Japanese excess Merchant Yard points at start and what to do with it

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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Takeshi
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RE: Japanese excess Merchant Yard points at start and what to do with it

Post by Takeshi »

Newbie question: if you accelerate the CVs will they arrive with their normal aircraft contingent or do they draw from what's available in the replacement pool?
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invernomuto
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RE: Japanese excess Merchant Yard points at start and what to do with it

Post by invernomuto »

ORIGINAL: Takeshi

Newbie question: if you accelerate the CVs will they arrive with their normal aircraft contingent or do they draw from what's available in the replacement pool?

In WITP (not AE), if you accelerate the Taiho, it arrives with A6M5 Zeke squadron even if A6M5 is not avaliable yet. You have to "downgrade" (PDU ON) A6M5 to A6M3a if you need replacements. I do not know if in AE is the same...

BYE
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seydlitz_slith
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RE: Japanese excess Merchant Yard points at start and what to do with it

Post by seydlitz_slith »

I think the Japanese subs are much more useful now, at least in the pre-1944 part of the game. Ability to intercept during movement is everything.

If I halted the Yamatos I would:
1. accelerate some of the carriers-both some of the earlier arrivals but also some of the late arrivals. If you start accelerating the ones that are a ways out it only costs one day's extra points to accelerate one day instead of two day's points for one day on the ones closer to being built. (If you can't halt it then those are the ones that only cost double). Done correctly you could potentially get most of the carriers worth building while it still matters.

2. Accelerate some of the destroyers that have radar. Very cheap to do and makes a difference.

3. Maybe accelerate some of the subs closer to being done, but more likely I would still halt many of the subs as the points cost is very high and I could accelerate more carriers by stopping them along with the Yamatos.
SireChaos
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RE: Japanese excess Merchant Yard points at start and what to do with it

Post by SireChaos »

ORIGINAL: seydlitz

I think the Japanese subs are much more useful now, at least in the pre-1944 part of the game. Ability to intercept during movement is everything.

If I halted the Yamatos I would:
1. accelerate some of the carriers-both some of the earlier arrivals but also some of the late arrivals. If you start accelerating the ones that are a ways out it only costs one day's extra points to accelerate one day instead of two day's points for one day on the ones closer to being built. (If you can't halt it then those are the ones that only cost double). Done correctly you could potentially get most of the carriers worth building while it still matters.

2. Accelerate some of the destroyers that have radar. Very cheap to do and makes a difference.

3. Maybe accelerate some of the subs closer to being done, but more likely I would still halt many of the subs as the points cost is very high and I could accelerate more carriers by stopping them along with the Yamatos.

I don´t know how much good accelerating sub chasers does. You can start accelerating a 2-point SC once it is at 60 days´ delay, which means you can get it finished 30 days early - maybe not worth the micromanagement.

With the Yamatos off, you get 466 points, I think; this is more than enough to accelerate all six Unryus (68 points each?), at least up to the point where they start reaching 680 days of delay, where point costs increase. This should be in mid-42; by then, Shoho and Junyo should be finished, releasing an additional bunch of points for the Unryus. If, when you are short of points, you stop accelerating the Unryu that´s closest to completion, you should be able to finish them all in the second half of ´43.
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Mike Solli
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RE: Japanese excess Merchant Yard points at start and what to do with it

Post by Mike Solli »

Here's a way to maximize your ship points.  Let's look at the Japanese ship production rules (pg. 236):
 
All ships remove 1 day of delay when the delay is greater than:
»» 10 * Ship Durability
This automatic delay removal does not cost Naval or Merchant shipyard points. Those ships set
for normal construction with a delay less than 10 * Ship Durability require Naval or Merchant
shipyard points equal to their durability to remove 1 delay (each day). If set to accelerated
production, the ship will remove 2 days of delay (each day) for a cost equal to 3 times its
durability. A ship that has a delay over 10 * Ship Durability and less than 30 * Ship Durability
may be accelerated. It will remove 1 additional delay (other than the free 1 delay removal) each
day for a cost of appropriate shipyard points equal to the ship’s durability.
 
