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RE: Question for Those Who Play Japan (No Lokasenna please)

 
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RE: Question for Those Who Play Japan (No Lokasenna ple... - 9/17/2014 9:53:42 PM   
rustysi


Posts: 7472
Joined: 2/21/2012
From: LI, NY
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quote:

ORIGINAL: mind_messing


quote:

ORIGINAL: PaxMondo


quote:

ORIGINAL: guctony

By the way as side note don't you think that you give IJ time to prepare 10 division. they will have full prep, equipment, Training and moral. I think when they arrive in 1945 or 44 there would be no time for training. And I think 1945 national training level is lower then 1942. Even left in HI now he has more coverage for HI bases in 1945.

It doesn't really matter. Those depot divisions are divisions in name, but almost totally lack firepower compared to even an early US Army division. Even in x3 defensive terrain they struggle to hold on defense. Look at their TOE ... firepower doesn't show up in the combat odds, only AV, but all of us know that firepower is a critical component of any attack/defense. So those depot div's look like ~400AV, but in reality they don't fight at all like 400 AV allied units.

My experience with the depot divisions is that they can withstand one attack, will suffer +40% disablements and corresponding morale loss, and then fold on the next attack. Pretty much in line with my expectations for +45yo troops with 4 weeks training and no arty (as they are intended to represent).

This is in contrast to the US troops who are intended to represent first rate troops diverted from Europe. We are not, and should not, be comparing apples and apples here. These are apples and raisins.


So, if you train those units up to 80 exp, you will still see the same thing. Use them on attack and disablements/losses will be really high as the units have no organic firepower. They will add to the AV of your attacks, but they will always be very expensive for IJ to use. As someone else noted above, if I was the allies, I would LOVE to give them to the IJ player to use. It will bleed their economy that much faster with a false sense of superiority. As an IJ player, I would hate them as all they will do for me is consume supply the entire game.


The question is, why would you be attacking with the depot divisions? That's not their purpose.

I'm of the opinion that all Japanese LCU's have a use. The Depot Divisions get sent to bases needing garrisons to free up better units for the frontline. The closest the Depot divisions should ever come to the frontline is defending an exposed base from paratrooper attack or defending an island with CD guns (which also solves the lack of artillery problem).

A perfect example of how to use the Depot Divisions would be Truk. It's unlikely the Allies will invade Truk, but at the same time you don't want them to get it on the cheap. Plonk down a Depot division to man the trenches in front of the Naval Fortress and you've a decent defence ready in case the Allies do attack.

If they bypass Truk, well, you've a division cut off, but at least it's not a very good division.


How's this for a possible use for these Depot Divs. Send them to the Manchukuo garrison and release some more good divs from there. Don't know how the PP situation would work, but maybe? Then deal with the Russian onslaught later... if you get that far.


_____________________________

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 mind_messing)
Post #: 151
RE: Question for Those Who Play Japan (No Lokasenna ple... - 9/18/2014 2:22:09 AM   
PaxMondo


Posts: 9750
Joined: 6/6/2008
Status: offline

quote:

ORIGINAL: mind_messing


quote:

ORIGINAL: PaxMondo


quote:

ORIGINAL: guctony

By the way as side note don't you think that you give IJ time to prepare 10 division. they will have full prep, equipment, Training and moral. I think when they arrive in 1945 or 44 there would be no time for training. And I think 1945 national training level is lower then 1942. Even left in HI now he has more coverage for HI bases in 1945.

It doesn't really matter. Those depot divisions are divisions in name, but almost totally lack firepower compared to even an early US Army division. Even in x3 defensive terrain they struggle to hold on defense. Look at their TOE ... firepower doesn't show up in the combat odds, only AV, but all of us know that firepower is a critical component of any attack/defense. So those depot div's look like ~400AV, but in reality they don't fight at all like 400 AV allied units.

My experience with the depot divisions is that they can withstand one attack, will suffer +40% disablements and corresponding morale loss, and then fold on the next attack. Pretty much in line with my expectations for +45yo troops with 4 weeks training and no arty (as they are intended to represent).

This is in contrast to the US troops who are intended to represent first rate troops diverted from Europe. We are not, and should not, be comparing apples and apples here. These are apples and raisins.


