Grotius
Posts: 5798
Joined: 10/18/2002 From: The Imperial Palace. Status: offline
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I don't have a save of Turn 1 against the Allied AI for stock scenario 15; if I did, I'd be happy to send it to you. I do have one for one of Pry's alpha modded scenarios, but I doubt you want that. In any case, my suggestion would be that you're better off making your own turn 1 and saving it for your own future use. If you used mine, you'd waste time trying to figure out why I'm sending a TF of empty APs to Tainan, or a TF of empty AKs to Amoy, or an ASW TF from Amoy to Pescadores, or why I'm choosing not to bombard at Khota Bharu, or why I'm not landing at Davao or Kendari. And, more important, you'd probably start wanting to do things differently. Most important of all, doing your own turn 1 is really the best way to learn what forces are available to Japan. I know it's overwhelming at first. I remember the first time I saw all those planes at Takao (on Formosa), I just wanted to go to sleep instead of figuring out what to do with them. Now it's second nature: the level suppress airfields, torpedo bombers set to Naval Attack, fighters fly escort/CAP or LRCAP, recon planes recon every enemy base within range. I find it helpful to break your task down into manageable chunks. It's really quite fun once you get over the initial shock. Here's how I do it: Survey your ground forces by pressing G, sorting for infantry or assault value, and seeing where all your divisions are. To take Malaya, you'll need several divisions; the same in the PI. (Plus support units: aviation support, HQs with regular support, engineers, artillery, etc.) Survey your aircraft by pressing A and sorting out everything except transports, then patrol planes, recon, torpedo bombers, etc. Survey your ships by pressing S. Start to think about where you want to strike. Obviously the more you concentrate your forces at a given location (say, the Philippines), the quicker it will fall; but other crucial objectives (say, Singapore) also await. Me, I see Singapore and Clark/Manila is my most urgent initial objectives; Singapore because it's the gateway to the SRA; Clark/Manila because the longer you wait, the more dug in those troops will get. I'm cautious about grabbing oil centers too early for fear that I will simply give my opponent bombing practice if I don't have the forces to clear him completely out at the same time. Then set aside one gaming session just for Production. You might "crib" from, say, Mogami by noting what planes he's decided to produce (he says so in his "I hate Turn 1" thread). E.g., halt production of Nates and Claudes (in the hopes that these halted Claude factories will auto-convert to Zeroes on Jan 1942, which used to be the case; we're not sure if it still is); expand a few size-5 armaments factories but otherwise be very cautious about expanding, since this costs much supply, which is precious. I also tend not to set most of my bases to construct anything, again to save supply. Also, halt production of overpriced CV Shinano and maybe a BB and other pricey ships, and accelerate other CVs and DDs. Or just halt Shinano if you want. Then start working on ships. It's sometimes reassuring to begin with subs, which don't require a lot of decisionmaking. Keep 'em out of shallow-water and base hexes, where they are more vulnerable. Keep em away from enemy air bases. Then load up transports with troops destined for ports that, preferably, have decent airfields at which you can immediately set up fighters and bombers. Once you've done that, add supply-transport TFs, consisting only of AKs and escorts. (AKs unload faster than APs.) Or put the supply-laden AKs into your AP TFs if you like. Next add covering surface groups plus ASW groups to follow your invasion TFs. Depending on your style, you might want some surface groups to bombard invasion targets, but bear in mind that while this may eliminate the enemy's air threat to your invasion, it may also slow down your efforts to base your own planes their once the base is seized. Finally add air cover: long range CAP, plus Betties/Nells set to Naval Attack, plus level bomers (Sallies, Lilies) bombing airfields to suppress resistance there. I add LRCAP last because I don't know where I'll need it til I've given orders to surface ships requiring it. Then hit "end turn" and enjoy. You'll of course miss some things, but so what; you can do those on turn 2. And turn 2 will seem easy as pie compared to turn 1.
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