Lokasenna
Posts: 9297
Joined: 3/3/2012 From: Iowan in MD/DC Status: offline
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quote:
ORIGINAL: rustysi quote:
2. What are some good "ballparks" to shoot for on level of armaments and vehicles? Leave armaments alone, no need to increase IMHO. I usually get my stockpile up to 150k and turn most off for a while, most here are against something like this. It's actually a good idea, but only very rough. Instead, I recommend using Tracker to make sure your trend line is always at least 100K over your need. quote:
ORIGINAL: rustysi Now I know in mid-late '43 Japan gets lots of ground forces, but here's my take. Sometime in '42 I will hit my target and I turn off most armaments to build up my HI stockpile. HI is my 'cash', once spent I can't get it back, and I think I'll need it for all those shinny new planes I'll be building by '44. IRL Japan produced over 1000 fighters a month in '44. I would probably turn the armaments back on somewhere around April-June '43, but that's me. YMMV. This is the part I'd disagree with. I'd also say that HI isn't your cash - supplies are your cash in the bank. It's how you actually get units onto the board. HI is more like...your credit rating. Sort of. Or your non-cash assets, perhaps. If we were going with a cash analogy. Yes, ARM/VEH are the most expensive things to make - it costs more raw HI to make a tank (72+) than a single engine plane (36). But, at the risk of breaking a small bit of opsec, HI stockpile isn't going to turn out to be your breaking point. In my game I'm rocking "only" 2.75M so far in June 1944, and only trending about 2600-2700 per day (I've made up to 4000 per day at times, but my aircraft production has ramped up a little bit and I've turned some ARM back on as well). My ARM trend is 175K over my need, but I'm going to keep stockpiling that for a while. I'd also rather stockpile airframes on the front end, while my factories aren't at risk at all, than on the back end. I'm also looking at probably being able to defend the HI from any serious air raids for at least another year, at which point I only have 8-9 months to go. All of this is to say that you don't need to stockpile HI as the end-all, be-all. Also, you should stockpile ARM/VEH before any of the factories get bombed out. If you don't have the factories, you can't make the device - but if you have ARM/VEH in the pools, you can. quote:
ORIGINAL: rustysi Vehicles I take up to 200, YMMV. I attempt, but never have achieved a 50K bankroll. I still recommend 250. I've turned mine back to 225 at this point as I've received most of my vehicle reinforcements by now. Looking back at my VEH pool history, I've definitely been as high as 65K in the bank and I want to say as high as 83K or so (before an enormous LCU Spawnday). It takes a while to get to that point, though. Your recommendation of turning off replacements on HQs and such is not a bad one, but I think by May 1942 you should have enough VEH production to not only keep pace with upgrades/replacements but begin to stockpile for later in the war. quote:
ORIGINAL: rustysi quote:
3. Refineries: I'm assuming it is better to leave most of them on and change oil to fuel in the hinterlands as well as home islands, and then ship back excess oil stockpiles form key ports to home islands? You have a glut of refineries in the HI and a dearth of oil. Don't repair refineries that you capture, just ship the oil to the HI. You'll probably always have more refineries than oil anyway. Depending on the situation, I might advocate for repairing some refinery at Palembang for the following reasons: 1) You'll be challenged to ship everything out through Palembang directly. This even includes supplies, assuming the Refinery is at or near starting capacity and you are not playing a mod that eliminates Refinery supply production. 2) It is difficult to ship Oil out of other ports on Sumatra (remember that each point of Oil at a base increases its ability to load oil on a per-ship basis at a port). 3) It is not as difficult to ship Fuel or Supplies out of other ports because you can more easily increase the demand for them (either via the Supply requested spinner on the base screen, or basing ships/TFs at the port). 4) You are going to want a budget of "operating fuel" in the area - potentially more than Balikpapan, Tarakan, Miri, and Java can provide. quote:
ORIGINAL: rustysi quote:
What would you say is the single most important use of PP for Japan? Early on its buy divisions, divisions, divisions. Now as you know this is not easy as they cost around 1800 points and you get 50/day, do the math. Manchukuo has them in spades, just watch your garrison requirements and don't drain it to the absolute minimum. Look for the highest experience units with a good artillery component, they'll perform best against the Western Allies. The 14th ID I think (IIRC) should be your first. As for combining divisions, Japan starts with many broken down. There are two in Manchukuo, the 1st, and the 8th. The 8th is a nice unit and if you wait 'til the 4th brigade fills up its mortar complement the combined unit will have 2 dozen of these added to its artillery base. The unit will however cost in the neighborhood of 2200 PP's if you do this so its your choice. There are two with regis that are separated from the parent and you would have to ship them in to get the whole unit. Also the 5th and the 18th will be broken down in Malaya when they finish landing, you could leave them that way until ready to assault Singers. There're also a number of brigades in China that can combine immediately and some later when their other half arrive as reinforcements. These are generally poorly equipped units and combining or not I think is a personal choice, as they're largely only good as garrisons. Full divisions generally fight better than their component units, but note the leader once they're combined. Quite often his 'land' number will be poor. OTOH splitting units can be advantageous, especially in China. Japan gets bunches of small nationalist Chinese units. I will break these into components in order to make them fit the garrison requirements better. As usual the above is JMHO, and I'm often one to go against convention or the grain if you will. Hope it at least gives you some food for thought. Yes, jumble your RGC and other such units in China around to meet the minimum garrison requirements. These bases are pretty much never going to be vulnerable to an Allied offensive, so defending them with more than the minimum garrison is not important. There are also many with 120, 180, 210, and 320 AV requirements - try to shuffle your units such that you free up the bigger ones to combine into divisions so that you can use those elsewhere. Otherwise... granted I'm playing no PPs to cross borders in my game, but I'm sitting on almost 12K PPs in 6/44. There just isn't much use for them as most units arrive with decent COs, the IJN CO pool is actually rather sparse for some ship types, and so forth.
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