crsutton
Posts: 9590
Joined: 12/6/2002 From: Maryland Status: offline
|
quote:
ORIGINAL: Mike Solli Here's a JFB point of view. Yes, Japanese production can be manipulated in a way that Allied production cannot. I don't disagree with anyone on that. I don't want to argue whether it is a good or bad thing. It's what we are stuck with. What I want to discuss is the long term ramifications of this. Many people argue about the unfairness of this early in the game. They don't think about the effects long term. Japanese production is based on heavy industry points. Yeah, there's oil, fuel and supply that are a part of it, but it's really HI that matters. That's the limiting factor of Japanese production. If the Japanese player puts all of his HI into engines and airframes, then he has to cut out something else. The Japanese player starts with a surplus of all commodities. If he doesn't take the SRA, that surplus dries up in less than a year. Even if he takes the SRA intact, he still has to get stuff to the Home Islands to convert it into HI. If there is no Allied interdiction of the SLOC, he's good. Yeah, the sub torpedoes don't work initially. They will. I dread the day when the dud rate goes down. My ships are going to sink like rocks. That will reduce the amount of stuff that makes it to the Home Island HI factories. Eventually, my surplus will disappear. Suddenly, my fuel, supply and HI production will potentially drop. I'm not looking forward to that. There is definitely a limit to HI production. Allied players will argue that the Japanese player can just increase factories to produce more HI. Sure he can, but at a cost of supply to build factories and then more resources and fuel to use them. All that is going to do is to make the point where the surplus vanishes happen sooner. Then he has all those idle factories doing nothing. Gentlemen, I recommend you look at this game from a strategic viewpoint. Yes, you need to plan tactically and operationally, but don't forget to plan strategically too. What can you do now to make life a living hell for the Japanese player when your dud torpedoes vanish? Maybe conserve your subs? What about your carriers. You know when they will arrive. The Allies were pretty successful in conserving them in the early war. Try some of the historical tactics. Hit & run raids to kill off a few Japanese pilots. Attack the odd Japanese outpost to wipe out a unit or two. It adds up. Prepare for the day when you have the strength to go where you want when you want. Make sure you have that strength and haven't squandered it away. Look at everything in terms of HI. If you destroy a 1E fighter, you've just destroyed 36 HI forever. You destroy 10 on the ground, that's 360 HI destroyed forever. That's the limiting factor. Do you want to make the Japanese player squirm? Hit him where he won't like it. Plan for an invasion of Java. There's a substantial amount of HI there, along with oil, resources and refineries, not to mention some really nice airfields. Take that island (or even half of it) and you'll see the Japanese player squirm and complain about how unfair the game is. Use a couple of the airbases the Japanese player has politely built up for you and station some of your fighters and 4E bombers there. The SRA would be in horrible danger immediately. Instead of complaining about how unfair the game is, try to work the game in your favor. The Japanese player is simply trading supply now (inthe form of more HI factories) for more stuff faster. The total amount really won't be any more than he would receive in the game. He's just getting more up front. You'll have your day. He's just making it that much easier for you in the end game. One last comment. You don't like lots of Tojos apparently. Let's say your opponent gets hot and heavy into Tojo produciton. Ok, in mid to late 1942 there will be Tojos that run amok. Let's say you can't shoot them down fast enough. Avoid them! So he has a bunch of Tojos. How will they do against the later war Allied fighters? He either uses them or complains about how unfair the game is and lets 500 of them sit idle in his pool. Canoerebel, sorry for all of this. I sometimes get tired of people complaining about things they don't like. They don't like the way things are in this game, but play to their enemies strengths. Everyone needs to play to his own strengths and to his enemies weaknesses. Example: When I invaded Northern Australia in my game, my opponent sent me an email thanking me for opening up an nice bomb testing facility in Northern Australia for him. Yeah, it is that. I think that I'll gain more by controlling the bases in Northern Australia than I will lose from his 4E bombers. We shal see. Good points Mike. It all rings true and I really think that even with the Japanese flavaism that I see in the game, a good Allied player should prevail in the end as long as they stick to what you advocate. So, I don't mind too much about the balance issues. My only complaint is that I am 500 turns into my first campaign and some of the lessons of Japanese advantages have come to me the "hard way" That is, I planned my overall game on expectations of Japanese historical limitations that do not exsist. It took me a year and a half to adjust to the reality of what a good Japanese opponent can really do and I just did not have the advanced knowledge of what to expect. But in the end that made it more fun if not nerve wracking. One point. I totally disagree with you about the Allied sub threat. Although Allied subs are fun to play with and can have some nasty kills, there is no way that an Allied player will be able to duplicate the real situation where the Allied submarine force placed an eventual death hold on the flow of Japanese merchant shipping. At least, not if you are playing an opponent that knows what he is doing. Two reasons that I have stated in prior posts. One is poor targeting. The AI insists on tageting the most craptacular escort in a convoy over the more valuable merchant ships. So 50% of the time or more, my sups take a shot (usually missing) at the escort in a convoy and then get pounded by the remaining escorts. I can't tell you have many times I have watched valuable tankers skate away this way. The other is that a competent Japanese player can tweak up his ASW efforts to the point that by late 1943 life at sea starts to get pretty deadly for Allied subs. In May of 1943 on any given day I would say that I have 25 or more subs either in the yard or slinking home with damage (mostly air attacks) and I have yet to face the deadly later war E class escorts that Japan gets. This perhaps is the most frustrating aspect of the game to me. I can take the wierd sort of advantages that a Japanese player can create early in the game, but to me, if the Japanese player is not sweating out a serious Allied sub campaign in 1944, then this is a major defect in the game.
_____________________________
I am the Holy Roman Emperor and am above grammar. Sigismund of Luxemburg
|