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Question for experienced Japanese players - 2/4/2006 3:16:49 AM   
Copper


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Joined: 6/18/2004
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What does the experienced Japanese player do on turn 1?

I've searched and found many interesting threads, but nothing like a walk through of turn 1.

What should be upgraded? Should plane factories be converted to production of another type of plane, or just halted and expanded?

I've got the military aspect of the game down. But the production aspect is still very tricky.

If someone who be so kind as to point me in the right direction, or give me a link to a thread with a step by step, I'd greatly appreciate it.
Post #: 1
RE: Question for experienced Japanese players - 2/4/2006 4:10:58 AM   
RUPD3658


Posts: 6922
Joined: 8/28/2002
From: East Brunswick, NJ
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Convert all Nate factories to Zeros.
Expand all factories of plane types you think you will need (Betty, Zero, Val, Kate).
Stop repairs on any R&D factories.
Stop or change production on useless plane types.
Order some AR and MLEs.
DO NOT EXPAND HI
Since Allied players may be reading I can not tell you the secret turn one moves.

_____________________________

"The difference between genius and stupidity is that genius has limits"- Darwin Awards 2003

"No plan survives contact with the enemy." - Field Marshall Helmuth von Moltke


(in reply to Copper)
Post #: 2
RE: Question for experienced Japanese players - 2/4/2006 5:54:44 AM   
CMDRMCTOAST


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Joined: 5/3/2003
From: Mount Vernon wa..
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Go to spookies website as there is tons of info there
especially on production.
Try not to expand to much in the opening as you will eat
up supply qiuckly, the above examples are good enough to begin
with.



_____________________________

The essence of military genius is to bring under
consideration all of the tendencies of the mind
and soul in combination towards the business of
war..... Karl von Clausewitz

(in reply to Copper)
Post #: 3
RE: Question for experienced Japanese players - 2/4/2006 6:24:12 AM   
pompack


Posts: 2582
Joined: 2/8/2004
From: University Park, Texas
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quote:

ORIGINAL: RUPD3658

Convert all Nate factories to Zeros.
Expand all factories of plane types you think you will need (Betty, Zero, Val, Kate).
Stop repairs on any R&D factories.
Stop or change production on useless plane types.
Order some AR and MLEs.
DO NOT EXPAND HI
Since Allied players may be reading I can not tell you the secret turn one moves.



But be VERY careful about expanding/converting too much. Each expansion point will cost you 100 supply up front (and it's still needs to be repaired). Then repairing all of that expanded/modified factory, HI, shipyard, etc will cost you 1000 supply per point. Now suppose you do a "moderate" industry expansion/conversion: 250 a/c factory points and 100 (approximately since I don't remember the number of worthless engine factories you start with) engine points. This means that over the next five months (and surely you intend to have them operating by May 7 don't you?) you will expend 350,000 supply points just on aircraft factory expansion/modification. Since you receive less than 30,000 per day from all sources, this "moderate expansion), will require about 15% of your TOTAL supply production over the next five months.

Bottom line: it's not hard at all to over-expand to the point that you have NO supplies available in the home islands.

(in reply to RUPD3658)
Post #: 4
RE: Question for experienced Japanese players - 2/4/2006 7:27:39 PM   
el cid again

 

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Joined: 10/10/2005
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quote:

Convert all Nate factories to Zeros.
Expand all factories of plane types you think you will need (Betty, Zero, Val, Kate).
Stop repairs on any R&D factories.
Stop or change production on useless plane types.
Order some AR and MLEs.
DO NOT EXPAND HI
Since Allied players may be reading I can not tell you the secret turn one moves.


This is a mixed bag. Mostly I disagree. Nate is the Army escort fighter - and it will be worse if you use new releases that cut Oscar I to a realistic range. Repairs on R&D factories should have no effect as they are not in play. You need to cancel a lot of ships, and accelerate some. And you most definitely need to expand HI if you want to win - just don't be silly about it. The biggest thing missing is to optimize initial operations. Lots of things. Add troops to the assault on Wake - it is too weak. Optimize air strikes. Stuff like that.

(in reply to RUPD3658)
Post #: 5
RE: Question for experienced Japanese players - 2/4/2006 7:39:08 PM   
2ndACR


Posts: 5665
Joined: 8/31/2003
From: Irving,Tx
Status: offline
R&D repairs do play a part, they do eat supply if the roll for repair is made. It can eat up the supply. Not as fast as player changes though.

I convert stop Nate and wait for Oscar upgrade for free in Jan. Expand Betty production, Kate and Val production (double) and convert alot of small factories to Zero until I produce roughly 225 per month. That allows for a fairly rapid conversion of all those Claude groups. Small increases to repair yards (Hiroshima gets doubled and Nagoya gets raised to roughly 20) I use Nagoya as a sub repair yard with an AS and size 9. Move alot of the Eng Bn and Reg's there to speed this up.

I accelerate 1st 2 CV's, 1st CVL and 1st CVE and Yamato. Halt Shinano.

Turn 1 moves are pretty standard for me. Hit Kuching, Kuantan, Legaspi, Batan island, Lingayan (paras), Aparri, Davao, Wake, Guam, Tarawa and Makin. Those are my primary landing sites. Force structure for these invasions vary each game but I try to use maximum force to take an objective. LR CAP can be tricky of these invasion forces though. I have a habit of making oopsies and forgetting to change TF's as they depart their invasion base and leave the others exposed.

I prefer Manila to PH. I can kill lots of subs there easily and it is hard as heck to sink a BB at PH. Subs will be your problem thru out the war, so might as well kill a bunch on day 1.........They are causing me a ton of grief in my new game with RobBrennanUK. Major pain in my butt.

(in reply to el cid again)
Post #: 6
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