Empire of the Sun - DesertWolf101 (J) vs Andy Mac (A)
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Empire of the Sun - DesertWolf101 (J) vs Andy Mac (A)
With the completion of the AAR on my first AE campaign, I have decided to do another. This time the AAR will follow an ongoing stock Scenario 1 campaign (currently early February 1942) where I am playing as the Japanese Empire. Some of you have already been very helpful in answering some of my initial questions and sending me links to valuable threads, and I hope to continue benefiting from the community’s advice as I navigate the stormy months and years ahead.
OPPONENT
I am playing a new opponent who once again has requested to remain anonymous (although I have a feeling that may change as we get further along in the campaign and he starts dominating as the allies). Although a capable adversary with a long history with the game (going back to Uncommon Valor and Pacific War), my opponent has mostly stuck to the Japanese side so hopefully his taking the allied side will compensate somewhat for my lack of experience.
GAME SETTINGS
Scenario 1
FOW ON
Advanced weather ON
Allied damage control ON
PDU ON
Historical first turn OFF
Dec 7 surprise ON
Reliable USN torps OFF
Realistic R&D ON
No unit withdrawals OFF
Reinforcements +/- 60
Combat reports ON
Auto sub ops OFF
Facilities expand OFF
Auto upgrade ships and airgroups OFF
Air and ground replacements OFF
Turn cycle 1 TURN
HOUSE RULES
No 4e naval bombing below 10k
No strategic bombing until June 1943
No Japanese deep amphibious landings (i.e. no Mersing option) - Landings limited to max 13 hexes from ports 3 and higher on first turn
Full PPs to be paid when crossing borders etc.
Thai troops can cross up to three hexes into Burma.
Max sweep at second best maneuver band
On first turn, Allied player can move all existing task forces and can give orders to all ground and air units in China (which was already in a state of war), but can't create new Task Forces or give orders to any ground/air outside China. Infrastructure orders can be given outside of China on first turn except for creation of forts.
OPPONENT
I am playing a new opponent who once again has requested to remain anonymous (although I have a feeling that may change as we get further along in the campaign and he starts dominating as the allies). Although a capable adversary with a long history with the game (going back to Uncommon Valor and Pacific War), my opponent has mostly stuck to the Japanese side so hopefully his taking the allied side will compensate somewhat for my lack of experience.
GAME SETTINGS
Scenario 1
FOW ON
Advanced weather ON
Allied damage control ON
PDU ON
Historical first turn OFF
Dec 7 surprise ON
Reliable USN torps OFF
Realistic R&D ON
No unit withdrawals OFF
Reinforcements +/- 60
Combat reports ON
Auto sub ops OFF
Facilities expand OFF
Auto upgrade ships and airgroups OFF
Air and ground replacements OFF
Turn cycle 1 TURN
HOUSE RULES
No 4e naval bombing below 10k
No strategic bombing until June 1943
No Japanese deep amphibious landings (i.e. no Mersing option) - Landings limited to max 13 hexes from ports 3 and higher on first turn
Full PPs to be paid when crossing borders etc.
Thai troops can cross up to three hexes into Burma.
Max sweep at second best maneuver band
On first turn, Allied player can move all existing task forces and can give orders to all ground and air units in China (which was already in a state of war), but can't create new Task Forces or give orders to any ground/air outside China. Infrastructure orders can be given outside of China on first turn except for creation of forts.
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RE: Empire of the Sun
WAR OBJECTIVES
Like the Japanese Empire, I aim to convince my opponent to cease hostilities by psychologically defeating him through early crushing victories on the battlefield. If I fail to achieve that lofty goal, I will attempt to resist to the bitter end and extract a heavy toll on the Allies as they advance. Ultimately, I would be very happy if I make it past August 1945.
STRATEGY
My overall strategy is centered on maximizing Japan’s resource acquisition and output while impeding the Allied counteroffensive by targeting their logistics, basing options, and supply lines. The following are the core components of the strategy:
1) Seizure of the SRA as an absolute priority with an aggressive timeline. I aim to land in force in Malaya, the Philippines, Borneo, and Sumatra by the end of December, seize all the critical oil fields as well as Singapore and Manila by the end of January, and complete the conquest of Burma, Java and the rest of the Dutch East Indies by the end of February.
2) An aggressive campaign does not mean I will be reckless. Given my disadvantaged position in the correlation of forces between the two sides, I am to minimize the cost by not losing any capital warships during this early period, including light cruisers and above. I will also seek to minimize losses to submarines, escorts, and my merchant navy.
3) China is a considerable objective both for its resources and to deny its use to the enemy as a base for bombers and submarines. The resourcing of a Japanese offensive campaign in China, while not impeding on the focus on the SRA, will not be shortchanged. The objective here is to seize Chungking and the rest of the key resource bases by the end of 1942. Operationally, I will attempt to seize some of the key supply production positions in China early on to make my operations in China almost entirely self sufficient in supply.
