Japan Base Construction - Day 2 Orders

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers here.

Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition

User avatar
Cuprite
Posts: 13
Joined: Mon Jun 13, 2016 2:07 pm
Location: London, UK

Japan Base Construction - Day 2 Orders

Post by Cuprite »

First campaign game newby question as Japanese player part way through Day 2 orders.
I note Kull's advice in his set-up spreadsheet suggests advancing selected port / airfield / fort facilities which are noted by base.
I note also the status quo at many more bases other than those itemised by Kull would be to continue constructing port / airfield / fort facilities?
I guess resource constraints - engineers and supply in particular, will probably dictate the trade-offs in deferring construction, but have no feel for what is viable in the context of the campaign game economy.
Should I imply the advice is to defer construction of ports / airfields / forts unless specifically noted otherwise?
Feedback appreciated, thanks
GetAssista
Posts: 2836
Joined: Sat Sep 19, 2009 6:13 am

RE: Japan Base Construction - Day 2 Orders

Post by GetAssista »

What kind of status quo do you mean? Game has switches that either start or stop construction on all the bases when you start the game. It is advisable for the Allies to stop anything except forts and then select certain hub rear bases to expand ports and airfields. This way you would know where to pile your engineers, and not help Japan with handing them developed bases. Burma, DEI, Pacific, East India, North Australia are all at risk of being conquered by Japan in 42

Oh, wait, Japan... [:D]
Japan has supply limitation, and construction requires supplies. So forts get priority, and other facilities - not so much. Same argument applies with trying to not give too many developed bases to the allies, but in 43-44
mind_messing
Posts: 3394
Joined: Mon Oct 28, 2013 11:59 am

RE: Japan Base Construction - Day 2 Orders

Post by mind_messing »

ORIGINAL: Cuprite

First campaign game newby question as Japanese player part way through Day 2 orders.
I note Kull's advice in his set-up spreadsheet suggests advancing selected port / airfield / fort facilities which are noted by base.
I note also the status quo at many more bases other than those itemised by Kull would be to continue constructing port / airfield / fort facilities?
I guess resource constraints - engineers and supply in particular, will probably dictate the trade-offs in deferring construction, but have no feel for what is viable in the context of the campaign game economy.
Should I imply the advice is to defer construction of ports / airfields / forts unless specifically noted otherwise?
Feedback appreciated, thanks

In my view, best practice is to reserve the bulk of your engineers for the "core" for much of the early game. For much of the early conquests, Japan can make do with already existing facilities, or capture them from the Allies.

Priority for building is then:

1. Development of ports to enable resource/oil/fuel imports and exports. These are key bases in the Home Islands, Korea, China and Sakhalin that start the war at a smaller size than optimal and will be used the entire war.
2. Airbases at major cities. Want these ready ASAP.
3. Airbases at hexes with static aviation support - useful for pilot training and frees up mobile aviation support units.
4. Forts at coastal hexes with open terrain.
5. Forts at coastal hexes with non-open terrain.

Outwith the core areas, I'd just make a list, organised by region, of bases you'd want developed (and to what level).

After the first six months, you should have upwards of a year to get the work done, and a handful of engineer units can do quite a lot of work if given the time to do so.
User avatar
Kull
Posts: 2744
Joined: Tue Jul 03, 2007 3:43 am
Location: El Paso, TX

RE: Japan Base Construction - Day 2 Orders

Post by Kull »

ORIGINAL: Cuprite

First campaign game newby question as Japanese player part way through Day 2 orders.
I note Kull's advice in his set-up spreadsheet suggests advancing selected port / airfield / fort facilities which are noted by base.
I note also the status quo at many more bases other than those itemised by Kull would be to continue constructing port / airfield / fort facilities?
I guess resource constraints - engineers and supply in particular, will probably dictate the trade-offs in deferring construction, but have no feel for what is viable in the context of the campaign game economy.
Should I imply the advice is to defer construction of ports / airfields / forts unless specifically noted otherwise?
Feedback appreciated, thanks

I probably should have been more explicit, but from the main menu (before you even start a new scenario), there is a "Game Options" button which opens a new window. One of the toggles is "Set all facilities to expand at the start", which you want to be OFF (toggled red). It's such a universally recognized bad idea to flip that on, that it slipped my mind to say so directly.

