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RE: Japan Questions - 10/5/2016 2:46:52 AM   
Anthropoid


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I suppose following the coastline for as much of the journey as possible is advisable given the game offers a penalty to sub action in "shallow" water. I think this is where the game may diverge from reality to some extent.

The area where the sea floor is shallow enough to actually deter subs, while also being far enough at sea to be safe for navigation is I would think (total naval groupie here so maybe I'm just talking out my lower end) fairly unpredictable and if a ship is constantly trying to follow this "safe zone" then it probably adds to travel time tremendously and makes task force coordination a hassle . . . not to mention, depth finding technology might not have been that great in many of the old tubs used by the Japanese to haul stuff.

_____________________________

The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ328&feature=autoplay&list=AL94UKMTqg-9CocLGbd6tpbuQRxyF4FGNr&playnext=3

(in reply to Lokasenna)
Post #: 31
RE: Japan Questions - 10/5/2016 4:30:23 PM   
BBfanboy


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quote:

ORIGINAL: Anthropoid

I suppose following the coastline for as much of the journey as possible is advisable given the game offers a penalty to sub action in "shallow" water. I think this is where the game may diverge from reality to some extent.

The area where the sea floor is shallow enough to actually deter subs, while also being far enough at sea to be safe for navigation is I would think (total naval groupie here so maybe I'm just talking out my lower end) fairly unpredictable and if a ship is constantly trying to follow this "safe zone" then it probably adds to travel time tremendously and makes task force coordination a hassle . . . not to mention, depth finding technology might not have been that great in many of the old tubs used by the Japanese to haul stuff.

IRL there were both advantages and disadvantages for a sub operating in shallow waters. They had less water to hide in when detected but shallow water near shore usually meant lots of layers from rivers emptying into the ocean and heating of the sea bottom in very shallow areas. The sea floor itself could help hide the sub if it was rocky/coral. But if detected the DC attack was likely to be nasty.

When sub Trenchant sank CA Ashigara it was hugging the coast but the sub commander took the gamble of going even closer inshore and attacking from the side the escorting DD was not on. It worked, and the escorting DD could not find Trenchant before it went back to the sinking site to rescue survivors.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

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Post #: 32
RE: Japan Questions - 10/5/2016 4:41:32 PM   
Anthropoid


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Interesting! One always wishes that a vast grand strategy game can manifest all these subtleties of warfare, but of course, abstractions are necessary and overall the game seems to do a good job with these sorts of things.

_____________________________

The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ328&feature=autoplay&list=AL94UKMTqg-9CocLGbd6tpbuQRxyF4FGNr&playnext=3

(in reply to BBfanboy)
Post #: 33
RE: Japan Questions - 10/5/2016 7:59:03 PM   
obvert


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quote:

ORIGINAL: Anthropoid

I do want to get Tracker running but right now I'm getting that silly "can't run a 32-bit app on a 64-bit rig" error message, so I need to sort that out.

ADDIT: I get the impression a lot of JFB use a "small hop" system in which cargo TF take care of the Hinterland--->to Osaka transit in small sections. Say for example: Palembang -> Sing -> Cam Ranh -> Takao -> Home Islands

I haven't thought it through very well, but I have to say, my initial inclnation is to do it very differently:

Hinterland base -> Osaka (else Hiroshima or one of the other size 10s)

Perhaps this is just not tenable?


I look at it like this: where are subs most likely to strike? The open sea, near a continental shelf and along a predictable travel route.

What does a sub captain want to see? A routine medium or large TF that goes back and forth fairly frequently between two ports like a train schedule. Get one or more boats into position: harvest.

My inclination is to use small TF comprising at most 3 merchant men (preferable two), and each with only 1 escort, and send every single one of them on some crazy random journey, essentially trying to NEVER repeat the same path or periodicity for any resource transit.


Your issue is efficiency of transport and loading at the original base, first, and the actual path you chose, second.

Palembang, the most important oil/fuel base on map for Japan is a max 4 port. You need small ships for smaller ports to load effectively (and without a lot of micro-management). These ships have small bunkers and hog more fuel per unit they carry also, so they will not be a good choice to haul more than short runs.

The big tankers are more efficient and need the big ports, so you are forced to use at least one big hub port on each end. It's a good idea to use protected (air and sea ASW) and potentially shallow routes. Of course changing routes a lot is decent practice if challenged, but also using larger well protected convoys works well in game. The more out there the more chance subs will find them.

