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Game Mechanics Tips for Non-Historical Japanese First Move

 
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Game Mechanics Tips for Non-Historical Japanese First Move - 11/19/2006 4:53:13 AM   
apbarog


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I've played several long-running WITP games, but all have been historical first moves. I'm interested in learning about how to properly execute a non-historical first move for the Japanese. I'm looking for game mechanics advice, not advice to invade here or there. I recall a discussion about how the Japanese TF's move on the first turn. Are there issues like this to be concerned with? Any others? I also recall a discussion about tweaking the PH attack for better effect. Any advice is appreciated. Things to do or avoid. Thanks in advance.
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RE: Game Mechanics Tips for Non-Historical Japanese Fir... - 11/19/2006 1:18:34 PM   
BlackVoid


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You can test it out easily by running the first turn in hot-seat mode. I also test the 1st turn in PBEM games, to check that all TFs get where I want them.

There is one VERY important trick: TFs must be idle and not loading anything, otherwise they will get nowhere. When you load on 1st turn, they will load almost to full capacity and you have to cancel further loading manually.

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RE: Game Mechanics Tips for Non-Historical Japanese Fir... - 11/19/2006 1:19:56 PM   
BlackVoid


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Tweaking the PH attack: by all means set primary mission for all bombers to naval attack in case the enemy CVs show up. You can also send PH and hit another port (Singapore or Manila), just agree with your opponent before on this.

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RE: Game Mechanics Tips for Non-Historical Japanese Fir... - 11/19/2006 4:14:39 PM   
Monter_Trismegistos

 

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quote:

ORIGINAL: BlackVoid
by all means set primary mission for all bombers to naval attack in case the enemy CVs show up.


Isn't it a way to trigger gamey second attack on Pearl Harbour?


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RE: Game Mechanics Tips for Non-Historical Japanese Fir... - 11/19/2006 4:20:21 PM   
Nemo121


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Monter,

If you set the naval bombers on KB to naval attack ONLY ( no secondary mission) you won't have that problem. Then you can strike PH on Day 2, 3 etc... I'm doing just that in my current PBEM. I hit Manilla on Day 1 and only hit PH's airfield. I haven't hit PH's harbour until December 12th.

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RE: Game Mechanics Tips for Non-Historical Japanese Fir... - 11/20/2006 6:20:12 AM   
erstad

 

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quote:

ORIGINAL: Monter_Trismegistos


quote:

ORIGINAL: BlackVoid
by all means set primary mission for all bombers to naval attack in case the enemy CVs show up.


Isn't it a way to trigger gamey second attack on Pearl Harbour?


That was a bug which has been corrected.


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RE: Game Mechanics Tips for Non-Historical Japanese Fir... - 11/20/2006 6:36:58 AM   
GaryChildress

 

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One priority I have is to load up a TF with a lot of infantry, some construction engineers, an aviation rgt and air HQ and send them to Kuching on Turn 1. Hopefully you should be in control of Kuching by Turn 2 and stack up some air units on the base. With Kuching you'll be in control over most of the South China Sea from the get go.

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RE: Game Mechanics Tips for Non-Historical Japanese Fir... - 11/20/2006 6:37:27 AM   
1EyedJacks


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quote:

ORIGINAL: BlackVoid

Tweaking the PH attack: by all means set primary mission for all bombers to naval attack in case the enemy CVs show up. You can also send PH and hit another port (Singapore or Manila), just agree with your opponent before on this.


Another option is to set your DBs for Airbase attack. Turn those runways into swiss-cheese and kill as many allied planes on the ground as possible. The DBs won't do much more then scratch paint on a BB... And this helps protect your KB if you plan to stick around for additional attacks.

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RE: Game Mechanics Tips for Non-Historical Japanese Fir... - 11/20/2006 5:21:04 PM   
Mike Solli


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quote:

ORIGINAL: 1EyedJacks


quote:

ORIGINAL: BlackVoid

Tweaking the PH attack: by all means set primary mission for all bombers to naval attack in case the enemy CVs show up. You can also send PH and hit another port (Singapore or Manila), just agree with your opponent before on this.


Another option is to set your DBs for Airbase attack. Turn those runways into swiss-cheese and kill as many allied planes on the ground as possible. The DBs won't do much more then scratch paint on a BB... And this helps protect your KB if you plan to stick around for additional attacks.


That's the way I usually play it too. All DBs on airfield attack and all TBs on naval attack. Whether the TBs carry torps or 800 kg bombs, they'll put a hurting on whatever ships they hit. It's particularly funny when an 800 kg bomb hits a PT boat.

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