Of course the spreadsheet implies that, by telling you which ones to turn on (which would be unnecessary if all expansions were happening by default), but yes, new players don't yet have that visceral "universal" knowledge as to which which options are a completely bad idea!
User avatar
Cuprite
Posts: 13
Joined: Mon Jun 13, 2016 2:07 pm
Location: London, UK

RE: Japan Base Construction - Day 2 Orders

Post by Cuprite »

many thanks
User avatar
Cuprite
Posts: 13
Joined: Mon Jun 13, 2016 2:07 pm
Location: London, UK

RE: Japan Base Construction - Day 2 Orders

Post by Cuprite »

Many thanks Kull,
I wouldn't even consider attempting a campaign game were it not for your Setup 101's
User avatar
Kull
Posts: 2744
Joined: Tue Jul 03, 2007 3:43 am
Location: El Paso, TX

RE: Japan Base Construction - Day 2 Orders

Post by Kull »

Happy to help, and good luck with it. Just be aware that if this is your first campaign, you have chosen to drink from a fire hose! The learning cliff is precipitous as it is, but for the Japanese player? Yikes!

Be sure to read through Damien's "Japanese Economy" guide as it's basically mandatory.
User avatar
Cuprite
Posts: 13
Joined: Mon Jun 13, 2016 2:07 pm
Location: London, UK

RE: Japan Base Construction - Day 2 Orders

Post by Cuprite »

A couple of further Q's following on from the spreadsheet please;
1) A number of Air HQ's recommend increasing torpedo ordnance to 40, 60 etc. Running Version 1_7_11_24 I'm limited to 20. Is this a version issue or have I missed something ?
2) Assigning shipping orders with new Task forces the default commander selection is Off. Should this be modified to On (perhaps different answers for IJN/meranctile marine TFs ?)
many thanks again
User avatar
Dutch_slith
Posts: 336
Joined: Thu Jul 21, 2005 8:21 am
Location: the Netherlands

RE: Japan Base Construction - Day 2 Orders

Post by Dutch_slith »

Each click will add 20 more.

Right click it to set a toe-value.
Image
User avatar
Kull
Posts: 2744
Joined: Tue Jul 03, 2007 3:43 am
Location: El Paso, TX

RE: Japan Base Construction - Day 2 Orders

Post by Kull »

ORIGINAL: Cuprite

A couple of further Q's following on from the spreadsheet please;
1) A number of Air HQ's recommend increasing torpedo ordnance to 40, 60 etc. Running Version 1_7_11_24 I'm limited to 20. Is this a version issue or have I missed something ?

It's how the system works (which is, yes, a little strange): Type in 20 (the HQ converts enough supply for 20 torps). Open the box and type 20 again, and now you have 40 total. Do it a third time and you'll have 60, etc.
2) Assigning shipping orders with new Task forces the default commander selection is Off. Should this be modified to On (perhaps different answers for IJN/meranctile marine TFs ?)
many thanks again

Not totally sure about that, but it probably means the TF is led by the commanding officer in the "lead ship" (the game determines which one), instead of pulling in a different commander. Couldn't really say which is best.
User avatar
Cuprite
Posts: 13
Joined: Mon Jun 13, 2016 2:07 pm
Location: London, UK

RE: Japan Base Construction - Day 2 Orders

Post by Cuprite »

I love this forum - many thanks
User avatar
BBfanboy
Posts: 20578
Joined: Wed Aug 04, 2010 5:36 pm
Location: Winnipeg, MB
Contact:

RE: Japan Base Construction - Day 2 Orders

Post by BBfanboy »

ORIGINAL: Kull

ORIGINAL: Cuprite

A couple of further Q's following on from the spreadsheet please;
1) A number of Air HQ's recommend increasing torpedo ordnance to 40, 60 etc. Running Version 1_7_11_24 I'm limited to 20. Is this a version issue or have I missed something ?