_____________________________

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Post #: 34
RE: Japan Questions - 10/5/2016 8:42:06 PM   
Lokasenna


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quote:

ORIGINAL: obvert


quote:

ORIGINAL: Anthropoid

I do want to get Tracker running but right now I'm getting that silly "can't run a 32-bit app on a 64-bit rig" error message, so I need to sort that out.

ADDIT: I get the impression a lot of JFB use a "small hop" system in which cargo TF take care of the Hinterland--->to Osaka transit in small sections. Say for example: Palembang -> Sing -> Cam Ranh -> Takao -> Home Islands

I haven't thought it through very well, but I have to say, my initial inclnation is to do it very differently:

Hinterland base -> Osaka (else Hiroshima or one of the other size 10s)

Perhaps this is just not tenable?


I look at it like this: where are subs most likely to strike? The open sea, near a continental shelf and along a predictable travel route.

What does a sub captain want to see? A routine medium or large TF that goes back and forth fairly frequently between two ports like a train schedule. Get one or more boats into position: harvest.

My inclination is to use small TF comprising at most 3 merchant men (preferable two), and each with only 1 escort, and send every single one of them on some crazy random journey, essentially trying to NEVER repeat the same path or periodicity for any resource transit.


Your issue is efficiency of transport and loading at the original base, first, and the actual path you chose, second.

Palembang, the most important oil/fuel base on map for Japan is a max 4 port. You need small ships for smaller ports to load effectively (and without a lot of micro-management). These ships have small bunkers and hog more fuel per unit they carry also, so they will not be a good choice to haul more than short runs.

The big tankers are more efficient and need the big ports, so you are forced to use at least one big hub port on each end. It's a good idea to use protected (air and sea ASW) and potentially shallow routes. Of course changing routes a lot is decent practice if challenged, but also using larger well protected convoys works well in game. The more out there the more chance subs will find them.


I use the bigger ones at Palembang because the port can load 9000 Oil per day per ship just from the Oil center "bonus" alone, and using (for example) 6000-capacity TKs/AOs means I'm being inefficient because there is a better capacity to tonnage ratio on the bigger ships.

PBang can load 13000 Oil per ship per day, and up to 27930 for the whole port. Or 13180 Fuel per ship per day, and 27930 for the whole port. You can load 2 of the big Tonans there (26K tons) in 1.5 days and still be able to load up resources/supplies with some xAKs to fill in the rest of the port... I don't really get into that much detail in my planning, I mostly just send stuff there and load it up.

(in reply to obvert)
Post #: 35
RE: Japan Questions - 10/5/2016 8:49:26 PM   
GetAssista

 

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quote:

ORIGINAL: Lokasenna
I use the bigger ones at Palembang because the port can load 9000 Oil per day per ship just from the Oil center "bonus" alone, and using (for example) 6000-capacity TKs/AOs means I'm being inefficient because there is a better capacity to tonnage ratio on the bigger ships.

Woud be inefficient only if you had unlimited TKs of all sizes. But you don't. Most of those larger TKs/AOs should be enroute to/from Japan all the time. And it is a waste of fuel to make smaller TKs transport long-distance, you are better off with smaller guys shuttling to Singers, while larger doing the long haul

Not to mention you'd want to have fairly large and protected convoy of large TKs. It follows that this convoy should load at large port to not waste time waiting turns

Also, numbers from my stock 1 game - 16 Std-C TKs (in 2-3 convoys) is enough to shuttle PB liquids to Singers. + 5x1250 TKs on Medan-Georgetown + 1x1250 TK on Bengkalis-Singers complete Sumatra coverage

< Message edited by GetAssista -- 10/5/2016 9:02:36 PM >

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Post #: 36
RE: Japan Questions - 10/5/2016 8:49:59 PM   
Grfin Zeppelin


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quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: Lokasenna
I use the bigger ones at Palembang because the port can load 9000 Oil per day per ship just from the Oil center "bonus" alone, and using (for example) 6000-capacity TKs/AOs means I'm being inefficient because there is a better capacity to tonnage ratio on the bigger ships.

Woud be inefficient only if you had unlimited TKs of all sizes. But you don't. Most of those larger TKs/AOs should be enroute to/from Japan all the time. And it is a waste of fuel to make smaller TKs transport long-distance, you are better off with smaller guys shuttling to Singers, while larger doing the long haul

+1

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RE: Japan Questions - 10/5/2016 9:04:47 PM   
Shark7


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As far as efficiency is concerned, I've come to the conclusion that using big convoys is in fact far less efficient then running numerous 4-8 merchant ship size convoys.

