Japanese Tactics

Pacific War is a free update of the old classic, available in our Downloads section.
Post Reply
Major Tom
Posts: 522
Joined: Sat Apr 08, 2000 8:00 am
Location: Canada

Japanese Tactics

Post by Major Tom »

It seems like there are a lot of 'tactics' floating around. Here is a thread for Japanese Tactics. Of which I will mention a few...

***ASW Tactics***

Even though the Japanese are heavily out gunned in the Submarine conflict, you can do things to slightly minimize the damage.

1. Assign H6K and H8K Air Groups to bases along the Palambang-Nagoya Sea Route. Recon aircraft will attack Subs only at 50% of their range. Using these Long Range aircraft as ASW is your best option. However, you will lose their ability as Long Range Scouts. Solution? Use the many E13A Jake and Ki-64-II Dinah groups for recon since their ASW abilities are poor-zero.

2. Assign all old IJN DD's to Nagoya for escort duty (Kamikaze, Wakatake, Minekaze). Keep the Mutzuki Class in the 'field' since they have a good cargo capacity and have Long Lance Torpedo's (would hate to lose these on convoy duty!).


***Oil Saving Tactics***

1. Use only your best ships, leave the others at port. Keep your slow battleships (Yamato, Nagato, Fuso Class) as well as weak Cruisers (Aoba, Tenryu) in port and rely on your good quality ships for the main fighting. The fewer ships you use, the less oil you eat up. Avoid 'Midway Type' operations where 90% of your fleet is out.

2. Use your Fleet Oilers and Type 1 TL tankers as emergency convoys directly from Palembang to bases in need of fuel. Use your smaller tankers on regular convoy phase duty.


***Convoy Tactics***

1. When creating a convoy that might go into enemy waters you should do the following. Give it a strong escort. There are many ships who are useless in anything but convoy duty. The Katori class (Katori, Kashii, Kashima, Okinoshima, Tsugaru, Ioshima and Yasoshima [last four were virtually identical to Katori Class]) is useful for Convoy leaders, since they gain the advantage of high numbers of 25mm given to IJN CL's in 1944, but lack due to their slow speed. Add the Mutsuki DD as these types of escorts, since if ever engaged in surface combat they have Long Lance, plus they are sufficiently weak enough not to be needed in the main fleet.


***Fleet Tactics***

1. Unlike the USN, have the IJN CVE's act as fleet carriers. Although they have a pitiful air compliment, an extra TF of 4 CVE's could turn the tide of battle. Immediately start training their air groups up to the standard of the rest of the fleet. However, like the Junyo Class they tend to be only a one shot deal, usually dying in their first battle. Use them wizely.

2. Divide up the carrier fleet into groups of 2 CV and 2 CVL/CVE. Here are the best combinations...

CV Akagi, CV Kaga, CV Shokaku, CV Zuikaku (under command of a level 7 air commander)
CV Hiryu, CV Soryu, CVL Zuiho, CVL Ryujo
**CV Junyo, CV Hiyo, CVE Taiyo, CVL Hosho

**This TF is an excellent decoy TF. It appears to be strong when the Allies look at it on the map (2 CV, 2 CVL) but it contains your weakest ships of that type. A good tactic is to assign this TF a target base, but have its standoff at maximum (like around 12). If the Allies use signit on this TF, it shows its makeup (CV TF) and its destination (allied base) but not its standoff range. You can then trick the Allies into thinking that you are attacking Midway when you are really after Palmyra.

(another decoy tactic)

When against an allied player, signit also tells the Allies what the target base of your certain HQ is. Targetting this base, even when the HQ is on full control gives troops attacking that base a bonus. An alternate tactic is to target bases you are not focussing on, but are potential targets.

3. Hide the AV's Nisshin, Mizuho, Chitose and Chiyoda. If not sunk, by December 1943 they will all be changed into CVL's. Keep them located at some base in Japan so they would not accidentally get sunk as AV's.

4. Once the F6F Hellcat appears, withdraw your CV TF's from the main fight. The A6M5 cannot hold itself against the F6F and even well trained air groups will be slaughtered. When the F6F appears, your CV TF's will only be useful if they have overwhelming experience, or if they catch a much weaker force.