It's how the system works (which is, yes, a little strange): Type in 20 (the HQ converts enough supply for 20 torps). Open the box and type 20 again, and now you have 40 total. Do it a third time and you'll have 60, etc.
2) Assigning shipping orders with new Task forces the default commander selection is Off. Should this be modified to On (perhaps different answers for IJN/meranctile marine TFs ?)
many thanks again

Not totally sure about that, but it probably means the TF is led by the commanding officer in the "lead ship" (the game determines which one), instead of pulling in a different commander. Couldn't really say which is best.
The TF commander is usually captain of the ship that is:
1. Most important (e.g. CV is more important than BB)
2. Largest in tonnage
3. If there are several contenders in category 2, the last largest ship added to the TF will provide the commander. You can change the commander for free by finding the captain with the best Leadership in the TF (or best Naval Skills if you prefer) and removing his ship from the TF, then adding it back in again.

For Amphib or Transport TFs that have already begun loading troops, you cannot remove the ship to the port so you have to have another TF of the same type to move the ship to before you can move it back to the original TF.

And if it is a really important TF like your main CV force, you might want to spend PP to buy the best Admiral (with high AIR skill) you can get. If you look at the list of historic Carrier Admirals like Yamaguchi, Halsey, Spruance, and Mitscher, they all have high Air Skills.
To avoid having to pay PP again when the TF has to send ships to repair or upgrade, first bring in a sizable ship that does not need repairs and individually remove the other ships from the TF to the port. The ship you brought in will keep the Admiral on duty instead of sending him back to the pool.
No matter how bad a situation is, you can always make it worse. - Chris Hadfield : An Astronaut's Guide To Life On Earth
GetAssista
Posts: 2836
Joined: Sat Sep 19, 2009 6:13 am

RE: Japan Base Construction - Day 2 Orders

Post by GetAssista »

ORIGINAL: BBfanboy
To avoid having to pay PP again when the TF has to send ships to repair or upgrade, first bring in a sizable ship that does not need repairs and individually remove the other ships from the TF to the port. The ship you brought in will keep the Admiral on duty instead of sending him back to the pool.
I also name TFs with admirals accordingly, so that I spot them better and not accidentally disband like others. Still happens sometimes, but rarely now
User avatar
Kull
Posts: 2744
Joined: Tue Jul 03, 2007 3:43 am
Location: El Paso, TX

RE: Japan Base Construction - Day 2 Orders

Post by Kull »

ORIGINAL: Cuprite

2) Assigning shipping orders with new Task forces the default commander selection is Off. Should this be modified to On (perhaps different answers for IJN/meranctile marine TFs ?)
many thanks again

To be honest, I've always ignored that button, so it seemed like something worth testing:

1) When "Auto-Select Commander:" is "Off" (always the default), the TF commander will ALWAYS be one of the ship commanders (as described by BBfanboy)

2) When "Auto-Select Commander:" is "On" (selectable), the TF commander will be chosen from the pool of Naval Commanders (not one of the ship captains). I tried a few different TFs (playing as Japan) and wound up with Rear Admirals leading Surface Combat TFs (probably good) AND Cargo TFs (really??!!)

It costs Political Points to choose TF commanders manually (while I can confirm that this option is free.....albeit you have no choice over who is chosen), so I guess there's a chance you'll wind up with somebody who is superior to the ship captain, but there's no guarantee.
User avatar
Cuprite
Posts: 13
Joined: Mon Jun 13, 2016 2:07 pm
Location: London, UK

RE: Japan Base Construction - Day 2 Orders

Post by Cuprite »

Thanks all
User avatar
Cuprite
Posts: 13
Joined: Mon Jun 13, 2016 2:07 pm
Location: London, UK

RE: Japan Base Construction - Day 2 Orders

Post by Cuprite »

"Drinking from the Fire Hose"
Way more than 35 hours into setup and hitting an issue with the CVL resize plan. This and industry to go hoorah....
Veteran pilots are called for yet I have only 2 pilots in the Group reserve, 0 in General Pilot reserve and 0 in TRACOM
I note 85 pilots in group reserve but all bar 2 have deferred start dates and are unavailable Day 2.
Where do I find the required 27 veteran fighter pilots, 29 bomber pilots and 3 patrol pilots?
many thanks
GetAssista
Posts: 2836
Joined: Sat Sep 19, 2009 6:13 am

RE: Japan Base Construction - Day 2 Orders

Post by GetAssista »

