moore4807
Posts: 1089
Joined: 6/2/2000 From: Punta Gorda FL Status: offline
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quote:
ORIGINAL: Kitakami If I were you, I'd heed FatR's advice over mine. I am actually quite rust after a long time of not playing, and RA is taking a bit to get used to. Take it as a compliment from a noob, but your suggestions are dead on with my thinking, I've played enough (vs AI) to understand its the economy, not the warmaking that determines how far you get as Japan... Yet, here is what I think... 1. Merchant shipyards. You have 7143 points stored, with a surplus of 228. I'd reduce it by 200 and adjust it upwards as build requirements increase. But that is just me. I prefer to hoard HI than Merchant points. Agreed - this is stock so far with only adjustments were turning OFF "E" class ships and half of the barges. This probably where the surplus came from. 2. Naval shipyards. You have 195 points stored, with a surplus of 55. I'd reduce the surplus to 0, but if you want to accelerate something, then turn on what you need to have a surplus of 5 a turn or so. OK Do you have any suggestions? I was looking at BB Musashi due in Dec.42 for accelerating but its a LOT of points! 3. Vehicle factories. Yes, I'd increase the total to 200. That is 16 more points. Do it in the factories that have either nothing to repair, or the smallest number of repairs to do. That way, you get those vehicles faster. Got it. 4. Armaments. I'd turn off 200 factory points or so, and see what happens. That is a savings of 1200 HI per turn. I was thinking I'd like to eliminate as many Non-port or Non base factories first, Maebashi is a good example where production is eating up supply faster than it can move from Tokyo next door... 5. HI construction depends on many factors. Location is one of the most critical ones. I would NOT build more HI until you know how you will stand long term, meaning not until after you conquer Singapore, Java and Sumatra. You need fuel and resources to feed the HI, and the resource situation of Japan is not in the best of shapes in the beginning. In fact, depending on your supply situation, I would turn ON the DO NOT REPAIR switch for the HI you have already ordered. They repair at the rate of 1/turn, by the way, as long as you have enough supply present (10K) consumming 1K supplies per repair in the process. Good point, I was thinking that Balikpapan was uncontested - no damages, Miri was half damaged & I dumped 5 construction units to speed up repair there, everything else on the island fell without any appreciable damage... Actually Balikpapan already has fuel spoilage since my TK TF's are still enroute there! I'm actually trying to make HI to GET the supply up, but I get your point. 6. An AV supporting 20-24 land-based float planes on ASW with pilots trained to the 70-level in ASW will do wonders to keep enemy subs submerged and away from your ships. I like to disband them in strategic locations where they can cover up to 20 hexes of a convoy's route. But you can also have the AVs join the convoys with a (smaller, 4-9 plane) air group onboard, doing exactly the same . Right now my three main hub shipping lines are; 1) Tokyo - Davao/Babelbobs - Rabaul. 2) Osaka - Takao/Hong Kong - Saigon. 3) Tokyo - Sapporo (Home Is. resources to Tokyo) a Fourth line is probably going to be fuel/oil related Balikpapan - Miri - Nagasaki ALL of these shipping lines hubs have at least one ASW Betty or Nell group. I have Babs along all three routes doing Naval searches, and thinking about spending PP to free up Home Defense A/C, but havent had to yet. The "spoke" AK/AKL's are the only unprotected TF ships so far. The idea is to get in and out of the smaller bases in a day with supply. Comments? Those are a few, personal, and imperfect thoughts. They are NOT the ultimate solution to Japan's woes in RA, but they should help keep you on track. The ultimate solution is to grab resources, oil and refineries intact, preferably along with a good number of HI. But the intact part is the one that is difficult to achieve :) AMEN Brother Kitikami! ... Actually I'm feeling pretty good about my Japanese game after reading your comments... Larry is doing VERY WELL against me playing as the Japanese, We both notice how much different (better!) our game is than against the AI. The RA mod just turns up the heat on you to get your economics in order playing as the Japanese, but they also do put a carrot on the end of this stick!!! Again thanks for your input and advice!
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