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.
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.
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.
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.
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.
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.
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.
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).
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.