So, if you train those units up to 80 exp, you will still see the same thing. Use them on attack and disablements/losses will be really high as the units have no organic firepower. They will add to the AV of your attacks, but they will always be very expensive for IJ to use. As someone else noted above, if I was the allies, I would LOVE to give them to the IJ player to use. It will bleed their economy that much faster with a false sense of superiority. As an IJ player, I would hate them as all they will do for me is consume supply the entire game.


The question is, why would you be attacking with the depot divisions? That's not their purpose.

I'm of the opinion that all Japanese LCU's have a use. The Depot Divisions get sent to bases needing garrisons to free up better units for the frontline. The closest the Depot divisions should ever come to the frontline is defending an exposed base from paratrooper attack or defending an island with CD guns (which also solves the lack of artillery problem).

A perfect example of how to use the Depot Divisions would be Truk. It's unlikely the Allies will invade Truk, but at the same time you don't want them to get it on the cheap. Plonk down a Depot division to man the trenches in front of the Naval Fortress and you've a decent defence ready in case the Allies do attack.

If they bypass Truk, well, you've a division cut off, but at least it's not a very good division.

I was responding to others use of them. Frankly, for me, they have no use except eat supply. By the time they arrive, there aren't any places needing just a garrison. I would not spend PP's to buy them out to send to Truk or MAN or anywhere else. The best use I have found for them is to man some 'beach' hexes in the HI to create a speed bump for when the allies land.

_____________________________

Pax

(in reply to mind_messing)
Post #: 152
RE: Question for Those Who Play Japan (No Lokasenna ple... - 9/18/2014 3:37:09 AM   
1EyedJacks


Posts: 2244
Joined: 3/12/2006
From: The Eastern Sierras
Status: offline
This is a game, played by two sides with different pieces on the board. This is a competitive game that is very-very time consuming to all involved. A lot is invested by all who play. When I play an opponent I want to better manage, out maneuver, and outperform my opponent. I want to win. And so does my opponent. If comparing myself to the historical equivalent, I’d like to see if I can do better than history, and in truth I expect to as I have the benefit of 20-20 hindsight.

Counter Invasion Troops for Japan are just that – emergency units cobbled together in a last-ditch attempt to stave off defeat. PaxMondo, in a previous post up above, noted that the emergency units of the allies, ostensibly coming into this theatre from Europe, are far superior to what Japan receives and he is correct – at least when you compare the quality of the emergency units.

I submit that the intent of the game developers was to bring forth Counter Invasion Troops to the Japanese side of the board only in the event of a full scale attack of their home islands by the allies, as was actually considered near the end of the pacific war by the American Commander in Chief.

Take a moment to go back and review what Alfred noted in his supportive view of this tactic.
- 9 reinforcement divisions (cobbled units) at 65% of their full strength plus 1 unit that comes onto the board at full strength.
- There is a cost associated with each squad of (I don’t have the editor in front of me but I am pretty sure Alfred was correct here) 17 points of armament, 17 points of manpower, and 102 HI.

I also point out that there are other indirect costs for these units in both supplies and resources for as long as they remain on the board.

Think about this economic impact to Japan from mid-1942 through mid-1945. Just kind of chew upon the support costs for rebuilding, training, and then maintaining 10 extra divisions that stack up poorly (and I’m being charitable in use of the of the word ‘poorly’) to standard Japanese infantry divisions and of which would cost you an arm and a leg to even attempt to deploy off-island in the use of the limited amount of political points that Japan generates. And there is no way for Japan to disband these units either. They can’t take them off the board…

I submit that the cost to Japan’s economy over a 3 year period is the equivalent of 1 or 2 nuclear attacks against Japanese industry if the allies were to trigger the Counter Invasion Forces of Japan through a suicide attack of the home islands.

If, as Alfred states in a previous post up above, it would be considered ‘totally unacceptable for Japan’ to use a *TF of Japan in an attempt to trigger the allied Counter Invasion Troops then I submit it is no less ‘unacceptable’ to enforce Counter Invasion Troops upon Japan that would actually deploy by a Doolittle invasion and of which Japan cannot remove from the board. And since the allies would receive good top-notch infantry divisions for their Counter Invasion Troops, it would in truth be brain-damaged for Japan to even consider this trigger unless they had a massive hammer in the area of the map that such allied troops would arrive at.

