Aurorus -> RE: Quisling! An AFB does Japan (No PanzerKat) (7/3/2017 11:49:45 PM)
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Your production of existing frames looks pretty good. I assume that this is PDU:on, since you are missing some things (like Sonia and Lilly). You may want to retain some of the Lilly air groups as Lillies and set up some production for the IIa and IIb. The IIa is your first bomber with armor, and the IIb is an air-force dive bomber, which is the only good anti-ship airforce bomber. You are also missing the Tina, which is your only navy transport. (It is also your best transport). You only ever get 2 or 3 squadrons of Tinas, so a production of 5 or so per month should be sufficient. As to R&D, you want to try to use factories of 30, as there is a major bonus for having a 30-factory. You want to think of R&D in terms of what you intend to produce of any given model. The expansion of the industry costs 1000 supply per point as it is repaired, whether you expand and repair it now or once the aircraft becomes available. So it is in your best interest to set your factories to expand now. Many of the factories upgrade for free: either to new production models or to new R&D models. For example, if you set 6 factories to 30 on the A6M2-Rufe, in March 1942, you will have the option to either have these factories enter into production of the Rufe, or convert, without damage to the A6M3a. If you wish them to convert to the A6M3a, you click on them when these are blue (in March 1942 in the case of the A6M2-Rufe) and select the next plane in the line (the A6M3a). Because factories repair much faster when a plane is near its availability date, this is a way to greatly accelerate certain lines of R&D, especially the Zero, the Oscar (if you want to R&D Oscar), and the Tony. In general, in PDU:ON, you want to focus on 1 good fighter for each stage of the war for both the air-force and the navy. Zero R&D is almost essential to any Japanese strategy. So you want approximately 4-8 size 30 factories set to the A6M2-Rufe or the A6M3 (which also upgrade without damage to the A6M3a). It is best to choose either the Nick or the Jack and set 3-7 size 30 factories to one or the other. For the final stage of the war, the A7M2-Sam is the plane for the navy. You probably want to set some factories to this as well. Paxmondo recommends going all-in on the A7M2, setting 12 size 30 factories to this fighter. This is very heavy and much more than most Japanese players set in the early war, but putting some factories on it is probably not a bad idea. For the army, there are many different R&D strategies. I play PDU:off. If I were to play PDU:On, I would not bother with Oscar R&D at all. I would focus mostly on Tony and especially Frank with some on the Tojo to accelerate the Tojo IIc. So a typical air-force R&D strategy for me in PDU:On would look something like Frank 10x30 factories, Tony 5 x 30, Tojo 4 x 30. Once the Tojo becomes available, I would expand one of those size 30 factories to 90 and set the rest to the Tojo IIb or c. In order to become night-fighter squadrons, the squadrons have to be upgraded to a night-fighter plane from the squadron upgrade path. You cannot simply pay PPs to change them over to nightfighters in many cases. So some minor research in the various types of night-fighters is warranted. Something like Nick 1d 2 x 30, Dinah IIIKAI (1 x 30), J1N1 Irving (2 x 30), and so forth. 1 factory for each night-fighter type. It is also nice to set 1 x 30 factory to the Fances night-bomber to advance it closer to 6/44. Jills and Judies are also helpful to accelerate. Something along the lines of 2 or 3 size 30 factories for each. Basic idea: size 30 factories. The number of factories should be near the number of planes that you intend to produce of each model per month. To give you an idea of later war production, the Japanese produced about 360 Franks per month. That would 12 size 30 factories.
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