4) Finally, I will attempt to bring the Allies into an early decisive battle by targeting my opponent’s critical supply lines. I will not however make the success of this approach contingent on an allied response by ensuring that the objectives chosen are still in themselves worth the expenditure of resources allocated to seize them. New Guinea, the Solomons, and various islands in the South Pacific will be targeted to elongate the supply lines to Australia while care is taken to minimize resource expenditure in this area. The aim here is to delay the Allied ability to strike back at Japan if I fail to defeat my opponent early on.
Having (hopefully) achieved these objectives, I will reevaluate the Empire's position and consider further offensive operations or entrenchment options. First off though there is a lot of work to do in the initial few months.
Like the Japanese Empire, I aim to convince my opponent to cease hostilities by psychologically defeating him through early crushing victories on the battlefield. If I fail to achieve that lofty goal, I will attempt to resist to the bitter end and extract a heavy toll on the Allies as they advance. Ultimately, I would be very happy if I make it past August 1945.
STRATEGY
My overall strategy is centered on maximizing Japan’s resource acquisition and output while impeding the Allied counteroffensive by targeting their logistics, basing options, and supply lines. The following are the core components of the strategy:
1) Seizure of the SRA as an absolute priority with an aggressive timeline. I aim to land in force in Malaya, the Philippines, Borneo, and Sumatra by the end of December, seize all the critical oil fields as well as Singapore and Manila by the end of January, and complete the conquest of Burma, Java and the rest of the Dutch East Indies by the end of February.
2) An aggressive campaign does not mean I will be reckless. Given my disadvantaged position in the correlation of forces between the two sides, I am to minimize the cost by not losing any capital warships during this early period, including light cruisers and above. I will also seek to minimize losses to submarines, escorts, and my merchant navy.
3) China is a considerable objective both for its resources and to deny its use to the enemy as a base for bombers and submarines. The resourcing of a Japanese offensive campaign in China, while not impeding on the focus on the SRA, will not be shortchanged. The objective here is to seize Chungking and the rest of the key resource bases by the end of 1942. Operationally, I will attempt to seize some of the key supply production positions in China early on to make my operations in China almost entirely self sufficient in supply.
4) Finally, I will attempt to bring the Allies into an early decisive battle by targeting my opponent’s critical supply lines. I will not however make the success of this approach contingent on an allied response by ensuring that the objectives chosen are still in themselves worth the expenditure of resources allocated to seize them. New Guinea, the Solomons, and various islands in the South Pacific will be targeted to elongate the supply lines to Australia while care is taken to minimize resource expenditure in this area. The aim here is to delay the Allied ability to strike back at Japan if I fail to defeat my opponent early on.
Having (hopefully) achieved these objectives, I will reevaluate the Empire's position and consider further offensive operations or entrenchment options. First off though there is a lot of work to do in the initial few months.
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RE: Empire of the Sun
Operational Approach
The SRA, while the absolute priority, will not be allocated the Kido Butai. I firmly believe that the Kido Butai as the primary force projection weapon of the Empire is best used to take advantage of the surprise at the start to strike at Allied strategic targets beyond the range of Japan’s other forces. The SRA instead will be allocated all the light and escort carriers for air support, two battleships, and the vast majority of cruiser and destroyer warships.
For Home Island defense, Amchitka and Adak Islands will be seized in the Aleutians for early warning against an Allied advance from the north. Comprehensive coverage with Nell/Betty bombers and long-range recon will guard against Allied naval raids against the Home Islands. Powerful surface warships that will remain in reserve at home including two battleships and other cruisers/destroyers would also be available to protect the homeland.
In China, Ichang will be held at all costs to deny the Chinese the best suitable connection between their western and northern armies. Following the takeover of Hong Kong, the 38th Division will not be sent south but will instead move to take the supply producing areas of Wuchow, Nanning, and Liuchow as part of my effort to make my Chinese campaign more self-sufficient and to open a new front in China. A spearhead army will be formed to take Chengchow and Loyang and either advance north or west (through Ichang) depending on my opponent’s main defensive concentrations.
That brings me to the Kido Butai. I was very tempted by the classic Pearl Harbor strike option with its many advantages. In the end though I decided to go with a strike on Australian ports as this was more in keeping with my strategic objective to prioritize the effort to damage Allied logistics. The advantages of this plan are the following:
1) Much closer positioning of the Kido Butai to support an early effort against New Britain and New Guinea.
2) The opportunity to strike at large numbers of valuable allied cargo, transport, and tanker ships that are beyond the range of my land based bombers.
3) The lack of effective allied resistance in the theater at the start, particularly in the air.
It is debatable whether these advantages outweigh the damage that I could inflict on American surface and air assets at Pearl, but given my particular strategic approach this utilization of the KB made sense to me. Four battleships for further operations in the New Guinea and South Pacific Area will later reinforce the KB.