ORIGINAL: Cuprite
Veteran pilots are called for yet I have only 2 pilots in the Group reserve, 0 in General Pilot reserve and 0 in TRACOM
I note 85 pilots in group reserve but all bar 2 have deferred start dates and are unavailable Day 2.
Where do I find the required 27 veteran fighter pilots, 29 bomber pilots and 3 patrol pilots?
many thanks
IJ Navy pilots are in deficit, until your training kicks in (and that takes 3+ months)
Strip all the more or less skilled Navy fighter pilots from the groups that are not in immediate important operations (sweeps, escort, CV CAP on the front). CAP in less active areas can be done with leftovers. All the Navy fighter groups that are not on the frontline (there are few in the home islands) should take in fresh rookies from day 1 and start training. Fill in land duties with Army fighters when you can.
User avatar
RangerJoe
Posts: 19375
Joined: Mon Nov 16, 2015 2:39 pm
Location: Who knows?

RE: Japan Base Construction - Day 2 Orders

Post by RangerJoe »

When the American air units are trashed in the Philipines, those fighter units can lose their best pilots. Then those fighter units can combine any escort/CAP with some training.
Seek peace but keep your gun handy.

I'm not a complete idiot, some parts are missing! :o

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
:twisted: ; Julia Child


Image
User avatar
Kull
Posts: 2744
Joined: Tue Jul 03, 2007 3:43 am
Location: El Paso, TX

RE: Japan Base Construction - Day 2 Orders

Post by Kull »

ORIGINAL: Cuprite

"Drinking from the Fire Hose"
Way more than 35 hours into setup and hitting an issue with the CVL resize plan. This and industry to go hoorah....
Veteran pilots are called for yet I have only 2 pilots in the Group reserve, 0 in General Pilot reserve and 0 in TRACOM
I note 85 pilots in group reserve but all bar 2 have deferred start dates and are unavailable Day 2.
Where do I find the required 27 veteran fighter pilots, 29 bomber pilots and 3 patrol pilots?
many thanks

This question came up in the "Japan set-up spreadsheet" thread:

ORIGINAL: Kull
ORIGINAL: Gormadoc

This is a Goldmine.

One question about the "CVL-CVE-CS unit Rezise plan."

4) Once again create the Air Combat TF containing only CVL Zuiho (undocked) and transfer the now-Size 12 Kate unit to Hiroshima, add 18 Veteran Pilots, set unit to Train: 100-Naval Attack, Alt: 8K, Range: 0
8) Divide the Claude Unit, upgrade "A" and "C" to Zero (will place 10 Zeros in each subunit), +5 Claudes to "B" (getting it up to full size), +5 Veteran Pilots each for "A" and "C"

Where do you get all Veteran pilots from?
I have 0 Veteran pilots unassigned when i start scenario 1

Cheers


Good point, I didn't address that as a specific issue (i.e. "where to get them") because it's a result of what happens when you follow all the other steps in the spreadsheet. One way to find them is to use the Column L filter button on the "Japan Set-up" tab, pick "Text Filter", and then "Contains..." and then type in "pilots". That will downselect to 67 data rows. The biggest contributors are:

1) Most fighter pilots come from Yokosuka Ku S-1 (row 2699) which gives you 23 Veterans. You still need 4 more (see below)

2) Most torpedo bomber pilots come from Yokosuka Ku K-2 (row 2703) which gives you 36 Veterans. You only need 29 for this task, so there will be extras.

In the comments section of those 67 rows, look for units that have green text stating that the "Long Term Plan" is for this to be a "training unit". That means ALL veterans in those units can be released, which is where you'll get the rest of those needed.

Just be careful NOT to release IJN torpedo and medium bomber pilots into the pool at the same time. You won't be able to tell the difference between a former Betty pilot and a Kate pilot, and if you pick the wrong one to pilot the torpedo bomber (or vice versa), they'll take an experience hit.
User avatar
PaxMondo
Posts: 10918
Joined: Fri Jun 06, 2008 3:23 pm

RE: Japan Base Construction - Day 2 Orders

Post by PaxMondo »

For the IJ, you always need to consider ANY and EVERY supply use. Replacements take supply. Expansion takes supply. etc. Don't do more than you need. Fighting eats up an amazing amount of supply, particularly late war. Be sure your goals will repay more supply than you use to attain them, else you will regret in '45.

Pax
Post Reply

Return to “The War Room”