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questions about japanese production? - 7/2/2007 8:35:24 AM   
bigbaba1111

 

Posts: 31
Joined: 7/2/2007
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hi all,

i started a complete war-campaign as empire of japan and have so far n.p. with the strategic gameplay....except with the japanese industry.

i am not sure how i should handle the industry capacity at the beginning of the war.

hopefully, someone has something like a "japanese industry guide" or can share his experiences here with me so i can take the right decision and have not to fight 1945 with few oscars against corsairs and hellcats.

hope to get some answers from japanese gurus here.

thanks and bye from germany
Post #: 1
RE: questions about japanese production? - 7/2/2007 2:42:58 PM   
tanjman


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From: Griffin, GA
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bigbaba1111

Check out the Must Read Thread: http://www.matrixgames.com/forums/tm.asp?m=1274014 its a good palce to start.


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Post #: 2
RE: questions about japanese production? - 7/3/2007 2:02:05 AM   
Andvari

 

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These are things I have gleaned from individual posts and the Must Read Threads. Consider this list to be in quotes, because I can't/won't cite the individuals who contributed each point or it will take me all night. These are also very subjective and in no order of importance. They are just things I would seriously consider, or view as helpful hints. If I screwed anything up, or I'm giving bad advice, we will both hear about it.

AC factory research will use HI and is useless, repeat useless a year before the planned date of release.

Keep armament points pool at 70k.

Japanese home islands require 8000 oil per day over and above the small amount they produce. 
 
A good date to start the repair or building (expansion in fact) of this research capacity is 9-10 months before the normal release date; you will receive the AC between 1 and 3 months earlier depending of the factory capacity and of your luck.

Start repairing factories before this date so they will have a good output from the start (a factory will repair one center per day of less, so count a month for every 25 points of factory) (and repairs will require 1000 supplies per day and some manpower or HI too but supplies are the only requirement hard to meet).

They will not repair unless there is at least 10,000 supply in the hex. Assuming sufficient supply they will repair 1 level per day per factory, each level costing 1000 supply.

You run low on TKs and you lose... period. AOs and AKs can both carry fuel, but only TKs can carry oil. Repair when sys damage gets high, between 5 and 10 pts., thus they might actually be able to absorb 1-2 torpedo hits before sinking. Use AKs to haul fuel around.

You need 2 times the oil to resources for HI to function, and then you burn 1 oil. HI consumes 1 oil and 1 resource ONLY, BUT it needs 2 oil at the location per HI point for it to run--kind of like a reserve.

Each manpower center burns 10 resource points per day.

Don't expand HI, capture it. It costs 1000 supply to repair a single expanded /damaged HI thus it takes 1000 days before you turn a profit and that is if you have enough oil to run it for 1000 days—the same thing with damaged resources. Only oil is worth repairing since it will turn a profit in 167 days.

At game start, Japan is able to sustain itself for 7 months, while Formosa will lack oil and resources in around 100 days, so once Luzon air force is quiet, send a convoy with 50k oil and 50k resources from Japan to Formosa, then you may wait for the spring of 1942 to organize oil and resources transport, at which time you are supposed to hold the SRA.

AC and arm factories should be you #1 choice for expansion.

Most of the time more than half of my AC factories are not running because reserves are high enough for the AC they build: 40 for Emilys, 10 for Glens, 500 for A6M3a, 250 for Betties, etc.

200k HI in the pool in January 1943 and will have around 350k at the middle of the year. I guess that a goal of 500k will be OK, as Japanese production will be more intense starting from fall 43.

Hitachi has a single plant in Tokyo producing 120 engines per month. Short version: On or about 1/7/42, convert this plant to Nakajima.

Ki-36 has 2 air groups with 39 total aircraft in game. Thirty-seven aircraft are in that squadron and there are 45 already in the pool. The Ki-36 upgrades to nothing, is slow, rickety, and suffers from very short legs. Usable early in the game, but you should probably not waste the pilots and VP later. There is absolutely no reason anyone would want to produce more of these trash heaps. If you even keep them around, 45 of them will replace every one in your squadrons with extras to spare.

Industry: to repair something (whatever it is) you need to have the text 'yes' showing.
If a factory shows "halt" it means that it is producing. If you change it to "restart", it is not producing.

You might want to increase your armaments (16 to 32 is all), and expand your small shipyards.

320 Frank factories at Gumma that start the game damaged. I convert these to Tojos (the Tojo upgrades to the Frank anyway).

Do the same with the Betty 2 (converting to Betty 1), the Jill to Kate, Judy to Val, and the more advanced A6Ms to A6M2s etc.  All those factories start damaged anyway, so you really aren’t losing any supply "converting" these factories.

