Japanese and wait until the enemy has expended most their bombers - especially their B-17s. However, most of the times what results is a change of tactics for the enemy, and they will start launching fighters to counter your own. In this scenario, you an choose to continue projecting screens of Zeros into the sky, exploiting your numerical advantage of both fighters in the air and the total amount of them. If done correctly, the Americans will find themselves completely out of fighters after a long aerial battle, and then it's time for turkey shoot, since they will be forced to use SBD Dauntless as fighters, which are completely inferior to your surviving Zeros. By then, depending on enemy action, start launching torpedo launchers again to end the game. Regardless of tactics, always expect high-flying dogfights in Operation MI.
[[ Image:BSM MICatalinaDown.PNG|left|thumb|Don't discount the Catalinas either. It doesn't take much.]]  
[[ Image:BSM MICatalinaDown.PNG|left|thumb|Don't discount the Catalinas either. It doesn't take much.]]  
Be aware of Catalina attacks, as most players discount their presence in favour of Elco PT boats. Catalinas are slow and generally easy targets, so deploy a wing of Zeroes to down the Catalinas. If the enemy decides to use Elcos offensively, you needn't fear much — Elcos are easy targets if not by your aircraft machine guns, by the huge number of anti-aircraft guns on carriers. Just don't get torpedoed.
Be aware of Catalina attacks, as most players discount their presence in favour of Elco PT boats. Catalinas are slow and generally easy targets, so deploy a wing of Zeroes to down the Catalinas. If the enemy decides to use Elcos offensively, you needn't fear much — Elcos are easy targets if not by your aircraft machine guns, by the huge number of anti-aircraft guns on carriers. Just don't get torpedoed.
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