The SRA, while the absolute priority, will not be allocated the Kido Butai. I firmly believe that the Kido Butai as the primary force projection weapon of the Empire is best used to take advantage of the surprise at the start to strike at Allied strategic targets beyond the range of Japan’s other forces. The SRA instead will be allocated all the light and escort carriers for air support, two battleships, and the vast majority of cruiser and destroyer warships.
For Home Island defense, Amchitka and Adak Islands will be seized in the Aleutians for early warning against an Allied advance from the north. Comprehensive coverage with Nell/Betty bombers and long-range recon will guard against Allied naval raids against the Home Islands. Powerful surface warships that will remain in reserve at home including two battleships and other cruisers/destroyers would also be available to protect the homeland.
In China, Ichang will be held at all costs to deny the Chinese the best suitable connection between their western and northern armies. Following the takeover of Hong Kong, the 38th Division will not be sent south but will instead move to take the supply producing areas of Wuchow, Nanning, and Liuchow as part of my effort to make my Chinese campaign more self-sufficient and to open a new front in China. A spearhead army will be formed to take Chengchow and Loyang and either advance north or west (through Ichang) depending on my opponent’s main defensive concentrations.
That brings me to the Kido Butai. I was very tempted by the classic Pearl Harbor strike option with its many advantages. In the end though I decided to go with a strike on Australian ports as this was more in keeping with my strategic objective to prioritize the effort to damage Allied logistics. The advantages of this plan are the following:
1) Much closer positioning of the Kido Butai to support an early effort against New Britain and New Guinea.
2) The opportunity to strike at large numbers of valuable allied cargo, transport, and tanker ships that are beyond the range of my land based bombers.
3) The lack of effective allied resistance in the theater at the start, particularly in the air.
It is debatable whether these advantages outweigh the damage that I could inflict on American surface and air assets at Pearl, but given my particular strategic approach this utilization of the KB made sense to me. Four battleships for further operations in the New Guinea and South Pacific Area will later reinforce the KB.
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RE: Empire of the Sun
ORIGINAL: Lowpe
Good luck, have fun!
Thank you!
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RE: Empire of the Sun
Logistics War
Realistically, I am quite aware that it is unlikely that I will defeat my opponent in a decisive battle to force him to give up the fight. I also very much doubt an autovictory is a possibility for me given my inexperience with the game. I have decided therefore to think a bit more long term into the years ahead. Besides acquiring critical resources as early as possible, the best approach I can pursue to help myself is to delay the Allied advance. I see 1942 as primarily a buildup period for the Allies. It is this buildup that I seek to interrupt and harass with my operations in the first year of the war.
I am aware that the Allies get an overwhelming number of cargo, transport, and tanker ships over the length of the war. There is no possibility for me to cripple their sealift over the long term. By my count however, my opponent will receive 322 AKs, 50 APs, 33 TKs, and 8 AOs from the start of the war to the beginning of 1943 as reinforcements. It is only in 1943 that the floodgates really open in terms of Allied sealift. My aim therefore is, in combination with a strategy of elongating my opponent’s supply lines, inflict enough damage on enemy merchant marine assets (in particular tankers and AOs) in the initial months as to hinder my opponent’s ability to buildup forces and resources (especially in Australia) for the inevitable Allied offensive.
For this approach I will primarily rely on three components. The first is heavy initial port strikes by my LBA in the SRA area (plenty of juicy tankers and transports there). Second, prioritizing the targeting of Allied shipping by my submarines in lieu of the historical emphasis on warships. Finally, using the KB on the Australian ports where there are plenty of vulnerable Allied tankers and transports (16 TK/AOs in Melbourne and Sydney alone). The added benefit of this KB operation is the delay in Australia’s ability to reinforce New Guinea and the South Pacific islands.
Realistically, I am quite aware that it is unlikely that I will defeat my opponent in a decisive battle to force him to give up the fight. I also very much doubt an autovictory is a possibility for me given my inexperience with the game. I have decided therefore to think a bit more long term into the years ahead. Besides acquiring critical resources as early as possible, the best approach I can pursue to help myself is to delay the Allied advance. I see 1942 as primarily a buildup period for the Allies. It is this buildup that I seek to interrupt and harass with my operations in the first year of the war.
I am aware that the Allies get an overwhelming number of cargo, transport, and tanker ships over the length of the war. There is no possibility for me to cripple their sealift over the long term. By my count however, my opponent will receive 322 AKs, 50 APs, 33 TKs, and 8 AOs from the start of the war to the beginning of 1943 as reinforcements. It is only in 1943 that the floodgates really open in terms of Allied sealift. My aim therefore is, in combination with a strategy of elongating my opponent’s supply lines, inflict enough damage on enemy merchant marine assets (in particular tankers and AOs) in the initial months as to hinder my opponent’s ability to buildup forces and resources (especially in Australia) for the inevitable Allied offensive.