In any event if I am playing the side of Japan and you are playing as the allies, and you invoked such a strategy against me I would thank you for the game and tilt my king to you.


_____________________________

TTFN,

Mike

(in reply to PaxMondo)
Post #: 153
RE: Question for Those Who Play Japan (No Lokasenna ple... - 9/18/2014 4:09:45 AM   
mind_messing

 

Posts: 3393
Joined: 10/28/2013
Status: offline
quote:

Think about this economic impact to Japan from mid-1942 through mid-1945. Just kind of chew upon the support costs for rebuilding, training, and then maintaining 10 extra divisions that stack up poorly (and I’m being charitable in use of the of the word ‘poorly’) to standard Japanese infantry divisions and of which would cost you an arm and a leg to even attempt to deploy off-island in the use of the limited amount of political points that Japan generates. And there is no way for Japan to disband these units either. They can’t take them off the board…


Incorrect. They can be disbanded.

See the following - http://www.matrixgames.com/forums/tm.asp?m=2622371&mpage=1&key=Japanese%2Cemergency%2Creinforceme?

quote:

ORIGINAL: guctony

By the way as side note don't you think that you give IJ time to prepare 10 division. they will have full prep, equipment, Training and moral. I think when they arrive in 1945 or 44 there would be no time for training. And I think 1945 national training level is lower then 1942. Even left in HI now he has more coverage for HI bases in 1945.

It doesn't really matter. Those depot divisions are divisions in name, but almost totally lack firepower compared to even an early US Army division. Even in x3 defensive terrain they struggle to hold on defense. Look at their TOE ... firepower doesn't show up in the combat odds, only AV, but all of us know that firepower is a critical component of any attack/defense. So those depot div's look like ~400AV, but in reality they don't fight at all like 400 AV allied units.

My experience with the depot divisions is that they can withstand one attack, will suffer +40% disablements and corresponding morale loss, and then fold on the next attack. Pretty much in line with my expectations for +45yo troops with 4 weeks training and no arty (as they are intended to represent).

This is in contrast to the US troops who are intended to represent first rate troops diverted from Europe. We are not, and should not, be comparing apples and apples here. These are apples and raisins.


So, if you train those units up to 80 exp, you will still see the same thing. Use them on attack and disablements/losses will be really high as the units have no organic firepower. They will add to the AV of your attacks, but they will always be very expensive for IJ to use. As someone else noted above, if I was the allies, I would LOVE to give them to the IJ player to use. It will bleed their economy that much faster with a false sense of superiority. As an IJ player, I would hate them as all they will do for me is consume supply the entire game.


The question is, why would you be attacking with the depot divisions? That's not their purpose.

I'm of the opinion that all Japanese LCU's have a use. The Depot Divisions get sent to bases needing garrisons to free up better units for the frontline. The closest the Depot divisions should ever come to the frontline is defending an exposed base from paratrooper attack or defending an island with CD guns (which also solves the lack of artillery problem).

A perfect example of how to use the Depot Divisions would be Truk. It's unlikely the Allies will invade Truk, but at the same time you don't want them to get it on the cheap. Plonk down a Depot division to man the trenches in front of the Naval Fortress and you've a decent defence ready in case the Allies do attack.

If they bypass Truk, well, you've a division cut off, but at least it's not a very good division.

I was responding to others use of them. Frankly, for me, they have no use except eat supply. By the time they arrive, there aren't any places needing just a garrison. I would not spend PP's to buy them out to send to Truk or MAN or anywhere else. The best use I have found for them is to man some 'beach' hexes in the HI to create a speed bump for when the allies land.


There's always somewhere that needs a garrison beefed up!

To me, they seem very useful units. Essentially a reinforced mixed regiment with a little heavy artillery. Bullwinke's thread shows them as having a stacking cost of 4.7k - ideal for islands with 6k stacking limits.

Looking at tracker, I suspect they've been beefed slightly to the tune of fifty odd IJA squads.

(in reply to 1EyedJacks)
Post #: 154
RE: Question for Those Who Play Japan (No Lokasenna ple... - 9/18/2014 4:27:58 AM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline
Only 2 can be disbanded. You're stuck with the rest.

