IJN movement *Sprior stay out*
Moderators: wdolson, Don Bowen, mogami
IJN movement *Sprior stay out*
well, a while ago i took a stab at IJN and was overwhelmned, thus quit. now im taking another stab and i intend to see it through. ive already done some work and am continuing to work on the turn.
id like to know, how far does the movement bonus get you? im surprised to see the Death Star at the rendevous point and not near Hawaii, but im told this makes no difference
what id like to know is, could i bypass Wake and land the forces intended for there at Midway instead?
id like to know, how far does the movement bonus get you? im surprised to see the Death Star at the rendevous point and not near Hawaii, but im told this makes no difference
what id like to know is, could i bypass Wake and land the forces intended for there at Midway instead?
RE: IJN movement *Sprior stay out*
also how far will the movement bonus take me?
ive heard of rules against australia landings
ive heard of rules against australia landings
RE: IJN movement *Sprior stay out*
My understanding is the Movement bonus is 20* the speed of the TF, so if your TF can do 3-hex a turn thats 60-hex on turn-1. Also you only use 3-hex of fuel no matter how far you move, one other thing is the bouns dose not apply to fast-transport TFs.

When you see the Southern Cross, For the first time
You understand now, Why you came this way
RE: IJN movement *Sprior stay out*
ahhhh, thankyz.
aaaaaahhhhhh.... math!!!!!



btw love the siggy and avatar [:D]
aaaaaahhhhhh.... math!!!!!



btw love the siggy and avatar [:D]
RE: IJN movement *Sprior stay out*
I assume you mean the first turn warp.
IIRC it's 20x the normal range, but I could be wrong on that. The exact multiplier I'm pretty sure was in the manual.
Also it is only true for those TF's that exist on turn 1. For instance splitting KB will result in the newly generated TF moving with standard movement rate.
IIRC it's 20x the normal range, but I could be wrong on that. The exact multiplier I'm pretty sure was in the manual.
Also it is only true for those TF's that exist on turn 1. For instance splitting KB will result in the newly generated TF moving with standard movement rate.
If you gained knowledge through the forum, why not putting it into the AE wiki?
http://witp-ae.wikia.com/wiki/War_in_th ... ition_Wiki
http://witp-ae.wikia.com/wiki/War_in_th ... ition_Wiki
RE: IJN movement *Sprior stay out*
ORIGINAL: Mistmatz
I assume you mean the first turn warp.
IIRC it's 20x the normal range, but I could be wrong on that. The exact multiplier I'm pretty sure was in the manual.
Also it is only true for those TF's that exist on turn 1. For instance splitting KB will result in the newly generated TF moving with standard movement rate.
yes, 1st turn warp
ahh, so no Midway invasion [:(]
i also added a destroyer to the KB force and put Yamaguchi in charge [:D]
would that have any effect? (the adding a destroyer)
RE: IJN movement *Sprior stay out*
ORIGINAL: marky
ORIGINAL: Mistmatz
I assume you mean the first turn warp.
IIRC it's 20x the normal range, but I could be wrong on that. The exact multiplier I'm pretty sure was in the manual.
Also it is only true for those TF's that exist on turn 1. For instance splitting KB will result in the newly generated TF moving with standard movement rate.
yes, 1st turn warp
ahh, so no Midway invasion [:(]
i also added a destroyer to the KB force and put Yamaguchi in charge [:D]
would that have any effect? (the adding a destroyer)
I don't think so but I'm not sure. Probably its best to set up a test game and see if this particular aspect works?
If you gained knowledge through the forum, why not putting it into the AE wiki?
http://witp-ae.wikia.com/wiki/War_in_th ... ition_Wiki
http://witp-ae.wikia.com/wiki/War_in_th ... ition_Wiki
- Mike Solli
- Posts: 16634
- Joined: Wed Oct 18, 2000 8:00 am
- Location: the flight deck of the Zuikaku
RE: IJN movement *Sprior stay out*
I add that DD to KB in every game and never had a problem.
Created by the amazing Dixie
RE: IJN movement *Sprior stay out*
thankyz guysany suggestions on production tools or what planes to produce?
ive already stopped Nate production and increased Zero production, with an increase of the appropriate engine production
ive already stopped Nate production and increased Zero production, with an increase of the appropriate engine production
RE: IJN movement *Sprior stay out*
200x Zero (convert Claude Airgroups), 150x Oscar (convert Nate Airgroups), 900x Nakajima, 600x Mitsubishi, 50x Kawasaki, 20x Aichi.