For this approach I will primarily rely on three components. The first is heavy initial port strikes by my LBA in the SRA area (plenty of juicy tankers and transports there). Second, prioritizing the targeting of Allied shipping by my submarines in lieu of the historical emphasis on warships. Finally, using the KB on the Australian ports where there are plenty of vulnerable Allied tankers and transports (16 TK/AOs in Melbourne and Sydney alone). The added benefit of this KB operation is the delay in Australia’s ability to reinforce New Guinea and the South Pacific islands.
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RE: Empire of the Sun
Production
Ok here is the area where I am really rusty and would greatly benefit from feedback.
Before I get to my specific aircraft R&D in a later post, here is my planned factory buildup.
Armament at 620
Vehicles at 240
Naval Shipyards at 1490
Merchant Shipping at 807
Air at 520
R&D at 2230
The plan is for R&D to eventually become air production factories as the specific aircraft researched comes online. The key variable here that worries me is that I have decided to greatly prioritize R&D to account for virtually all available research slots taken to level 30 (and one Frank one to 55). Is this too crazy ambitious?
Ok here is the area where I am really rusty and would greatly benefit from feedback.
Before I get to my specific aircraft R&D in a later post, here is my planned factory buildup.
Armament at 620
Vehicles at 240
Naval Shipyards at 1490
Merchant Shipping at 807
Air at 520
R&D at 2230
The plan is for R&D to eventually become air production factories as the specific aircraft researched comes online. The key variable here that worries me is that I have decided to greatly prioritize R&D to account for virtually all available research slots taken to level 30 (and one Frank one to 55). Is this too crazy ambitious?
RE: Empire of the Sun
ORIGINAL: DesertWolf101
The plan is for R&D to eventually become air production factories as the specific aircraft researched comes online. The key variable here that worries me is that I have decided to greatly prioritize R&D to account for virtually all available research slots taken to level 30 (and one Frank one to 55). Is this too crazy ambitious?
I have very little experience playing Japan, but my understanding is that will suck all the supply out of the economy, both from factory building/repair as well as air production (once they eventually convert to production). I generally pick a few airframes, and invest in them, keeping in mind that everything you do on the industry screen has a cost in supply that must be offset somehow. Hope that helps, and good luck!
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RE: Empire of the Sun
ORIGINAL: scondon87
ORIGINAL: DesertWolf101
The plan is for R&D to eventually become air production factories as the specific aircraft researched comes online. The key variable here that worries me is that I have decided to greatly prioritize R&D to account for virtually all available research slots taken to level 30 (and one Frank one to 55). Is this too crazy ambitious?
I have very little experience playing Japan, but my understanding is that will suck all the supply out of the economy, both from factory building/repair as well as air production (once they eventually convert to production). I generally pick a few airframes, and invest in them, keeping in mind that everything you do on the industry screen has a cost in supply that must be offset somehow. Hope that helps, and good luck!
That's what I was afraid off. Thankfully I am still early in the campaign and it is not too late to shut down some of the R&D factories if that is too much.
I figured initially that if Japan was able to produce almost 30,000 combat aircraft in 1944 (2,500 per month), I should be able to produce 2,750 combat aircraft per month in 1944 once all these factories got repaired. It could very well be that this level is not possible in this game however.
RE: Empire of the Sun
ORIGINAL: DesertWolf101
The plan is for R&D to eventually become air production factories as the specific aircraft researched comes online. The key variable here that worries me is that I have decided to greatly prioritize R&D to account for virtually all available research slots taken to level 30 (and one Frank one to 55). Is this too crazy ambitious?
Heck no. A strong and vibrant r&d program is your only hope of getting to mid 45 in a scenario 1 game.
Vehicles 240 might be a bit high for a scenario 1.
Naval Shipyards at 1490 is an expansion is it not? Not against it, kind of like it to be honest, you just need to be mindful.
I normally switch an armament factory in Korea to vehicles for safer production long term.
As long as you manage your supplies and fuel you can do a lot. Just be aware of what all the costs are...
RE: Empire of the Sun
Besides, the major R & D supply cost is when the factory actually repairs and it can take a long time to fully repair.
But what is the cost of not having the best aircraft available? The supply cost of replacing the pilot with a pilot of lesser ability, the cost of training the replacement pilot, plus the cost of the lower quality aircraft which is the same cost of a better one. Not to mention the cost of destroying fewer enemy aircraft.
But what is the cost of not having the best aircraft available? The supply cost of replacing the pilot with a pilot of lesser ability, the cost of training the replacement pilot, plus the cost of the lower quality aircraft which is the same cost of a better one. Not to mention the cost of destroying fewer enemy aircraft.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

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

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


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RE: Empire of the Sun
Ok great, this is quite the relief to hear. I do plan to seriously attempt to economize where I can, but I was quite averse to short changing R&D if I could avoid it.
And yes, I did expand the naval shipyards, but only by 106 overall. I thought that was a modest size increase I could get away with.