Also, I think Alfred was putting forth the question of a Japanese TF off the coast of the US, triggering CONUS emergency reinforcements, as a hypothetical with an obvious answer - what Allied player wouldn't want the extra units, hrm?

I added up the supply. Out of combat, they're going to eat ~100K supply over 3 years. Triggered in early 1942, by the end of 1942 they're up to 50+ Exp for me. Not terrible. Better than some of the other units I've got. I'll send some of them somewhere, I'm sure.

(in reply to mind_messing)
Post #: 155
RE: Question for Those Who Play Japan (No Lokasenna ple... - 9/18/2014 4:28:29 AM   
rustysi


Posts: 7472
Joined: 2/21/2012
From: LI, NY
Status: offline
I have followed this thread since it first came out. In all fairness to the Moose if you have read it you'll see it is a no holds barred slugfest. There are no PP's (I know I made reference to this above but its been a while since I've been here) to pay for the movement of these units etc. So if he and his opponent have agreed to play this way, and that is my understanding, I say have fun.

_____________________________

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 mind_messing)
Post #: 156
RE: Question for Those Who Play Japan (No Lokasenna ple... - 9/18/2014 4:56:03 AM   
paradigmblue

 

Posts: 784
Joined: 9/16/2014
From: Fairbanks, Alaska
Status: offline

quote:

ORIGINAL: Amoral

quote:

ORIGINAL: Bullwinkle58

So, given that, the question arises if the "gamey" charge is leveled: when is it NOT "gamey" to activate this Japan depot div. package?


If your intention in landing is to force a bad AI decision because you know about a limitation in game mechanics, then your intention is to game the system




Intentions non-withstanding, I have to disagree that landing troops on the Home Islands to generate the troop activation is "gamey". Allied command knew that Japan was strapped for resources during the war, and it's not a unreasonable conclusion that by threatening the Home Islands with ground invasion early in the war would have tied up Japanese manpower and resources on the Home Islands when they would have been better served in New Guinea, China, or the Pacific Islands.

Triggering the AI's response to the invasion threat doesn't seem gamey to me, or even like a particularly ahistorical goal.

(in reply to Amoral)
Post #: 157
RE: Question for Those Who Play Japan (No Lokasenna ple... - 9/18/2014 5:16:47 AM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline
I see no problem provided all the depot divisions can be disbanded. Otherwise, it is gamey in my book.

(in reply to paradigmblue)
Post #: 158
RE: Question for Those Who Play Japan (No Lokasenna ple... - 9/18/2014 2:18:03 PM   
Lecivius


Posts: 4845
Joined: 8/5/2007
From: Denver
Status: offline
It's no more 'gamey' than the Doolittle raid making Japan keep a large chunk of it's fighter capability flying circles for a few years over the home islands.

My .02

(in reply to Yaab)
Post #: 159
RE: Question for Those Who Play Japan (No Lokasenna ple... - 9/18/2014 5:03:03 PM   
Amoral

 

Posts: 378
Joined: 7/28/2010
Status: offline

quote:

ORIGINAL: paradigmblue


quote:

ORIGINAL: Amoral

quote:

ORIGINAL: Bullwinkle58

So, given that, the question arises if the "gamey" charge is leveled: when is it NOT "gamey" to activate this Japan depot div. package?


If your intention in landing is to force a bad AI decision because you know about a limitation in game mechanics, then your intention is to game the system




Intentions non-withstanding, I have to disagree that landing troops on the Home Islands to generate the troop activation is "gamey". Allied command knew that Japan was strapped for resources during the war, and it's not a unreasonable conclusion that by threatening the Home Islands with ground invasion early in the war would have tied up Japanese manpower and resources on the Home Islands when they would have been better served in New Guinea, China, or the Pacific Islands.

Triggering the AI's response to the invasion threat doesn't seem gamey to me, or even like a particularly ahistorical goal.



This is a good point.

For me the difference between playing it as a simulation or a game is if you keep in mind what might have happened when you are picking goals or your operations. And as Bullwinkle has said there is a lot of grey area if you are trying to second guess what commanders 70 years ago might have done. For me it is what you as a player were thinking when you set up the dominoes.

