[net.games] Strategy for Midway.

wade@nmtvax.UUCP (02/07/85)

     Here is my strategy for the game Midway, feel free to ignore it
as garbage and foolishness.

To Win as Japanese:
     The easiest way to win on the Jap side is to take the Jintsu.  Wander
around far away from the battle while the rest of the fleet nukes everybody.
With the machine on automatic, the Japs will always win by sheer force.
If you are going for points, you have a variety of choices, but in all cases
you want to make sure that it is your ship that nails Midway (and gets 250
points).  You can either take the Yamato and walk up to the island and
pound it into the dirt with your guns or take the main carrier group and
nail Midway with fighters and bombers.  The advantage of taking the carrier
is that you can attack without risking your own ship too much and can hit
the American ships also without too much risk, but it's more fun to hit
Midway directly with your guns.

To Win as Americans:
     Take Midway, the ships always get mopped up in short order by the
Japanese fleet.  First, put all 30 fighters into CAP, then get your
bombers off the ground so they won't get wiped out in the first few
waves of attacks.  If you haven't sighted any enemy ships yet, send
your bombers out after one of your own ships, they won't hurt it, they
will just go out and come back later.  This serves the purpose to get
them off the ground because they tend to die quickly if they are on the
ground when Midway gets attacked.
     After you have dealt with the main attack on Midway, send out your
bombers after the nearest enemy ships (they have the unpleasant tendancy
to get close enough to shell you) and kill as much as you can before you
run out of bombers.  You should keep as many fighters in CAP as possible,
but will want to send fighter escorts with any bombers attacking carriers,
use your discretion.
     Sometimes you can win, most of the time you can hold out for a reasonable
length of time and establish a pretty good score before you die, the rest of
the time you will get the sh*t kicked out of you.

yee@ucbvax.ARPA (Peter E. Yee) (02/12/85)

   A note for those interested in winning:  Your ship can shell 10 squares
further than any other ship.  Which is the reason why the highest score I
have ever seen (95% USS New Orleans) does not come from playing the Island.
The idea is that you lead the enemy fleets around behind you, and then shell
them while they are out of range.  We routinely run up scores in the 80%
range this way.  Certain restrictions apply:  You had better be darn sure
that there are no planes coming your way, and no fleets coming down your
throat.

Also, when Midway is being shelled, you can use the scan function to hold
ships on the reef, some of the time.  If you scan a ship that is headed
right towards a reef, he may get stuck (can not move through the reef),
and you can blow him out of the water in safety.  Oh course, if this
is Yamato group you are facing, you probably will not last long in any case.
And yes, shipd going through Midway island is, in my opinion, a bug, but
I imagine it would be a pain to fix it.

Anyhow, enjoy, and get those tons.

					-Peter Yee
					..ucbvax!yee
					yee@Berkeley.ARPA

robert@gitpyr.UUCP (Robert Viduya) (02/13/85)

><
Posted from  wade@nmtvax.UUCP
> 
>      Here is my strategy for the game Midway, feel free to ignore it
> as garbage and foolishness.
> 
> To Win as Americans:
>      Take Midway, the ships always get mopped up in short order by the
> Japanese fleet.

Also, Midway has the advantage of already being sighted.  This means you can
send as many scouts out and recall them when you want to.  Recalling (break
radio silence?) doesn't affect you at all because the Japanese already know
where you are.

> First, put all 30 fighters into CAP, then get your
> bombers off the ground so they won't get wiped out in the first few
> waves of attacks.  If you haven't sighted any enemy ships yet, send
> your bombers out after one of your own ships, they won't hurt it, they
> will just go out and come back later.  This serves the purpose to get
> them off the ground because they tend to die quickly if they are on the
> ground when Midway gets attacked.

Actually, you can also just send them aftr Midway itself.  The planes will
just circle overhead until they run out of fuel or you recall them.  The
advantage is that they don't take any time to get home when you recall them.


I have noticed a bug in the game where attack squadrons (especially torp
bombers) do not land immediately after returning to home base.  They always
wait until they run out of fuel and needlessly circle overhead.  This
affects both human and computer run ships.  The human can always over-
ride the circling by recalling them.  The computer, on the other hand, just
waits for them to land and, therefore, doesn't utilize his planes as
effectively.  I'll post a fix to net.sources.bugs.

				robert
-- 
Robert Viduya
Georgia Institute of Technology

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