And yes, I did expand the naval shipyards, but only by 106 overall. I thought that was a modest size increase I could get away with.
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RE: Empire of the Sun
Aircraft R&D
Final item before I get to the first turn – my aircraft research:
12 X 30 Frank A
10 X 30 Sam
6 X 30 N1K1-J George
6 X 30 Ki-83
5 X 30 Shinden
4 X 30 Ki-44-IIa Tojo
3 x 30 Rufe (for transition to A6M5)
3 X 30 A6M3
3 X 30 B6N2 Jill
3 X 30 D4Y1 Judy
3 X 30 Ki-102c Randy
3 X 30 Ki-43-IIa Oscar
3 X 30 Ki-49-Ia Helen
2 X 30 Ki-45 Nick a
2 X 30 Grace
2 X 30 J1N1-S Irving
2 X 30 Ki46-III KAI Dinah
1 X 30 D4Y1-C Judy
1 X 30 Ki46-III Dinah
1 X 30 P1Y2-S Frances
1 X 5 H8K1 Emily (mostly just to set the factor for production)
1 X 5 H8K2-L Emily (mostly just to set the factor for production)
This was very much a work in progress initially, and certainly there are a number of areas here that I would have likely done differently if I knew more at the time. In particular, I would probably have done a less spread type approach in favor of a more narrow and concentrated one. Now that I am settled into the R&D process I don’t want to change much unless it is a critical mistake or omission. Do you guys see any?
Final item before I get to the first turn – my aircraft research:
12 X 30 Frank A
10 X 30 Sam
6 X 30 N1K1-J George
6 X 30 Ki-83
5 X 30 Shinden
4 X 30 Ki-44-IIa Tojo
3 x 30 Rufe (for transition to A6M5)
3 X 30 A6M3
3 X 30 B6N2 Jill
3 X 30 D4Y1 Judy
3 X 30 Ki-102c Randy
3 X 30 Ki-43-IIa Oscar
3 X 30 Ki-49-Ia Helen
2 X 30 Ki-45 Nick a
2 X 30 Grace
2 X 30 J1N1-S Irving
2 X 30 Ki46-III KAI Dinah
1 X 30 D4Y1-C Judy
1 X 30 Ki46-III Dinah
1 X 30 P1Y2-S Frances
1 X 5 H8K1 Emily (mostly just to set the factor for production)
1 X 5 H8K2-L Emily (mostly just to set the factor for production)
This was very much a work in progress initially, and certainly there are a number of areas here that I would have likely done differently if I knew more at the time. In particular, I would probably have done a less spread type approach in favor of a more narrow and concentrated one. Now that I am settled into the R&D process I don’t want to change much unless it is a critical mistake or omission. Do you guys see any?
RE: Empire of the Sun
You could switch the Emily type factories to another type and just convert the Mavis factories to Emily. If you do that, set the Mavis factory to no upgrade so you don't have two types of Mavis search aircraft.
Once the Judy factory repairs, consider upgrading it to the 3rd version as it uses a common engine, has a lower service rating, and carries a 500kg bomb. The fourth version was actually a kamikaze version with a non dropping 800kg bomb but game allows it to drop the bomb. [:D]
Once the Helen upgrades, consider upgrading to the second version. Ordinarily, I would say just let it come in normally and convert the Sally factories but you already have it set up.
Once the Judy factory repairs, consider upgrading it to the 3rd version as it uses a common engine, has a lower service rating, and carries a 500kg bomb. The fourth version was actually a kamikaze version with a non dropping 800kg bomb but game allows it to drop the bomb. [:D]
Once the Helen upgrades, consider upgrading to the second version. Ordinarily, I would say just let it come in normally and convert the Sally factories but you already have it set up.
Seek peace but keep your gun handy.
I'm not a complete idiot, some parts are missing!
“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”
; Julia Child

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

“Illegitemus non carborundum est (“Don’t let the bastards grind you down”).”


RE: Empire of the Sun
Nothing too glaring.
Frances torpedo bomber is worth r&d.
Dinah fighter normally isn't worth it, unless you have special plans for it.
Lilly DB is a great plane if properly used.
Peggy torpedo bomber has uses.
I am not a fan of the Randy nf. Zero NF lets you resize your naval groups if you play that way.
Grace is outstanding.
Tabby might be worth one factory too.
Biggest mistake I think is Helen -- Not a fan of r&d on Helen at all. You might think switching those to Sam, Grace, Judy, Frances, Peggy T, or whatever. You can mess with Emily/Mavis as mentioned.
You have covered your bases as you must get Frank and Sam early and you have a late war fighter for both services. Just make sure your engine production matches up, especially for the r&d bonus.
Frances torpedo bomber is worth r&d.
Dinah fighter normally isn't worth it, unless you have special plans for it.
Lilly DB is a great plane if properly used.
Peggy torpedo bomber has uses.
I am not a fan of the Randy nf. Zero NF lets you resize your naval groups if you play that way.
