ORIGINAL: Mike Solli
To be honest, I don't know. I've never kept it as a Claude factory past 7 Dec 41.
There is another Claude group that comes out like within 60 days if that's any indicator.
Moderators: wdolson, Don Bowen, mogami
ORIGINAL: Mike Solli
To be honest, I don't know. I've never kept it as a Claude factory past 7 Dec 41.
ORIGINAL: scout1
No way. The Mavis (if memory serves) has the longest legs of any search a/c. I increase these puppies. Always good to know what the Limeys and Yanks are up to [;)]

That's ok I know where to get more, just don't tell PETA...they scare me.[:D]ORIGINAL: dtravel
ORIGINAL: niceguy2005
I am about 99% sure I had a BB repair 3 points in one turn. Once, in a distant galaxy, a long time ago...
And then all your penguin POWs dropped dead from overwork. [:D]

What concerns me is over committing my supply levels. As a novice, I am constantly checking those supplies fearing I will run out - I'm used to the Allied side where you always have more supply then you need, it's more a matter of finding the ships to get it to the front safely that is the problem.ORIGINAL: aletoledo
I'm in the beginning of '43 and have initiated taking my osaka repair yard to 200 repair points. I guess I have a lot of damaged ships and even distributing them amoung all the decent yards, I find that I still use up all the points each turn.
I knew I needed the extra points and so I started increasing the capacity early, but after the initial increases finished, I had a lull in the fighting and didn't continue increasing the yards. I regret that and probably should have cranked it up to 200 from the very beginning. it was hard (and still is) on supply, but I feel its been worth it so far, because cruisers really seem to benefit the most and I can turn them around easily.


Thanks Pauk...makes sense...I have already started #4 in some cases...bad idea?ORIGINAL: pauk
depends on your playing style and progress you've made in opening months.
If you capture resources and oil intact (or almost intact) then you will have enough supply for that. And maybe even more.
But be careful, you have to choose what is most important to you. In general this is how i rate it.
1. nakajima engines
2. increasing Zero production
3. arnament production
4. supply for building forts/AFs (sooner or latter you have to defend captured bases)
5. repair yards

ORIGINAL: niceguy2005
Thanks Pauk...makes sense...I have already started #4 in some cases...bad idea?ORIGINAL: pauk
depends on your playing style and progress you've made in opening months.
If you capture resources and oil intact (or almost intact) then you will have enough supply for that. And maybe even more.
But be careful, you have to choose what is most important to you. In general this is how i rate it.
1. nakajima engines
2. increasing Zero production
3. arnament production
4. supply for building forts/AFs (sooner or latter you have to defend captured bases)
5. repair yards