When you see the Southern Cross, For the first time
You understand now, Why you came this way
RE: IJN movement *Sprior stay out*
With the speed bonus, you'll get the 20x for every TF you have, regardless of whether it's original, modified, or newly formed by you - so if you have no HRs against it, go to town with Midway or anywhere else you can reach with whatever you have the ability to send. Split the KB all you want to - everything still gets the bonus in the first pulse of movement.
- GreasyLake
- Posts: 206
- Joined: Thu Nov 01, 2007 11:10 am
RE: IJN movement *Sprior stay out*
Try not to overproduce/over increase production, especially too early. You will run out of supplies immediately and waste production in the long run. I have enough vehicle and armaments points for 2 games before I finally stopped their production. Could of used all the manpower and HI for more ship production getting ships earlier. Keep checking the Jap player AAR's and eventually it will make sense. Just takes me longer it seems.
Oh yeah and tracker. Lets you know ahead of time when oil or resources are out somewhere. Many other things that I am not expert at. If you spend 1/2 the time on tracker that you do in the game you should be invincible.
I am up to loosing 3 carriers in a day so I am getting there.
Oh yeah and tracker. Lets you know ahead of time when oil or resources are out somewhere. Many other things that I am not expert at. If you spend 1/2 the time on tracker that you do in the game you should be invincible.
I am up to loosing 3 carriers in a day so I am getting there.
Per U.S. Grant; Logistics, Logistics, Logistics.
- FeurerKrieg
- Posts: 3400
- Joined: Wed Jun 15, 2005 8:43 pm
- Location: Denver, CO
RE: IJN movement *Sprior stay out*
ORIGINAL: Quixote
With the speed bonus, you'll get the 20x for every TF you have, regardless of whether it's original, modified, or newly formed by you - so if you have no HRs against it, go to town with Midway or anywhere else you can reach with whatever you have the ability to send. Split the KB all you want to - everything still gets the bonus in the first pulse of movement.
Except Fast Transport TFs....
RE: IJN movement *Sprior stay out*
Someone already mentioned this, but it bears repeating.
Test your turn 1.
Save it somewhere safe when you think it's good.
Save it in a second slot just to be sure.
Do an end-turn, and save it somewhere else.
Load it as the allies (for convenience, use the same password)
End turn,save it again to a different slot
Load it again, and the turn will run. Once it's done, check everything of important to make sure it moved, and it's where you want it to be. Make sure all your airstrikes worked. etc.
Odds are you'll find something amiss, so you can fix it and try again.
Test your turn 1.
Save it somewhere safe when you think it's good.
Save it in a second slot just to be sure.
Do an end-turn, and save it somewhere else.
Load it as the allies (for convenience, use the same password)
End turn,save it again to a different slot
Load it again, and the turn will run. Once it's done, check everything of important to make sure it moved, and it's where you want it to be. Make sure all your airstrikes worked. etc.
Odds are you'll find something amiss, so you can fix it and try again.
RE: IJN movement *Sprior stay out*
ORIGINAL: erstad
Someone already mentioned this, but it bears repeating.
Test your turn 1.
Save it somewhere safe when you think it's good.
Save it in a second slot just to be sure.
Do an end-turn, and save it somewhere else.
Load it as the allies (for convenience, use the same password)
End turn,save it again to a different slot
Load it again, and the turn will run. Once it's done, check everything of important to make sure it moved, and it's where you want it to be. Make sure all your airstrikes worked. etc.
Odds are you'll find something amiss, so you can fix it and try again.
ahhh, of course, ill do that. my thanks to all the *evil* jap fanboys hehehe [&o][:D]
RE: IJN movement *Sprior stay out*
Here is another trick. Supplies are not where you need them turn 1; you are particularly short at Palau, Kwaj, and Saigon, your major bases to launch invasions.
You can only time-warp supplies IF they are on a convoy that also carries troops. So, for example, load up a Constr Batt on 12 AK at a port with alot of supplies......it will load the construction troops, and about 30K supplies as well instantly. Set that to "Time Warp" towards where you need them. This is critical in the first few days to keep things moving. Read the 2X2 AAR with John3rd, we did this alot at the beginning, and our first month we were able to move VERY fast. The reason was we had supplies handy. If you load Supply-Only convoys they will NOT time-warp.
You can only time-warp supplies IF they are on a convoy that also carries troops. So, for example, load up a Constr Batt on 12 AK at a port with alot of supplies......it will load the construction troops, and about 30K supplies as well instantly. Set that to "Time Warp" towards where you need them. This is critical in the first few days to keep things moving. Read the 2X2 AAR with John3rd, we did this alot at the beginning, and our first month we were able to move VERY fast. The reason was we had supplies handy. If you load Supply-Only convoys they will NOT time-warp.
RE: IJN movement *Sprior stay out*
hmm, thanx qball [:)][&o]
RE: IJN movement *Sprior stay out*
No prob, in general I would say moving Base forces and supplies is at least as important, if not more important, than combat troops.
All those Dutch garrisons start very very weak, but get stronger with a little time. The first month, an SNLF can push them all over, but not later on. If you have the supplies and base forces, you should be able to clear most of the DEI in the first month, then focus on Java.
All those Dutch garrisons start very very weak, but get stronger with a little time. The first month, an SNLF can push them all over, but not later on. If you have the supplies and base forces, you should be able to clear most of the DEI in the first month, then focus on Java.
RE: IJN movement *Sprior stay out*
hmm indeed, very weak. i was thinking on going for kendari instead of amboina, along with Jolo and then an appropriate spot on Borneo to get a Betty/Nell umbrella over the SRA and start weakening them and Java
RE: IJN movement *Sprior stay out*
That is a good objective, Nell umbrella will limit Allied fleet.
Make it a point to clear all the airfields between Australia and Java. There are a bunch, but none are well defended. Doing so prevents P-40 transfers to/from Java. If they only have Dutch fighters, you will rule the skies.
Make it a point to clear all the airfields between Australia and Java. There are a bunch, but none are well defended. Doing so prevents P-40 transfers to/from Java. If they only have Dutch fighters, you will rule the skies.