Grace is outstanding.
Tabby might be worth one factory too.
Biggest mistake I think is Helen -- Not a fan of r&d on Helen at all. You might think switching those to Sam, Grace, Judy, Frances, Peggy T, or whatever. You can mess with Emily/Mavis as mentioned.
You have covered your bases as you must get Frank and Sam early and you have a late war fighter for both services. Just make sure your engine production matches up, especially for the r&d bonus.
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RE: Empire of the Sun
Awesome, thanks guys and some good suggestions there.
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RE: Empire of the Sun
December 7, 1941
Submarines
The campaign starts with the traditional mini-sub launch against Pearl Harbor. 4 of them are unable to penetrate the harbor and are lost and 1 fails to launch and stays with the mother ship. The Imperial subs then spread out to their assigned patrol positions. Unfortunately, I-1 was not one of them as it was hit by a Catalina on ASW and had to go back to port for repairs.
KXVII attempts to intercept a Japanese invasion convoy in the Gulf of Siam but is seen and pummeled by the escorts with 10 hits. The submarine will likely survive but will need to head back to port.
Central Pacific
A couple of Nell bombers are lost as they attempt to bomb Wake but encounter a CAP of 4 Wildcat fighters.
A Japanese force goes ashore at Guam.
South Pacific
The early morning calm in Sydney was shattered when 108 Val and 117 Kates descended on the harbor. Almost all the shipping in the port, including all the tankers and AO, suffer considerable damage.
27 Vals and 27 Kates from the Kaga (separate TF from KB) then strike Brisbane, once again inflicting considerable damage to the shipping in port there.
Finally, the Australian heavy cruiser Canberra and the light cruiser Perth were spotted and attacked by 36 Val dive-bombers. The Canberra was hit 12 times and sunk, while the Perth was hit 5 times, heavily damaged, and forced into Sydney harbor.
Philippines
A Zero sweep goes over Clark Airfield knocking out 4 P-26A and a P-40B that rose up to meet them.
81 Betty and 36 Nell bombers then head in to bomb Manila’s port facilities. 14 P-40Es diverted from their training mission to hit the bombers knocking out 2 Betties and 4 Nells. A great port strike ensued however, with half the submarines there either destroyed or heavily damaged, and with notable damage to a great portion of the rest of the shipping. 18 Sally bombers with 9 Zero escorts follow the raid adding a bit of carnage to the place.
Japanese troops come ashore at Aparri and Batan Island.
Hong Kong
27 Ida, 24 Sonia, and 12 Lily bombers hit the shipping docked at Hong Kong. All ships in port are damaged but few are sunk due to the low yield bombs carried by these army bombers.
Malaya
Oscars and Nates sweep over northern Malaya finding little fighter opposition and effectively dealing with what little meets them.
55 Lily and 48 Sally bombers hit Georgetown port and airfield. A number of Buffalo and Blenheim IF fighters are caught and destroyed on the ground and all ships in the harbor are sunk outright.
Khota Bharu airfield is hit hard by 53 Sallys knocking out a number of Hudson bombers on the ground.
Finally, 27 Betty and 72 Nell bombers escorted by 12 Zeros head in towards the flak kill zone of Singapore at the very low altitude of 4,000 feet. Unfortunately, my opponent must have had some good luck since 24 Buffalo fighters rose to meet them. The Zeros do a good job keeping most of the Buffalos off the bombers but some Buffalos still manage to get in to shoot down 4 Nells. Despite the interference of the fighters and the dense flak, my bombers did a good job wrecking the shipping at Singapore. Practically all warships were heavily damaged and most of the transports and the tankers were hit. Some of these will eventually sink from the first strike.
At the end of the day, Japanese troops come ashore at Kota Bharu.
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All in all I was quite pleased with the first turn. The damage inflicted in a number of ports was extensive. The one downside is the heavy loss of Betty and Nell bombers (mostly due to Singapore flak) with 33 lost for the day. Clearly unsustainable but I am willing to take that one time heavy loss if it sets me up for what I want to do in the following days/weeks.
Submarines
The campaign starts with the traditional mini-sub launch against Pearl Harbor. 4 of them are unable to penetrate the harbor and are lost and 1 fails to launch and stays with the mother ship. The Imperial subs then spread out to their assigned patrol positions. Unfortunately, I-1 was not one of them as it was hit by a Catalina on ASW and had to go back to port for repairs.
KXVII attempts to intercept a Japanese invasion convoy in the Gulf of Siam but is seen and pummeled by the escorts with 10 hits. The submarine will likely survive but will need to head back to port.
Central Pacific
A couple of Nell bombers are lost as they attempt to bomb Wake but encounter a CAP of 4 Wildcat fighters.
A Japanese force goes ashore at Guam.
South Pacific
The early morning calm in Sydney was shattered when 108 Val and 117 Kates descended on the harbor. Almost all the shipping in the port, including all the tankers and AO, suffer considerable damage.
