Advanced Japan 1st turn supermoves ?

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Evoken
Posts: 496
Joined: Wed Oct 23, 2019 1:51 pm

Advanced Japan 1st turn supermoves ?

Post by Evoken »

Hi everyone i got the game on sale last week started my first game as allies against AI , was originally planning starting with Japan but seemed a lot more complex since you gotta deal with industry , R&D and such.

So i started reading AAR's to get a better grip of playing Japan , i see a lot of people landing an army at bataan , singapore or mersing but looking at the Task forces that have the supermoves none of them add up to the sizes i see people landing with.

Can somebody explain to me and to the future people who will google this how to do this ?

Things i have experimented with so far;
1)You can split KB by turning Midway bombardement destroyers into escort first-adding carriers and switching the task force to Air Combat seems the keep the supermove
2)Merging a battleship force to destroyers near Kure/Hiroshima removed that task forces supermove bonus ( i have tried it both ways with DD TF meeting and merging BB TF and BB TF meeting and merging with DD TF both ways they did their normal move)
3)Supermove doesnt use any fuel and give you 20x movement bonus IIRC so this means if you go full speed with KB you can reach anywhere in West Coast of America (You also dont take any system damage at full speed looks like)

So my questions are;
Can i add any empty cargo/troopship/tanker to a task force with supermove and they get filled up instantly if i choose to load them ?
Is merging without breaking the bonus possible ?
What other uses i can use this for ?

Thank you for your time,
Regards.
GetAssista
Posts: 2836
Joined: Sat Sep 19, 2009 6:13 am

RE: Advanced Japan 1st turn supermoves ?

Post by GetAssista »

ORIGINAL: Evoken
So my questions are;
Can i add any empty cargo/troopship/tanker to a task force with supermove and they get filled up instantly if i choose to load them ?
Is merging without breaking the bonus possible ?
What other uses i can use this for ?

Thank you for your time,
Regards.
Any TF with a * in its name is a bonus move one for Japan during the 1st turn, there are about a dozen. Bonus is indeed around x20 action points. Any ship added into such TF will gain bonus move. If you chose to load something with the bonus TF, it will spend action points on loading first, then the rest will be spent on movement. Means that if one of your ships loads a lot you will not move far afterwards.

Merging is perfectly possible, you only need to arrange it correctly. Merge into a bonus TF not the other way around. And direct a bonus TF to the place where your merging ships are, so that it not waste all its action points for the futile wait.

There are lots of uses. Most of them fall into either "go invade far away where place is important and weak" or "load everything there is and set sail". There are also house rules against deep invasions used in PBEMs given the notion that amphib TFs will hardly go unnoticed into a far far rear of the Allies
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BillBrown
Posts: 2335
Joined: Sat Jun 15, 2002 3:55 am

RE: Advanced Japan 1st turn supermoves ?

Post by BillBrown »

If you add empty ships from the port to a bonus move TF, you can load troops but you must set them to load troops only or they will use up all of their ops points loading supply. You can get the 5th and 18th IJN Inf divs complete into one TF each if you want.
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