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Armament/Vehicle Point Reserve + Air R&D

 
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Armament/Vehicle Point Reserve + Air R&D - 4/21/2011 12:13:25 AM   
tharrin2

 

Posts: 8
Joined: 3/30/2011
Status: offline
Two quick questions for the more experienced:

1) For Armament and Vehicle points 'in the pool'/in reserve, playing the Japanese, how many should one aim to have saved up by the start of 1944 and 1945, respectively, as a buffer towards the 'lean times'?

2) Also, regarding air R&D, even assuming rather aggressive investment in late-stage (say 1945 or after) models from the start of the game, while the process is somewhat random, how much could one conceivably speed up the intro of the more advanced models? Say perhaps several months at most?

Thoughts much appreciated
Post #: 1
RE: Armament/Vehicle Point Reserve + Air R&D - 4/21/2011 3:51:09 PM   
offenseman


Posts: 768
Joined: 2/24/2007
From: Sheridan Wyoming, USA
Status: offline
2)  Even with realistic R&D on it is possible to advance some aircraft by several months.  I prefer to take an approach where I try to advance the most important or useful aircraft the most.  Some aircraft like variants that do not change much are not worth advancing.  Oscar 1c to Oscar IIa is a decent example of that. Also, some aircraft variants are not worth building. As an example, I think the best Nick is the A model and never build the B because it losses firepower and gains nothing.  Aircraft that have a substantial improvement over existing airframes are where I put my efforts.  Helen IIa, Tojo IIa, Ki84a are examples of that.  In addition I like to make some small R&D factories build planes that nothing converts to, has intangible improvements, and/or I just want to use some for a particular reason.  The Ki-67 (T) is an example.  I use those small factories at size 2 just to have a factory available to build the plane when it is available more so than to try to advance it.  Over time as expansion allows that size can be expanded.  But earlier in the war I find that expansion of other things that use supply taxes the economy too much to concentrate too much on late war stuff and limit myself to more immediate needs like bombers and fighters that boast armor and decent guns.

1) Armaments I prefer 100k in the bank.  Not sure if that is too much or too little.  Either way it does not seem too hard to achieve.  Vehicles are more difficult for me. I expand mine a bit or else short term needs are not fulfilled.  Then I have tried to build up a 25k inventory.  When both of those numbers have been achieved, I turn off both to the point where those levels are maintained and thus save a lot of HI which goes into the bank.  :)  At 100 and 25k you can look forward to what your needs should be and turn them back on ahead of the time when you will run out.  Also, if you get that late in the game, you should be ok with those levels.  (I hope).

Hope this helps a bit. I am sure others will come in with other input.


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