Cancel/Halt production of the Shinano.

If you are dizzy after reading this, put it aside and come back to it as you read further posts and do more research. This is only the beginning....

(in reply to tanjman)
Post #: 3
RE: questions about japanese production? - 7/3/2007 3:23:58 AM   
KPAX


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Andvari,

very nice summary, thanks !

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Thanks !!

KPAX

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Post #: 4
RE: questions about japanese production? - 7/3/2007 12:45:46 PM   
AmiralLaurent

 

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I recoginze some of my sentence above...

A correction: AC research is not using HI, but is costing supplies to build/repair factories.

An addition: Japan needs 8000 oil and around 7000 resources a day in addition of local production. Resources are used by Hi centers (1/day) but also by manpower centers (5 or 10/day, didn't remember).

A comment: as the above is quoting several players, there are several gaming styles. Mine is the one where I said to limit AC production to what you need... and my needs are lower than most people as I am very conservative with air units, the limiting factor being experienced pilots far more than AC. On the other hand the advice to convert all advanced AC research factories (Frank, G4M2, A6M5, etc...) to types currently in use or arriving in some months is more appropriate in a "total war" gaming style, where Japan will be more agressive in the air, so suffer more losses and so should use less trained pilots and so having even bigger losses... As you can see I don't think it is a good idea, but if you're an agressive player you may accept these losses to kill more Allied. A last thing such conversion is not free. The price is 100 supply points per center, so it will be 32k supplies for the Frank factory... and then you will still have 1000 supplies to pay for each center to be repaired. If you convert all factories you will probably have a supply crisis in spring 42.

My best advice: turn down repair of all research factories on day one, except maybe Tony and Tojo. Expand a little your A6M2 production and armament factories. Write down the supply level in Japan, wait a month and check your supplies. If they go up you can start to play with your industry.

(in reply to KPAX)
Post #: 5
RE: questions about japanese production? - 7/3/2007 3:23:03 PM   
tsimmonds


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Probably the most common (and most fatal) mistake made by new IJ players is to expand factories to soon and too fast, thus causing a supply crisis in the Home Islands in early 1942. AmiralLaurent is on it, watch your supply levels like a hawk, and remember that in order to repair a factory you must have at least 10,000 supply in the hex. This can be challenging even if you do only moderate expansion.

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Post #: 6
RE: questions about japanese production? - 7/3/2007 4:05:40 PM   
saj42


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From: Somerset, England
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In my one serious attempt as Japan I found that Vehicle Factories were more of a concern than Armament factories.
I expand Veh factories by 50%, then review Arm factories in April 42 (but always monitoring the pools levels each month).

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Post #: 7
RE: questions about japanese production? - 7/3/2007 4:28:02 PM   
Q-Ball


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From: Chicago, Illinois
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I think a very common assumption is that OIL is more important than RESOURCES. It's easy to see why, because Oil was more important in real life.

But to Admiral Laurent's point, you need 8K Oil and 7K Resources per turn. Yet, your Oil production far outstrips your Resources Production in the SRA. Resources also produce Supplies, something that is also in short supply, while Oil produces Fuel, something that you have plenty of overall.

8K Oil can come from Sumatra and Borneo alone, with some left over. All the Resources in the SRA add up to just under &K. Thus the limitation with Resources.

(in reply to bigbaba1111)
Post #: 8
RE: questions about japanese production? - 7/3/2007 5:55:20 PM   
Mike Solli


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Correct, resources are usually the concern.  Don't forget that manpower use resources and you can't shut them off.

I usually increase my vehicle factories to 120.  That'll take care of the 3 tank divisions you get as well as upgrading all the regiments as well as replacing losses.  I usually shut them off (after getting the last tank division) at about 5k and turn them back on at about 2k.

Q-Ball, yes, you usually get plenty of oil (assuming you don't expand your HI).  The problem later in the war is getting it to your hungry HI.  I set goals for each region for my oil and resource reserves.  In my longest PBEM (Feb 43), I currently have a 7 month reserve of oil and resources and am working toward an 8 month reserve.  My goal is to have a 1 year reserve by Jan 45.  I track what I need closely.  That determines where my oil and resources go. 

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Post #: 9
RE: questions about japanese production? - 7/4/2007 8:19:54 AM   
bigbaba1111

 

Posts: 31
Joined: 7/2/2007
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thanks alot for the feedback so far, guys.

alot of stuff to read and to try out.

bye



< Message edited by bigbaba1111 -- 7/4/2007 8:20:47 AM >

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Post #: 10
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