27 Vals and 27 Kates from the Kaga (separate TF from KB) then strike Brisbane, once again inflicting considerable damage to the shipping in port there.
Finally, the Australian heavy cruiser Canberra and the light cruiser Perth were spotted and attacked by 36 Val dive-bombers. The Canberra was hit 12 times and sunk, while the Perth was hit 5 times, heavily damaged, and forced into Sydney harbor.
Philippines
A Zero sweep goes over Clark Airfield knocking out 4 P-26A and a P-40B that rose up to meet them.
81 Betty and 36 Nell bombers then head in to bomb Manila’s port facilities. 14 P-40Es diverted from their training mission to hit the bombers knocking out 2 Betties and 4 Nells. A great port strike ensued however, with half the submarines there either destroyed or heavily damaged, and with notable damage to a great portion of the rest of the shipping. 18 Sally bombers with 9 Zero escorts follow the raid adding a bit of carnage to the place.
Japanese troops come ashore at Aparri and Batan Island.
Hong Kong
27 Ida, 24 Sonia, and 12 Lily bombers hit the shipping docked at Hong Kong. All ships in port are damaged but few are sunk due to the low yield bombs carried by these army bombers.
Malaya
Oscars and Nates sweep over northern Malaya finding little fighter opposition and effectively dealing with what little meets them.
55 Lily and 48 Sally bombers hit Georgetown port and airfield. A number of Buffalo and Blenheim IF fighters are caught and destroyed on the ground and all ships in the harbor are sunk outright.
Khota Bharu airfield is hit hard by 53 Sallys knocking out a number of Hudson bombers on the ground.
Finally, 27 Betty and 72 Nell bombers escorted by 12 Zeros head in towards the flak kill zone of Singapore at the very low altitude of 4,000 feet. Unfortunately, my opponent must have had some good luck since 24 Buffalo fighters rose to meet them. The Zeros do a good job keeping most of the Buffalos off the bombers but some Buffalos still manage to get in to shoot down 4 Nells. Despite the interference of the fighters and the dense flak, my bombers did a good job wrecking the shipping at Singapore. Practically all warships were heavily damaged and most of the transports and the tankers were hit. Some of these will eventually sink from the first strike.
At the end of the day, Japanese troops come ashore at Kota Bharu.
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All in all I was quite pleased with the first turn. The damage inflicted in a number of ports was extensive. The one downside is the heavy loss of Betty and Nell bombers (mostly due to Singapore flak) with 33 lost for the day. Clearly unsustainable but I am willing to take that one time heavy loss if it sets me up for what I want to do in the following days/weeks.
RE: Empire of the Sun
ORIGINAL: DesertWolf101
Aircraft R&D
Final item before I get to the first turn – my aircraft research:
12 X 30 Frank A
10 X 30 Sam
6 X 30 N1K1-J George
6 X 30 Ki-83
5 X 30 Shinden
4 X 30 Ki-44-IIa Tojo
3 x 30 Rufe (for transition to A6M5)
3 X 30 A6M3
3 X 30 B6N2 Jill
3 X 30 D4Y1 Judy
3 X 30 Ki-102c Randy
3 X 30 Ki-43-IIa Oscar
3 X 30 Ki-49-Ia Helen
2 X 30 Ki-45 Nick a
2 X 30 Grace
2 X 30 J1N1-S Irving
2 X 30 Ki46-III KAI Dinah
1 X 30 D4Y1-C Judy
1 X 30 Ki46-III Dinah
1 X 30 P1Y2-S Frances
1 X 5 H8K1 Emily (mostly just to set the factor for production)
1 X 5 H8K2-L Emily (mostly just to set the factor for production)
This was very much a work in progress initially, and certainly there are a number of areas here that I would have likely done differently if I knew more at the time. In particular, I would probably have done a less spread type approach in favor of a more narrow and concentrated one. Now that I am settled into the R&D process I don’t want to change much unless it is a critical mistake or omission. Do you guys see any?
That looks quite good for a PDU:On game in which you have little desire to pursue auto-victory. A variation of that theme is to focus more heavily on Tojo in the beginning, say 5 factories or so... putting 3 into production immediately and leaving 2 on R&D to get the later models. As it is, I would just move all 3 tojo factories into production in May, once the Tojo is available and convert 5-7 squadrons to Tojos, in addition to the 2 from Manchuko that upgrade normally (for a total of 7-9). The Tojo is the best early war plane until the P-38 arrives, and it will allow you to maintain air superiority through 42.
In a scenario 1 game, I recommend against converting many of your bomber squadrons to Helens. Sonias and Lillies are acceptable and use much less supply than Helens. Nicks can be used as fighter bombers in place of the light bombers, but be cautious with heavy use of medium bombers.
I would recommend the Lilly IIb divebomber and the Peggy Torpedo bomber. These are heavier, armored planes, which perform well against mid-late war U.S. flak. They are also the only dedicated anti-shipping planes available to the IJA. If you want to strike effectively at the allied death-star post 1943, these are almost essential.
