I've seen lots of rationalizations from the Japanese but the only person who has actually posted their aircraft production totals was for a game that was a complete blowout for Japan and is lost by the end of 42. Not an average example by any means. How about posting your production totals Pauk. How many first line fighters are you pumping out?
Jim, I assume you are referring to my game. The thing about it is that this "blowout" was entirely created by the allied player's tough defence of the SRA's oilfields and resources. You dismiss this game as not being an average example yet you want to use a game where the Brits have been nullified by the loss of India along with several other abnormal factors. I would submit that my game is closer to the average than is Andy's.
Andy's game, as he himself admits, is hardly an average example. It simply represents a game at the opposite end of the spectrum as mine.
Jim, have you played a PBEM as the Japanese player? If you haven't, I would strongly suggest that you do. You have a lot of misconceptions about Japanese production that only experience will correct. You neglect to mention the number of obsolete aircraft factories Japan is stuck with at the start and she can't upgrade them without using a significant portion of her available supply.
I’ve listed the beginning Japanese production values for fighters at the start of a stock Scenario 15 game. As you can readily, Japan starts with a very limited production ability and it is very expensive in oil, resources and supply to upgrade her factories. Upgrades must be done over a long period of time otherwise the Japanese player will bankrupt himself.
Engines:
Mitsubishi: 865
Nakajima: 360
Kawasaki: 110 (can’t be used until the Ki-61 Tony comes on line in Aug 42.
Fighter Production:
A5M4 Claude: 6
A6M2 Zero: 104
A6M2-N Rufe: 14
Ki-27 Nate: 70
Ki-43 Oscar: 62
Fighters Available in Pools:
A5M4 Claude: 220
A6M2 Zero: 51
A6M2-N Rufe: 7
Ki-27 Nate: 710
Ki-43 Oscar: 67
Fighters assigned to Land Units
Ki-27 Nate: 18 squadrons totaling 447 Nates
Ki-43 Oscar: 2 squadrons totaling 59 Oscars
Ki-44 Tojo: 1 squadron totaling 9 Tojos (none being produced)
A5M4 Claude: 12 squadrons totaling 219 Claudes
A6M2 Zero: 5 squadrons totaling 132 Zeros
Fighters assigned to Carriers
A5M4 Claude: 3 squadrons totaling 30 Claudes
A6M2 Zero: 6 squadrons totaling 126 Zeros
As you can see, Japanese production and aircraft strength in fighters at the start of the game is quite anemic. (Makes you wonder why they even chose war with these levels). Many of the squadrons begin under strength and short of pilots (so much for saving the pilots to replace combat losses).
Let’s see what it takes to optimize production without increasing it. First we upgrade all Nate factories to build Oscars. That will give us a total monthly production of 132 Oscars. It will be 1-2 months and 70,000 supply to fully upgrade. Then it will take over 3 months to upgrade all Nate squadrons and that’s assuming we have no combat or ops losses. With losses, the true upgrade time is closer to 6-9 months.
Let’s do the same for the A5M4 and A6M2 units. We upgrade A5M4 factories to the A6M2. Wow, only cost 6000 supply to do but of course we only get 6 more Zeros for a total A6M2 production of 110 aircraft. It will take about 3 months of production before all Claude units can upgrade to the Zero, assuming again no combat or ops losses. As the Zeros are in heavy action from the start we know there will be significant combat and ops losses. Let’s assume a loss rate of 100 a month. So that gives us only 10 Zeros added to the pool each month! At that rate it will take 24 months to upgrade all Claudes. It will be far worse once the Zero bonus goes away.
The simple fact is the Japanese player must upgrade his factories and must do it early (but in moderation) otherwise the war is over by the end of 42 because he will be out of aircraft. I haven’t figured in the total resources, oil and HI required to produce these aircraft but suffice to say that if the SRA oil and resources is damaged more than 50%, the Japanese player will not be able to provide an effective defense for very long.
I do agree that there are issues with allied production. I do not agree that the ability of Japan to increase her production is the cause of the problem. This issue wouldn’t be present with a more realistic air model and more accurate allied production numbers.
I did look at RL Hellcat production stats and they actually don’t appear to be that far off from the game from a monthly production standpoint. A total of 4402 F6F-3 Hellcats were produced between Jan 43 (only 32 were produced in 1942) and April 44. Deliveries began in Jan 43. 209 of these were given the Marines and 252 were given to the RN FAA. That leaves 3941 Hellcats produced for the Navy in 16 months of production. Approximately 300 were provided to Atlantic fleet for operations on CVEs and in Corsica. So that leaves 3641. Using Jan 43 as a start date that gives 16 months worth of production for an average of 227 aircraft per month. Some of these were earmarked for various training commands probably totaling 400-500. Assuming 400 given to training commands, that leaves 3241 or 202 per month. So it appears that the monthly WitP rate is off by about 60 aircraft. The problem is further compounded by the fact that WitP lists initial production as July 43 vice January 43 basically removes 7 months of production for the allies.
Chez