(in reply to paradigmblue)
Post #: 160
RE: Question for Those Who Play Japan (No Lokasenna ple... - 9/18/2014 6:54:03 PM   
Bullwinkle58


Posts: 11302
Joined: 2/24/2009
Status: offline

quote:

ORIGINAL: Amoral


For me the difference between playing it as a simulation or a game is if you keep in mind what might have happened when you are picking goals or your operations. And as Bullwinkle has said there is a lot of grey area if you are trying to second guess what commanders 70 years ago might have done. For me it is what you as a player were thinking when you set up the dominoes.


I go one step deeper.

My opponent, up-thread after our game ended in part over this issue, posits that this tactic goes against the developers' intent. I prefer to argue that the developers' intent is most fully on display in what the game actually DOES, how it operates. That's objective; it is observable. I argued that when I advertised for an opponent two years ago, I argued it during the game several times, and I repeat it now. You may not like how the game does things--I certainly grit my teeth on occasion--but how it operates is fixed and known by each side. In that sense it is an elegant solution to the debate.

_____________________________

The Moose

(in reply to Amoral)
Post #: 161
RE: Question for Those Who Play Japan (No Lokasenna ple... - 9/19/2014 5:16:58 PM   
Yaab


Posts: 4552
Joined: 11/8/2011
From: Poland
Status: offline

quote:

ORIGINAL: Lecivius

It's no more 'gamey' than the Doolittle raid making Japan keep a large chunk of it's fighter capability flying circles for a few years over the home islands.

My .02


But that was Japan's DECISION to keep those fighters over the Home Islands in reaction to the raid. Here, the code creates 9 divisions of which only 2 can be disbanded. I play as Japan and I cannot decide whether to keep these divisions or not.

(in reply to Lecivius)
Post #: 162
RE: Question for Those Who Play Japan (No Lokasenna ple... - 9/19/2014 5:57:39 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: Yaab


quote:

ORIGINAL: Lecivius

It's no more 'gamey' than the Doolittle raid making Japan keep a large chunk of it's fighter capability flying circles for a few years over the home islands.

My .02


But that was Japan's DECISION to keep those fighters over the Home Islands in reaction to the raid. Here, the code creates 9 divisions of which only 2 can be disbanded. I play as Japan and I cannot decide whether to keep these divisions or not.


And Japan can choose to keep them somewhere out of combat, only using up 100K supplies over 3 years, if they don't want to use them.

That's really not a lot of supply to budget for over the course of 75% of the war. Compare to the cost the US incurs to inflict this supply "strain"...

We'll see how it goes. I haven't disbanded either unit that are capable of disbanding, because one is the Guards Depot Division and it comes with decent devices - it actually has artillery, for example. And it seems silly to just disband 1 of them, so I kept the other one too.

(in reply to Yaab)
Post #: 163
RE: Question for Those Who Play Japan (No Lokasenna ple... - 9/19/2014 6:32:02 PM   
mind_messing

 

Posts: 3393
Joined: 10/28/2013
Status: offline

quote:

ORIGINAL: Lokasenna


quote:

ORIGINAL: Yaab


quote:

ORIGINAL: Lecivius

It's no more 'gamey' than the Doolittle raid making Japan keep a large chunk of it's fighter capability flying circles for a few years over the home islands.

My .02


But that was Japan's DECISION to keep those fighters over the Home Islands in reaction to the raid. Here, the code creates 9 divisions of which only 2 can be disbanded. I play as Japan and I cannot decide whether to keep these divisions or not.


And Japan can choose to keep them somewhere out of combat, only using up 100K supplies over 3 years, if they don't want to use them.

That's really not a lot of supply to budget for over the course of 75% of the war. Compare to the cost the US incurs to inflict this supply "strain"...

We'll see how it goes. I haven't disbanded either unit that are capable of disbanding, because one is the Guards Depot Division and it comes with decent devices - it actually has artillery, for example. And it seems silly to just disband 1 of them, so I kept the other one too.


At the very least, it's 18 engineer devices that you can use to dig size 9 airbases in hexes with static base forces in the HI.

(in reply to Lokasenna)
Post #: 164
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