What I've discovered:

1. A small convoy can load much faster than a big one. (Yeah, I know, I'm being Captain Obvious).
2. Small convoys can be spaced so that few of them are in port loading/unloading at the same time.
3. Using small convoys also means that you are constantly receiving fuel/oil/resources as opposed to having big offloads then several days/weeks wait until the next offload.
4. You put less strain on the HI trying to load supplies onto a convoy that is loaded both ways.
5. In the event that the bad guys show up, you lose less shipping capacity in a single turn. (IE not putting all your eggs in one basket).

Of course, the drawback is that you will always be short of escorts...but then, that's nothing new to an IJN player.

I basically send out a group to my convoy points on day 1, then send again in a couple of turns, etc etc, till I have enough to successfully move the resources/oil/supply/fuel consistantly.

_____________________________

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Post #: 38
RE: Japan Questions - 10/5/2016 10:06:12 PM   
GetAssista

 

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When talking regular shipping of liquids by Japan, it's a special and the most important case of convoy routine, and many of your points are not really viable. Resource shipping with xAKs is another story, Japan can do whatever it likes since shipping is plentiful.
quote:

ORIGINAL: Shark7
What I've discovered:
1. A small convoy can load much faster than a big one. (Yeah, I know, I'm being Captain Obvious).
It's all in the numbers - make large enough to load fast, but not too large to wait too much. Should use large port on both ends for this anyway

2. Small convoys can be spaced so that few of them are in port loading/unloading at the same time.
Irrelevant for liquids, they almost never intersect with each other in the destination

3. Using small convoys also means that you are constantly receiving fuel/oil/resources as opposed to having big offloads then several days/weeks wait until the next offload.
Irrelevant for both resources and liquids. No spoilage on unload anyway. And you are doing something wrong if you scrape the barrel while regular shipping is still on.

4. You put less strain on the HI trying to load supplies onto a convoy that is loaded both ways.
Irrelevant for liquids, one way only

5. In the event that the bad guys show up, you lose less shipping capacity in a single turn. (IE not putting all your eggs in one basket).
Only subs are a threat (Escorts!). All bets are off when Allies' SCTFs enter South China Sea, but then it's not convoy mode, it is emergency sneaking mode.

Of course, the drawback is that you will always be short of escorts...but then, that's nothing new to an IJN player.

Being short of escorts is not the only drawback. By doing many small convoys you make it easier for Allies to sniff out your routes. And boy, those are THE drawbacks for liquids shipping.

< Message edited by GetAssista -- 10/5/2016 10:07:19 PM >

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Post #: 39
RE: Japan Questions - 10/5/2016 11:07:13 PM   
Anthropoid


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I like you JFBs! You're a helpful and resourceful lot!

Not like those posh allies with their infinite supplies and oil

_____________________________

The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ328&feature=autoplay&list=AL94UKMTqg-9CocLGbd6tpbuQRxyF4FGNr&playnext=3

(in reply to GetAssista)
Post #: 40
RE: Japan Questions - 10/5/2016 11:12:18 PM   
Grfin Zeppelin


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quote:

ORIGINAL: Anthropoid


Not like those posh allies with their infinite supplies and oil

No one likes those longnoses with their flying cats and ice cream mashines. Grrrr.


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Post #: 41
RE: Japan Questions - 10/5/2016 11:32:34 PM   
geofflambert


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My brain is like a twitter feed, it only holds 140 characters at a time so I've been unable to read all the posts on this thread. I just want to say one (or two) things: Decide quickly which planes you are never going to build and divert that R&D factory to something else, like Franks for instance. Also think out what engines you need the most and when will you need them. You want to get to the 500 in inventory on some of them as soon as you can and keep going. There are engines and airframes you should want to stop building or developing immediately. For instance, I for one don't care much for the Tony. Someone will correct me if I'm wrong but IIRC the Tony is the only plane that uses the HA-60 engine. My prescription: stop the Tony R&D and the HA_60 as well. There are also some planes and engines that you have way too many of at the start and need to stop making those. Getting the air war right is the most important concern you have.

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Post #: 42
RE: Japan Questions - 10/5/2016 11:42:11 PM   
geofflambert


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I should've said that you should continue to build certain obsolete planes for which you already have an inventory of engines that can be used nowhere else. One of them as I recall has a couple of useful planes but you should narrow it down to one in my view. By useful I likely mean as trainers or float planes that subs and cruisers can use.

