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Two question on playing the Japanese

 
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Two question on playing the Japanese - 3/31/2004 5:50:31 AM   
rich91b

 

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Joined: 3/26/2004
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In WiTP, as Japanese player, is it relatively easy to differentiate between Army and Navy assets?

I like the idea of two players making their own process to issue orders for the Japs, one for all Army assets, the other for all Navy. You could take this further with monthly dice rolls to determin which of the two gets to manage production for that month.

Second question, with the context that some of the Jap operational planning was FUBAR.

Is it possible / worthwhile to have a game option 'Japanese BB doctrine' where Jap BBs are prevented from being included in Air Combat TF (simulating the fact that Yamamoto missed the best use for these dinosaurs?)
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RE: Two question on playing the Japanese - 3/31/2004 5:08:21 PM   
Damien Thorn

 

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Wouldn't it be better to divide forces up by theater rather than Army/Navy if you want 2 players to play Japan?

(in reply to rich91b)
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RE: Two question on playing the Japanese - 3/31/2004 5:30:37 PM   
Mr.Frag


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I understand what you are getting at, but production is not dynamic enough to deal with at that kind of speed.

As most folks are going to find out their very first game, messing with production without sitting there and looking about 2 years in advance results in you completely breaking the bank.

Production changes (conversion) damage things (retooling, building, etc). This damage requires repair which takes lots of time and worse yet consumes lots of supplies.

Expansion of production is similar, the expansion takes place for a one time cost of supplies but enters in damaged state where it is repaired 1 per turn as long as the supplies hold out.

(in reply to Damien Thorn)
Post #: 3
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