***Defense Tactics***

Even though many people believe that it is impossible for Japan to win unless they defeat the Allies in 1942, causing sufficient casualties can result in a tie/marginal Japanese victory.

1. Immediately defend the Marianas. Place 3 of your good Divisions directly on Tainan, Guam and Saipan ASAP. Have the airbases and ports brought up to their highest numbers. The Marianas are perfect bases in which to bomb Japan, holding them is critical. Save some high quality LBA from the battles in South East Asia and the South/Central Pacific for specific defence of the Marianas. Have a mix of IJNAF bombers and IJAAF fighters (IJAAF fighters are more durable and can take more punishment, plus better ones appear sooner than IJNAF).

2. Stop your advance at Bangkok. Sure, you don't get to smash some British units, but you tend to get stuck at Mandalay anyway. Defending at Bangkok is your best bet. It is too far away from Moulimien/Rangoon to be attacked by allied fighters (but close to IJAAF bases in Indo-China and Malaya), and if the RN comes to bombard your troops they have to go around the Malaya Peninsula. You can effectively hold off the British with 2 Divisions in Bangkok, plus 2 Divisions in Northern Malaya to guard against a possible landing. This will eat up the 4 original divisions given to 15th Army, but any new formations (including the 2 new Indian National Army Divisions) can be used elsewhere, or used to replace high quality divisions on garrison duty. This frees up more troops, aircraft and ships to fight the 'real enemy'.

3. Once the P-38J and F6F appears move all of your A6M groups back to Japan. They are useless. The F6F not only has better manuverability, but better armour and cannon rating. A moderately experienced group will kill an elite A6M group. Wait until you have N1K's before your IJNAF LBA ventures out of Japan. What do you do in between? Send the IJAAF to do the real fighting. The Ki-44, Ki-45 and Ki-61 are much better at fighting off the P-38 and F6F than the A6M since they are much more well rounded aircraft. What do you do with the many IJNAF A6M groups? Train them, so that when you get sufficient numbers of N1K they are going to groups with 80 experience.

4. The best bases to defend are those that cannot be bombarded. The only base that this really takes into account is Clark Field. Sitting in the middle of the Philippines, Clark Field is your ideal air and land base. Build it up to maximum with your Engineers, and place as many tank heavy formations as you can. Pump the peninsula with as much supply as you can. When the allies land, they cannot destroy the LBA or weaken the LCU's with Ship Bombardments, they have to rely on air bombardment. Place one of your starting units with high numbers of AFV's there (2nd Guard, 1st, 2nd, 4th, 5th, 29th, 48th, 56th, 91st, 109th and notably the 2nd Tank Division). They will have to either starve you out, or send in as many LCU's as they can to capture the base.

5. Build up bases that you know you can hold. Building up a base, only to lose it to the allies really sucks. Strategically decide which bases you will have as naval/air stations, then send in Engineers to build them up. Make the allies have to build up their own bases.

6. Kamikaze's. Use only old aircraft for Kamikaze missions. Save at least one Ki-32 and Ki-51 airgroup for this purpose (since they now upgrade to the Ki-45 and Ki-102). You end up with about 3000 of these aircraft, and it would be a waste not to use them... Have your LBA punch a hold in their CAP (if you withdraw the A6M before they get slaughtered, good pilots in the N1K should be able to do this, even in late 1944) and send in your Ki-32/51 groups on Kamikaze. Some should make it through the Flak. You can do the same with the Ki-27 and Ki-43, since a Kamikaze will cause a heck of a lot of damage, no matter the actual fragility of the aircraft.

7. Keep the IJAAF out of the firing lines until good aircraft are in high numbers. After taking Malaya, Philippines and East Indies, keep the IJAAF out of harms way, so that you can build up your reserves of Ki-49 (for bombers) as well as train your airgroups up to at least 80 experience. It might be a good idea to hold off on destroying the USAFFE at Bataan, since they make good bomb targets. Get your Ki-32/51 groups up to high levels of experience, since they eventually change to Ki-45/102 Fighter Bombers. Do not switch Ki-27 to Ki-43, but bring all Ki-27 groups back to Japan and wait until you get some Ki-44/61 aircraft. Keep your Ki-43 groups of 80 experience around the Philippines, Siam, Malaya and the East Indies on garrison duties. When you get the Ki-44/61 change the Ki-27 groups over to this aircraft, and send them off to relieve the Ki-43 groups on garrison duty as well as the A6M groups on the frontlines.