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Post #: 43
RE: Japan Questions - 10/5/2016 11:42:28 PM   
Anthropoid


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quote:

ORIGINAL: geofflambert

My brain is like a twitter feed, it only holds 140 characters at a time so I've been unable to read all the posts on this thread. I just want to say one (or two) things: Decide quickly which planes you are never going to build and divert that R&D factory to something else, like Franks for instance. Also think out what engines you need the most and when will you need them. You want to get to the 500 in inventory on some of them as soon as you can and keep going. There are engines and airframes you should want to stop building or developing immediately. For instance, I for one don't care much for the Tony. Someone will correct me if I'm wrong but IIRC the Tony is the only plane that uses the HA-60 engine. My prescription: stop the Tony R&D and the HA_60 as well. There are also some planes and engines that you have way too many of at the start and need to stop making those. Getting the air war right is the most important concern you have.


Yeah that wall of text doesn't seem to have been the most engrossing for readers. Here is the "topline" summary on the aircraft aspect of the economy.

quote:

As far as the economy, I guess the overall topline synthesis would be: damn the torpeodes! full speed ahead! Having never even played as Jap against AI, I'm probably on thin ice here but ah well! The fun is the hunt!

I expended every single Manpower point I had to upgrade the HI in my core industrial bases (mostly all Home Island). All aircraft production was changed to the following:
3 A6M2 Zero
3 Ki-43-Ic Oscar
2 B5N2 Kate
2 D3A1 Val
1 E13A1 Jake
2 G4M1 Betty
2 H6K4 Mavis
1 Ki-1s-II Babs
2 Ki-21-IIa Sally
1 Ki-56 Thalia

If my calculations are correct this amounts to 126 Nak 35; 8 Mits 31; 108 Mits 32; and 125 Mits 33 engines required. Engine factories are configured accordingly.

With the various drains on HI turned down a bit (aircraft and engines at full blast, and armaments vehicles not much lowered) I'm about 3 to 5 k in the hole on HI for now: must conquest more Industrial centers pronto!!

I'm probably gonna run out of supply in a matter of months if I fail to "harvest" more . . . The oil reserve seems more forgiving but even there, my current "full steam ahead" posture has probably reduced sustainability by half of what it actually was for Japan on 7 Dec 1941.

Research: I basically just turned ON the ones that were already repaired. I'm not planning for this contest to last much beyond Fall 1942. I will have either achieved far better success than Japan did by that time, or I'll be wrecked. Will still be interesting if the result lands somewhere in between those two (and it will be fun to carry on to the bitter end in those "less decided" circumstances), but one of the two extremes are the two most anticipated short-term outcomes of my strategy at the outset: Victory or Death!


Beyond that I don't have a freaking clue; I probably should try to play as Japan against AI for a few months so I have a sense how the next series of planes really stack up. But I figure with at least first ~six months of game planned out, I can just learn as I go from here on and upgrade factories accordingly.

_____________________________

The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ328&feature=autoplay&list=AL94UKMTqg-9CocLGbd6tpbuQRxyF4FGNr&playnext=3

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Post #: 44
RE: Japan Questions - 10/5/2016 11:48:14 PM   
MakeeLearn


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As Japan, is it enough to just conquer all needed to build a well supplied, well managed economy and a strong defensive barrier around it?
Can Japan set back and play small offense - big defense as the Allies build up?
This goes back to the first move discussions; in the first year of the war does Japan have to conduct a offense that will provoke the Allies into a big battle, or series of battles, in order to destroy enough Allied forces that will throw the Allied advantage -offensive capability- back by years?

No need to give away TOP SUPER SPECIAL SECRETS.

< Message edited by MakeeLearn -- 10/6/2016 12:29:16 AM >

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Post #: 45
RE: Japan Questions - 10/6/2016 12:01:35 AM   
geofflambert


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There's a bunch of decisions you must make (or I'll make you stand in a corner) that won't have much impact before '43. In my view (and others differ) beginning with the Oscar IIa you need to build some of these very useful planes, but don't go overboard. The Tojo is critical for air superiority. Churn those out in large numbers. If you manage to maintain a carrier force you will be wanting Judys and Jills. Use all other IJN planes for training (esp. torpedo attack) or in low attrition work like Naval Search, or even better, ASW. You can't afford to use Betties and Nells as bombers for long, you won't be able to replace the crews or planes you use that way. Training carrier crews is quite involved and takes a long time. Naval attack (both dive and torpedo), Search and ASW are critical. Treat them as your Imperial Guard and use them when you must.