ORIGINAL: scout1
Turn off the Mavis factory too. It'll upgrade to Emily in Jan 42
No way. The Mavis (if memory serves) has the longest legs of any search a/c. I increase these puppies. Always good to know what the Limeys and Yanks are up to [;)]
ORIGINAL: Charles_22
ORIGINAL: Mike Solli
To be honest, I don't know. I've never kept it as a Claude factory past 7 Dec 41.
There is another Claude group that comes out like within 60 days if that's any indicator.
ORIGINAL: pauk
depends on your playing style and progress you've made in opening months.
If you capture resources and oil intact (or almost intact) then you will have enough supply for that. And maybe even more.
But be careful, you have to choose what is most important to you. In general this is how i rate it.
1. nakajima engines
2. increasing Zero production
3. arnament production
4. supply for building forts/AFs (sooner or latter you have to defend captured bases)
5. repair yards
ORIGINAL: Mike Solli
ORIGINAL: Charles_22
ORIGINAL: Mike Solli
To be honest, I don't know. I've never kept it as a Claude factory past 7 Dec 41.
There is another Claude group that comes out like within 60 days if that's any indicator.
I use Claudes to train up my disbanded naval fighter groups. (Same with Nates for my disbanded army fighter groups.) After they are trained, I switch them to the frontline fighters. You start out with well over 300 Claudes (and over 900 Nates). Why waste them. They were paid for before the game began so why waste frontline fighters you are producing on your half-trained dimwits? If one of them crashes and burns in one of these, just accept replacements to get a replacement aircraft and grab another pilot.
I never use all the repair yard capacity that I have, but I tend to have games where my losses among the IJN are light. The advantage of a super repair yard is that you don't have to manage it as much. You just dump x durability points into the yard and leave it alone. If ship durability > 4 x repair yard size, then the ship will not benefit from the repair yard. The highest durability ships are 185 pt Yamato class, so a 45 point shipyard could do repairs on the Yamato, though repairs would be infrequent. The other advantage of a super yard is that it is esier to protect. You can CAP it more powerfully if you use only one and you don;t have to worry about ships transitting sub infested waters to disperse to multiple repair yards. The disadvantage is that too many smaller ships will sap all the repair points and leave you unable to repair the biggies. So the best thing to do is probably to put the big guys in Tokyo, then take their escorts to another port for repair.ORIGINAL: Zemke_4
At the risk of sounding very dumb about the Japanese prodution system, I have a few questions for the "experten" out there.
Is is worth it for Japan to invest in increased ship repair? I am playing one PBEM where I did a significant increase in the ship repair yard in Tokyo, the up grade too a long time to take effect and during that time I had very few supplies, but now Tokyo is producing double the repair points it was at the start, did I make a mistake, should I have not created the SUPER repair yard?
As far as new ship production is conerned, the location of the naval shipyard does not have an effect upon production speed at a given location. Only your pool of Naval build points matters. To the extent that your increase allows accleration of individual ships, it will have an effect, but otherwise there is no advantage to haviing a bigger yard in Tokyo.ORIGINAL: Zemke_4
I also increase the Naval ship yard size in Tokyo with the hope that it would give me faster ship production coming out of Tokyo, again did I make a mistake in thinking this?
Expansion saps supply production big time. I try to have no more than 10 factories repairing per day, though I exceed this in the first few weeks of the war.ORIGINAL: Zemke_4
Supplies seems to build up very slowly for me in Japan, granted I have various factory changes in effect or factory increase in effect, which I suspect is the problem, or is Japan supply production just very slow?
It is up to you. R&D may result in very little benefit at very high cost. Due to the likelihood of little payoff, many recommend not conducting research. However, research into an airframe that you plan to produce in large numbers is not bad. I would not research any plane where I wasn't going to field at least 1000.ORIGINAL: Zemke_4
R and D of new plane types. I have read that one should start R&D on future planes, while at the same time I have read in some "Guides" to stop R&D on future planes. What should I be doing?
Convert the A5M4 plant in Nagasaki to A6M2 and expand to 16-20
Yep, it does. However, you lose a bit of production while you wait 23-30 days. Another choice would be to halt the A5M4 and expand the factory to 24. In early January (usually first 10 days or so), it will autoconvert and save you 6k in supply. I prefer to have the Zeros coming off the line in December.ORIGINAL: wild_Willie2
Convert the A5M4 plant in Nagasaki to A6M2 and expand to 16-20
Would not do it as it auto converts to A6's in january [;)][:D]
I tend to agree with you. While I do not micro manage quite as much as you do, I check things often. I do a lot of halt/restart of factories to throttle production as well. For someone with little experience with the Japanese production system, doing all that can be hard. I think it is better to err on the side of caution for a newbie.ORIGINAL: irrelevant
Oz, I agree with just about everything you have said (I can't believe you have only 805 posts; yours has to be the best ratio of garbage posts:total posts, as well as quality posts:total posts of anyone on the board).
That said I do see a couple of things differently. I think it is important to start to increase vehicles and armaments early. It's similar to compound interest; the largest effect is gained by beginning to make small contributions early, rather than waiting until later and contributing more. There are so many BFs that really need to have those 40 SNLF squads added so they can form a viable standalone defense force, or garrison in China, or a force to assault an empty base. Plus there are so many LCU reinforcements; it makes a big difference to the quality that you end up with, whether these arrive full strength or at 25%.....
I have similar feelings about repair yards. I like to expand the repair yards in the few size 10 ports so they are at least 100 points. I then also put 4 ARs in each of these, as well as a naval HQ. This maximizes the potential at these locations for basic repair, and then there are ample repair points available to take advantage of the repair die rolls if they fall your way.
I also do the same for naval shipyards. I like to expand the small ones, to get a bump of 10-20 NSPs per turn right away, and then do selective expansion so there are always one or two of them repairing.
I micromanage factory repair for the first six months or so, turning repairs on and off, sometimes every day, until the supply situation stabilizes. If you want to maximize the efficiency of your factory repairs, you have to look at each city where you have incomplete expansion, every day. In one city you may have expanded several different factories, yet find that you have only enough supply available there to repair one or two factory per turn. You can let the game decide which will be repaired, or you can do it yourself by setting the others to "do not repair". Unfortunately there are scant tools available in the game for keeping track of this, so the player must devise his own....
A team game is ideal for this. One player can manage the frontline forces, while the other manages production, supply, LCUs in the Home Islands, convoys, and China.
All in all I prefer to expand these unglamourous factories at the expense of a/c
....anyway, expanding some of the very smallest factories at the start, and then when those are complete, expanding some others, allows you to grow at a controlled pace.....
better read this over tomorrow; a bit of red-wine induced fever tonight[:o]
ORIGINAL: Mike Solli
ORIGINAL: Charles_22
ORIGINAL: Mike Solli
To be honest, I don't know. I've never kept it as a Claude factory past 7 Dec 41.
There is another Claude group that comes out like within 60 days if that's any indicator.
I use Claudes to train up my disbanded naval fighter groups. (Same with Nates for my disbanded army fighter groups.) After they are trained, I switch them to the frontline fighters. You start out with well over 300 Claudes (and over 900 Nates). Why waste them. They were paid for before the game began so why waste frontline fighters you are producing on your half-trained dimwits? If one of them crashes and burns in one of these, just accept replacements to get a replacement aircraft and grab another pilot.
