Aurorus
Posts: 1314
Joined: 5/26/2014 Status: offline
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quote:
ORIGINAL: Macclan5 I thank all contributors. Clearly there is often more than one correct opinion as often is...and context is important. i.e. what game version, what long term strategy is entertained. -- As I move through my second GC as an Allied Player (updated AI) I am finding some many dozens of deficiencies on my first play through. Imagine Its amazing how inexperienced I was; but equally its fascinating to note I did do many things right and the learning curve of this game is 'entertainment in and of itself'. There is always something I hadn't considered. The pace is obviously much quicker as well. -- I intend / entertain learning the Japanese side (vs AI and PDU Off); this advice will be invaluable. ...and then eventually a trial PBEM game through 2018... another opportunity to learn and experiment and have fun. Playing Japan against a human player is much different than againt the AI for many reasons. Against the AI, as Japan, you must use an orthodox strategy and not make moves outside the timeline of the AI script or your will "break" the AI. Against a human player, you have more freedom. One thing that you want to keep in mind as Japan is that you can conquer Malaysia, the DEI, Luzon, Burma, China (up to Chungking), and the Coral Sea area in many different ways. The speed of the conquest is not always the most important thing. If you intend to conduct operations anywhere beyond this zone, however, the condition of your ground forces, your supply and fuel use must be taken into account. By June, U.S. units have begun to deploy in some force to regions outside the traditional conquest zone and you need full-strength units moving in force to make any further advances. If you burn out your army with large numbers of squads disabled while taking Luzon, the DEI, Burma, etc... the pace of your overall advance will slow greatly. For example, if you take Luzon in a month, but have 3 divisions with 150 disabled squads, you will need, under optimum circumstances, 4-6 weeks before these units are ready for another campaign. If you take Luzon in 6 weeks, but have only 50 disabled squads in the divisions, these units can be ready for further action almost immediately. The object of the conquest phase is not simply to advance as quickly as possible on the initial objectives. It is also to maximize allied losses while minimizing Japanese losses. Spending months recovering your forces from your initial moves will allow the U.S. units to move into key positions outside the initial conquest zone, fortify, and make further gains very difficult. Also supply is a concern. Long sieges, such as an extended artillery dual at Manilla or Clark, for example, that continues for a month, use up a large amount of supply. If this practice is again used at Rangoon and at Chungking, for example, and elsewhere, additional conquests become problematic because supply will never build up to level sufficient to hold off a push by the allies in 43 and 44. As Japan, come in force, take the objective and move on. Try not to become involved in long siege battles. Playing for auto-victory is a gamble (especially in PDU:off, where you cannot simply overwhelm the allied air force with 2nd generation fighters). I think Alfred understand the situation best when he suggests that it is best to play for auto-victory on Jan. 1, 1944. With this goal in mind, the gamble is minimized, because Japan must still stockpile supply to hold off an allied push in late 1943. Since I wish to win an auto-victory and play beyond to make a respectable defense of Japan, I use a hybrid approach in my games: trying to win but also trying not to burn out the Japanese economy in the process.
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