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Post #: 46
RE: Japan Questions - 10/6/2016 12:03:41 AM   
Lokasenna


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quote:

ORIGINAL: GetAssista

quote:

ORIGINAL: Lokasenna
I use the bigger ones at Palembang because the port can load 9000 Oil per day per ship just from the Oil center "bonus" alone, and using (for example) 6000-capacity TKs/AOs means I'm being inefficient because there is a better capacity to tonnage ratio on the bigger ships.

Woud be inefficient only if you had unlimited TKs of all sizes. But you don't. Most of those larger TKs/AOs should be enroute to/from Japan all the time. And it is a waste of fuel to make smaller TKs transport long-distance, you are better off with smaller guys shuttling to Singers, while larger doing the long haul

Not to mention you'd want to have fairly large and protected convoy of large TKs. It follows that this convoy should load at large port to not waste time waiting turns

Also, numbers from my stock 1 game - 16 Std-C TKs (in 2-3 convoys) is enough to shuttle PB liquids to Singers. + 5x1250 TKs on Medan-Georgetown + 1x1250 TK on Bengkalis-Singers complete Sumatra coverage


I guess I just prefer to use the 1250's for the actually small ports: Boela, Babo, Shikuka, etc. You start with 31 of them, and at least half of mine were allocated to these bases in 1942. They're also useful to pull from Tarakan, which is a low-yield facility and doesn't necessarily have a large port.

I also don't build the Std-C's. They suck at fuel efficiency. I know that you may start with a few, but I don't build any more of them. I don't even build the Std-B's. Because of their larger capacity but almost identical fuel per hex usage, Std-A's are almost 20% more efficient than Std-B's. Std-B's are 50% more efficient than Std-C's, which are only about 60% less efficient than Std-A's. The point is, there are enough smaller ones (Type-1 TM = 8150 cap, Manzyu TM = 7950 cap) to not need the others. The 1250-cap TKs are also only half as efficient in terms of fuel hauled/fuel burned when compared to the Std-B's!

Look at us, arguing over grains of sand on a beach.

(in reply to GetAssista)
Post #: 47
RE: Japan Questions - 10/6/2016 12:30:05 AM   
Anthropoid


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quote:

ORIGINAL: MakeeLearn

As Japan is it enough to just conquer all needed to build a well supplied, well managed economy and a strong defensive barrier around it?
Can Japan set back and play defensive as the Allies build up?
This goes back to the first move discussions; in the first year of the war does Japan have to conduct a offense that will provoke the Allies into a big battle, or series of battles, in order to destroy enough Allied forces that will throw the Allied advantage -offensive capability- back by years?

No need to give away TOP SUPER SPECIAL SECRETS.


My understanding is that: "In WitP, Japanese player could basically sit idle and use his military assets primarily to ambush / create a defensive perimeter."

In WitPAE, they fixed it, so it is a closer reflection of real history: Japan only has enough strategic resources (abstracted primarily as "oil" and "resource" but also as "manpower" and production capacity acquired through conquest) to last a year or so. If Japan sits passive and does not do what Japan attempted to do in actual history: rapidly conquest the "Southern Resource Area" and ship as much of the stuff back to home islands as quickly as possible, then Japan's war machine will grind to a halt long before time is up.

_____________________________

The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ328&feature=autoplay&list=AL94UKMTqg-9CocLGbd6tpbuQRxyF4FGNr&playnext=3

(in reply to MakeeLearn)
Post #: 48
RE: Japan Questions - 10/6/2016 12:37:36 AM   
BBfanboy


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Most IJ players consider it necessary to put some units out in exposed positions as speed-bumps to slow down the Allied comeback.
Unless Japan is close to Auto-Victory in late 1942 (and wants the points for Noumea) there is no real reason to take New Caledonia except as a speed bump - one more thorn for the Allies to extract before they can start their own march.

_____________________________

No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth

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Post #: 49
RE: Japan Questions - 10/6/2016 12:44:26 AM   
MakeeLearn


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quote:

rapidly conquest the "Southern Resource Area" and ship as much of the stuff back to home islands as quickly as possible, then Japan's war machine will grind to a halt long before time is up.


That part is a must, but will it matter if the Allied forces are not greatly reduced in the beginning.