The real trick is engine production: especially Nakajima 35s. Do you want the engine bonus for the A6 line and the Oscar line? This is another reason that the Lilly IIb is quite good. You will continue production of this plane, and the IIc, until the end of the war, making use of Nakajima 35 factories that will not be needed for much else other than Oscars by 1944. The other crucial engines are the Mitsubishi 33 and the Nakajima 45. Be sure that you have enough of the Naka 45. Notice the A6M8 uses the Mitsubishi 33 and not the Nakajima 35s, like the rest of the A6 line. Thus, how you plan your Mitsubishi 33 production is important. There are points in the war where demand for this engine will be very high (especially when you are producing A6M8s before the A7M2 is available), and points in the war when the demand for Mit 33 will not be very high.
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- Posts: 131
- Joined: Tue Jan 07, 2020 2:14 am
RE: Empire of the Sun
An Australia attack...
Interesting.
Will look forward to seeing how you handle getting China under your thumb.
Interesting.
Will look forward to seeing how you handle getting China under your thumb.
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- Posts: 1695
- Joined: Sat Nov 26, 2016 1:06 pm
RE: Empire of the Sun
ORIGINAL: Alamander
ORIGINAL: DesertWolf101
Aircraft R&D
Final item before I get to the first turn – my aircraft research:
12 X 30 Frank A
10 X 30 Sam
6 X 30 N1K1-J George
6 X 30 Ki-83
5 X 30 Shinden
4 X 30 Ki-44-IIa Tojo
3 x 30 Rufe (for transition to A6M5)
3 X 30 A6M3
3 X 30 B6N2 Jill
3 X 30 D4Y1 Judy
3 X 30 Ki-102c Randy
3 X 30 Ki-43-IIa Oscar
3 X 30 Ki-49-Ia Helen
2 X 30 Ki-45 Nick a
2 X 30 Grace
2 X 30 J1N1-S Irving
2 X 30 Ki46-III KAI Dinah
1 X 30 D4Y1-C Judy
1 X 30 Ki46-III Dinah
1 X 30 P1Y2-S Frances
1 X 5 H8K1 Emily (mostly just to set the factor for production)
1 X 5 H8K2-L Emily (mostly just to set the factor for production)
This was very much a work in progress initially, and certainly there are a number of areas here that I would have likely done differently if I knew more at the time. In particular, I would probably have done a less spread type approach in favor of a more narrow and concentrated one. Now that I am settled into the R&D process I don’t want to change much unless it is a critical mistake or omission. Do you guys see any?
That looks quite good for a PDU:On game in which you have little desire to pursue auto-victory. A variation of that theme is to focus more heavily on Tojo in the beginning, say 5 factories or so... putting 3 into production immediately and leaving 2 on R&D to get the later models. As it is, I would just move all 3 tojo factories into production in May, once the Tojo is available and convert 5-7 squadrons to Tojos, in addition to the 2 from Manchuko that upgrade normally (for a total of 7-9). The Tojo is the best early war plane until the P-38 arrives, and it will allow you to maintain air superiority through 42.
In a scenario 1 game, I recommend against converting many of your bomber squadrons to Helens. Sonias and Lillies are acceptable and use much less supply than Helens. Nicks can be used as fighter bombers in place of the light bombers, but be cautious with heavy use of medium bombers.
I would recommend the Lilly IIb divebomber and the Peggy Torpedo bomber. These are heavier, armored planes, which perform well against mid-late war U.S. flak. They are also the only dedicated anti-shipping planes available to the IJA. If you want to strike effectively at the allied death-star post 1943, these are almost essential.
The real trick is engine production: especially Nakajima 35s. Do you want the engine bonus for the A6 line and the Oscar line? This is another reason that the Lilly IIb is quite good. You will continue production of this plane, and the IIc, until the end of the war, making use of Nakajima 35 factories that will not be needed for much else other than Oscars by 1944. The other crucial engines are the Mitsubishi 33 and the Nakajima 45. Be sure that you have enough of the Naka 45. Notice the A6M8 uses the Mitsubishi 33 and not the Nakajima 35s, like the rest of the A6 line. Thus, how you plan your Mitsubishi 33 production is important. There are points in the war where demand for this engine will be very high (especially when you are producing A6M8s before the A7M2 is available), and points in the war when the demand for Mit 33 will not be very high.
Interesting points. In particular I was not aware that the Lilly used up less supplies per mission in comparison to the medium bombers. I guess I mistakenly thought that it was a per engine thing rather than designation based.
Edit: I took a look at the manual and now note that its a maximum load issue. Level bombers on offensive missions consume supplies equal to their maximum load divided by 1000. So I take it that means that a Lily with a max load of 881 would in fact consume only one supply point while a Sally with a max load of 2,205 would consume 2 (or 3 because we round up in AE right?)