The way it reads (same as WitP, by the way), is this:
 
Days out / cost in ship points / days accelerated
 
<10*Durability / 1*Durability /&nbsp;1 days
<10*Durability / 3*Durability / 2 days
>10*Durability to <30*Durability / 1*Durability / 2 days
&nbsp;
The most cost effective way to accelerate is to only accelerate during the last option (10 to 30*Durability).&nbsp; Basically, you gain a day for 1*Durability in ship points.&nbsp; If you wait until the ship is within 10*Durability days to accelerate, it costs you twice as much, 2*Durability in points.
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DaveP
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RE: Japanese excess Merchant Yard points at start and what to do with it

Post by DaveP »

Mynok,

I am a newbie, but: Why halt the Shinano?

Thanks,
Dave



ORIGINAL: Mynok


CVE's are for ASW. You'll want them but halting them for a bit is not a bad thought. Definitely halt Shinano. Y and M...well, if BBs are as nerfed as the surface combat threads seem to indicate, maybe halting them is a good idea. Put those points into accelerating carriers.

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Mynok
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RE: Japanese excess Merchant Yard points at start and what to do with it

Post by Mynok »


Shinano costs too much for what you get. It's not an effective battle carrier due to lack of planes.
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WingedIncubus
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RE: Japanese excess Merchant Yard points at start and what to do with it

Post by WingedIncubus »

Even, IMHO stopping to build Yamato and Musashi should cost Political Points. No way the Japanese Navy High Command would sell such a plan to the War Cabinet unless they spend a lot of their political clout arguing otherwise to these office blockheads.

Aside from Yamamoto and a few air-crazed subordinates, the whole Japanese Naval doctrine that was elaborated in Tokyo was based on Kantai Kessen, or the idea of a single, massive and decisive engagement, at whose core were the battleships and the twin big brothers and their massive firepower.

To this order of magnitude, it's like if Nimitz would visit the Naval Chief of Staff and the President and argue that CVs are totally useless and should be used to build an armada of BBs instead. No compute. [:-]

We know that the Kantai Kessen was an utter failure in front of CVs and airpower; they didn't. And so making the choice to forego the Yamato and the Musashi should entain a political and logistical cost.
Woos
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RE: Japanese excess Merchant Yard points at start and what to do with it

Post by Woos »

The way it reads (same as WitP, by the way), is this:

Days out / cost in ship points / days accelerated

<10*Durability / 1*Durability / 1 days
<10*Durability / 3*Durability / 2 days
>10*Durability to <30*Durability / 1*Durability / 2 days

The most cost effective way to accelerate is to only accelerate during the last option (10 to 30*Durability). Basically, you gain a day for 1*Durability in ship points. If you wait until the ship is within 10*Durability days to accelerate, it costs you twice as much, 2*Durability in points.
Although the facts are correct as far as I know your conclusion is a fallacy.
While out more than 10 times durability building the ship normally costs _0_ ship points.
So what you get during that time is a 100% speedup at an additional cost of 1*durability points (1*durability instead of 0*durabilty)
When Delay <= 10*Durability you also get a 100% speedup at an additional cost of 1*durability points (3*durability instead of 2*durability).

Therefore cost-effective wise it is unimportant when you accelerate. When ships are further out you can accelerate more at the same time but it will cause you to have more ships in their <= 10*durability phase later on which could then exceed your ship points generation.

And concerning the Merchant points I would suggest people have a look at WitpStaff. A year from the start you have a deficit of 150 merchant points (and if I remember correctly this gets worse but better do an analysis on that). So start to pile those merchant points up, it is the reason why the "Est. use in 1 year" column was added to WitpStaff (over WitpDecoder).
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