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Post #: 50
RE: Japan Questions - 10/6/2016 12:48:37 AM   
MakeeLearn


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quote:

My understanding is that: "In WitP, Japanese player could basically sit idle and use his military assets primarily to ambush / create a defensive perimeter."



ambush

Sometimes the best offense can result from the right defense


with the right bait:

quote:

Most IJ players consider it necessary to put some units out in exposed positions as speed-bumps to slow down the Allied comeback


< Message edited by MakeeLearn -- 10/6/2016 12:52:59 AM >

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Post #: 51
RE: Japan Questions - 10/6/2016 6:23:48 AM   
Shark7


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quote:

ORIGINAL: GetAssista

When talking regular shipping of liquids by Japan, it's a special and the most important case of convoy routine, and many of your points are not really viable. Resource shipping with xAKs is another story, Japan can do whatever it likes since shipping is plentiful.
quote:

ORIGINAL: Shark7
What I've discovered:
1. A small convoy can load much faster than a big one. (Yeah, I know, I'm being Captain Obvious).
It's all in the numbers - make large enough to load fast, but not too large to wait too much. Should use large port on both ends for this anyway

2. Small convoys can be spaced so that few of them are in port loading/unloading at the same time.
Irrelevant for liquids, they almost never intersect with each other in the destination

3. Using small convoys also means that you are constantly receiving fuel/oil/resources as opposed to having big offloads then several days/weeks wait until the next offload.
Irrelevant for both resources and liquids. No spoilage on unload anyway. And you are doing something wrong if you scrape the barrel while regular shipping is still on.

4. You put less strain on the HI trying to load supplies onto a convoy that is loaded both ways.
Irrelevant for liquids, one way only

5. In the event that the bad guys show up, you lose less shipping capacity in a single turn. (IE not putting all your eggs in one basket).
Only subs are a threat (Escorts!). All bets are off when Allies' SCTFs enter South China Sea, but then it's not convoy mode, it is emergency sneaking mode.

Of course, the drawback is that you will always be short of escorts...but then, that's nothing new to an IJN player.

Being short of escorts is not the only drawback. By doing many small convoys you make it easier for Allies to sniff out your routes. And boy, those are THE drawbacks for liquids shipping.


It's not really that hard for an Allied player to find your convoy routes anyway...basically just find Japan on the map, then Palembang on the map and stick your submarine patrols in between.

And to your counter-point on #5. I've had Allied SAGs and CVBGs show up in between Japan and Truk, an aggressive player can and will do that to keep you honest. There is a big patch of ocean out there that is hard to keep patrolled and even harder to defend. Only way to ensure your opponent won't try it is to keep the location of KB as hidden as possible.

At any rate, to each his own, I've found a system that works very well for me and I use it. Mileage will vary of course.

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Post #: 52
RE: Japan Questions - 10/6/2016 6:27:29 AM   
Shark7


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quote:

ORIGINAL: BBfanboy

Most IJ players consider it necessary to put some units out in exposed positions as speed-bumps to slow down the Allied comeback.
Unless Japan is close to Auto-Victory in late 1942 (and wants the points for Noumea) there is no real reason to take New Caledonia except as a speed bump - one more thorn for the Allies to extract before they can start their own march.

Most IJN player will also not enlarge any airbases on the 'outer rim' of the empire to slow the allied advance. Make the Allied player have to build it up, rather than handing over a fully functional airfield. I also send my best fighter pilots to TRACOM to save them for when I have good planes (IE Frank and George) rather than lose them to attrition in obsolete aircraft early on.

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Post #: 53
RE: Japan Questions - 10/6/2016 9:35:11 PM   
rustysi


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quote:

I have better success using other methods, which I don't really want to detail here at the moment.


Understandable.

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Post #: 54
RE: Japan Questions - 10/6/2016 10:50:21 PM   
rustysi


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As to the discussion here on convoys, you need to be aware the game is not perfect, and that your opponent may not select which vessels his subs will target. In most cases a sub will target an escort vessel, and miss, this makes escorts even more valuable as a shield to your xAK's, TK's, and AO's. Oh, and for you AFB's out there it works both ways.

quote:

I expended every single Manpower point I had to upgrade the HI in my core industrial bases (mostly all Home Island). All aircraft production was changed to the following:
3 A6M2 Zero
3 Ki-43-Ic Oscar
2 B5N2 Kate
2 D3A1 Val
1 E13A1 Jake
2 G4M1 Betty
2 H6K4 Mavis
1 Ki-1s-II Babs
2 Ki-21-IIa Sally
1 Ki-56 Thalia


There are things here that I disagree with, although none are serious blunders. First I wouldn't produce the B5N2 Kate to start. Build the B5N1, there're a number of engines for it at the start and no other users for them. Its stats are not much different from the 2 model. In addition the 2 uses the Ha-35 which will be in short supply early on. Same for the Ki-56 Thalia, build the Topsey I 'til the engines for that model run out. By that time the Topsey II should be available and that doesn't use the Ha-35 either. I believe it uses the Ha-31. BTW you can stop building the Ha-31 on day one IMHO. You only really need it for two A/C, the Dinah II, and the Topsey II. You have about 240 Ha-31's to start and unless you are careless with your recon and airlift these numbers should be sufficient 'til other model A/C supersede the two above. They will be replaced by the Dinah III and the Helen transports which use different engines.

Also you aren't producing any Tina's. A transport I like for its range, and the only IJN transport that may be produced at start. It'll be superseded by the Tabby, but late. In addition you don't need many as you only have one unit to start, and a second that appears later as a reinforcement.

Keep Mavis production to a minimum as it is expensive and you'll want the Emily when its available. Not that the Emily is cheap, but its an all around better A/C.

Jakes, you want lots a Jakes. Its not great, but its practically the only search asset available to Japan that can potentially be fielded in large numbers. Search is another area that Japan historically neglected that the game gives you an ability to change. IRL Japan produced ~3200 Jakes, Pete's, and Dave's. Now the latter two aren't worth spit when it comes to search. There range is too short. Yes, they could be used at choke points, but that's about it and what you have at start will cover what you need. Well if you look at the assets you get in the game you couldn't possibly use all the A/C. So how do you do it? Can you say resize? Are you aware of this?

This is what makes those two CS cruisers you get at the start of the game so valuable. I know there's a third, but its capacity is 20, not 24. So you remove the air units on these two vessels at a port of your choice, keep it at sea so the A/C may 'fly' off/on as if you dock they need to be readied to use. Then fly on a smaller float plane unit, and resize it to 24. A unit this size when properly 'fitted' out will cover a 90 degree search arc (in both the AM and PM search phases) out to 8 hexes for one to two weeks before it needs a rest. Its not great (8 hexes), but its about the best you can get in most areas. You can use your other search assets to cover more 'important' areas, where you would want more range.

Keep in mind the above is dependent on whether PDU is ON or OFF, and you haven't said yet. Anyway hope some of this helps.

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It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to rustysi)
Post #: 55
RE: Japan Questions - 10/6/2016 11:36:10 PM   
Anthropoid


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Thanks Rustysi! PDU is on.

You make some interesting points. I had not really considered the existing stockpiles at all when I developed my airframe production plans. What I mostly considered was:

1. How can I get by producing as few different TYPES of engines as possible for the first six months to year of the war? I'm getting by with producing only four engine types with that set

2. I want at least one "competent" type in each of the main classes as quickly as possible: Land Based (LB) Fighter (Oscar), Carrier-Capable (CC)Fighter (Zero), LB bomber (Betty & Sally), CC Torpedo bomber (Kate), CC General purpose / dive bomber (Val), Recon (Babs), Transport (Thalia . . . hmmm Tina does seem to be an oversight on my part), Float Plane (Jake), Patrol (Mavis).

I don't see a huge difference between Mavis (25 hex) and Emily (30 hex) and especially given there is an intermediary mid 1942 model of Mavis (28 hex) that is nearly as good as the Emily. Am I missing something about the Emily?

The Thalia does seem to be a worse choice compared to the Tina. I might have just overlooked that model. I'll have to compare those two models a bit more closely and perhaps change those Thalia's to Tinas.

The area where Japan really seems retarded are level bombers. The Sally was just a "ah I'm tired of looking at these numbers just pick one." Betty's have great range and can double as torpedo bombers but are not particularly tough . . . there just doesn't seem to be anything comparable to a B-17 in the Japanese arsenal. Even the Peggy's seem pretty crap.

3. Better to get the production chain that can last for a year or so going sooner rather than delay it for the sake of a few score spare engines for a model that is not that much better.

4. The B5N2 Kate versus the B5N1, here is what I noted, and correct me if my intuition on this is flawed: although it is inconsequentially different from the B5N1 on most performance specifications (and worse on a couple) it has radar. I assume this is a _good_ thing no?

< Message edited by Anthropoid -- 10/6/2016 11:39:32 PM >


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Post #: 56
RE: Japan Questions - 10/7/2016 12:30:07 AM   
rustysi


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quote:

I don't see a huge difference between Mavis (25 hex) and Emily (30 hex) and especially given there is an intermediary mid 1942 model of Mavis (28 hex) that is nearly as good as the Emily. Am I missing something about the Emily?


The second version of the Emily will be radar equipped (as will the K5 version of the Mavis), but this puppy will carry four 250kg bombs as opposed to the Mavis's two. Makes it a better ASW A/C, as this is the roll I intend to use these planes for late in the war. I figure they'll just get slaughtered if used in hostile areas.

quote:

The Thalia does seem to be a worse choice compared to the Tina. I might have just overlooked that model. I'll have to compare those two models a bit more closely and perhaps change those Thalia's to Tinas.


These are literally apples and oranges. One is a navy plane and the other army. You need both.

quote:

4. The B5N2 Kate versus the B5N1, here is what I noted, and correct me if my intuition on this is flawed: although it is inconsequentially different from the B5N1 on most performance specifications (and worse on a couple) it has radar. I assume this is a _good_ thing no?


The N2 is the better A/C, but my aim early on is to limit the use of the Ha-35 engine, I have at times run short. The N1 has ~100 engines available for its airframe. They're already 'paid' for, so I use them. In addition the N2 will get both radar, and the MAD device, not the N1. Its a nice ASW A/C. Keep in mind Japan doesn't get airborne radar 'til about mid '44 (IIRC). After the N1's usefulness is done they make good Kami's.





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It is seldom that liberty of any kind is lost all at once. Hume

In every party there is one member who by his all-too-devout pronouncement of the party principles provokes the others to apostasy. Nietzsche

Cave ab homine unius libri. Ltn Prvb

(in reply to Anthropoid)
Post #: 57
RE: Japan Questions - 10/7/2016 1:01:39 AM   
Anthropoid


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Affirmative on all.

Well sounds like my choices were not so bad . . . maybe I'll switch one of those N2 Kates back to N1, at least long enough to produce enough airframes to use the existing engines . . . is that really the only engine that is so useful that it makes sense to "not let it go to waste?"

Why does one need both a Navy and an Army transport? . . . ah I guess there are some groups that cannot use the other services planes and if you don't have a suitable model to upgrade to they just run out of planes eventually? Still, are there that many? Fighter is what I want more than anything with patrols coming after that, then bombers then recons.

Maybe I'll switch one of the Val slots to Tinas . . .

This part was a bit cryptic: "Keep in mind Japan doesn't get airborne radar 'til about mid '44 (IIRC)," is the radar in the B5N2 not "airborne radar?"

Or does this mean: the plane CAN BE equipped with that device, but you will not HAVE that device to equip into it until 1944?

Here is another general question: about how long does it take to train up raw recruits to decent pilots?

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The x-ray is her siren song. My ship cannot resist her long. Nearer to my deadly goal. Until the black hole. Gains control...
http://www.youtube.com/watch?v=IkIIlkyZ328&feature=autoplay&list=AL94UKMTqg-9CocLGbd6tpbuQRxyF4FGNr&playnext=3

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Post #: 58
RE: Japan Questions - 10/7/2016 7:54:08 AM   
Barb


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Radar: Radar and MAD device will be automatically activated on a preset date. So all aircrafts that has them mentioned in their weapon slots wont have them on the day before the magic date. After the magic date the device will be active and all aircrafts with the device in the weapon slots will be equipped with them overnight.

Training: depends on your training requirements. E.g.
- I am training fighter pilots for 2 months - 1 month on escort, 1 month on strafe - and they usually end up around 50 exp, 60-70 Air, 60-70 Strafe, 60-70 Def. Sometimes I pick up the bunch of lowest exp/A2A trained pilots to one unit and let them fly another month a 100% CAP.
- I am training Netties pilots for 3 months - 1 month on NavTorpedo, 1 month on NavS, 1 month on GrB.
- I am training Kate/Jill pilots for 3 months - 1 month NavTorpedo, 1 month NavBomb, 1 month GrB.
- I am training Dive pilots for 2-3 months - 1 month NavBomb, 1 month NavS, + 1 month GrB (some...)
- I am training Recon pilots for 2 months - 1 month NavS, 1 month Recon
- I am training FloatPlanes/Patrol pilots for 2-3 months - 1 month NavS, 1 month ASW, + 1 month Recon (usefull for shipborne float planes when used as spotters for Naval Bombardments)


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Post #: 59
RE: Japan Questions - 10/7/2016 7:55:20 AM   
Lokasenna


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You will want the Emily for its higher maximum load if nothing else . Patrol planes can conduct transport missions.

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Post #: 60
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