***Production***

1. IJAAF production. The manual says not to tweak with production, or else you will suffer the consequences. However, it can really give you benefits later on. Once the Ki-44/Ki-61 appear stop all Ki-43 production (in fact, never EVER switch Ki-43 to produce Ki-43-II, every time you switch a factory, its prductivity goes down). Suffer with the Ki-43 until you get the Ki-44/61. Your best defence of a base is to have 1 FG of Ki-44/61 and 1 FG of Ki-45. The Ki-45 can really chew those Heavy Bombers up (where weaker planes get nailed) and the Ki-44/61 can get the fighters.

2. Produce the Ki-49 in massive numbers ASAP. Switch all Ki-21-II to Ki-49 (leave the Ki-48 production as is, then switch over to Ki-48-II which is just as good as the Ki-49). The Ki-49 almost doubles everything about the Ki-21-II except bomb capacity which remains the same.

3. Have Human Production on at all times. It is no good when the computer stops producing an aircraft that you really need to one that is sub-par.
Lorenzo from Spain
Posts: 101
Joined: Sun May 13, 2001 8:00 am
Location: Zaragoza

Post by Lorenzo from Spain »

Thanks. Really very interesting. Could you help us saying about the US tactics?
mmoaorrke
Posts: 66
Joined: Fri Dec 22, 2000 10:00 am

Post by mmoaorrke »

What do you mean "have human production on"? How do you do that? I've had games where I make production changes (either side) and the computer changes them back.
User avatar
LargeSlowTarget
Posts: 4914
Joined: Sat Sep 23, 2000 8:00 am
Location: Hessen, Germany - now living in France

Post by LargeSlowTarget »

Lorenzo, you don't need hints on US tactics - or do you want to annihilate me as early as January instead of 'just' in June 42 next time? <img src="mad.gif" border="0">

mmoaorrke (??), you can switch between computer/human production with 'Alt-n'.

[ December 17, 2001: Message edited by: LargeSlowTarget ]</p>
User avatar
Blackhorse
Posts: 1415
Joined: Sun Aug 20, 2000 8:00 am
Location: Eastern US

Post by Blackhorse »

Wonderful thread. Excellent suggestions.

Is it necessary / worthwhile for the Japanese to stop at Bangkok? Several other threads have mentioned that it is easy for the Japanese to mount succesful invasions of Ceylon and India. Once India is taken, and British supply dries up, the rest of the India-Burma Theatre should fall easily.
WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!
Major Tom
Posts: 522
Joined: Sat Apr 08, 2000 8:00 am
Location: Canada

Post by Major Tom »

Originally posted by Blackhorse:
Wonderful thread. Excellent suggestions.

Is it necessary / worthwhile for the Japanese to stop at Bangkok? Several other threads have mentioned that it is easy for the Japanese to mount succesful invasions of Ceylon and India. Once India is taken, and British supply dries up, the rest of the India-Burma Theatre should fall easily.

Thanks,

Versus a Human player, in the 2.2 version this would be impossible. They would most likely use the 18th Division in Burma/Ceylon, which can fight off most IJA attacks, unless they send in more than just the 5th and 2nd Guard Divisions. If they do this, they weaken themselves too much on other fronts, and the USN will secure other strategic bases in South and Central Pacific (since this operation would require the extended use of the Japanese Carrier Fleet).

However, my strategy of defending at Bangkok will work against both the AI and a Human opponent. All you have to do is to keep the 55th and 56th Divisions at Bangkok, heavily supplied (and any Allied formations that attack will be relentlessly bombarded by IJAAF fighters and bombers. Put the 33rd Division at Jitra, and the 18th Division at Kuala Lumpur in case the British try to flank the forces at Northern Malaya. Leave the 5th Division at Singapore and the 2nd Guard Division at Medan and it is impossible for the British to attack until 1944. When you get new formations (1st and 2nd INA, 31st Division, etc...) you can either send these elsewhere, or use them as garrison forces to free up better troops (18th and 33rd Divisions) for true fighting elsewhere. The true benefit of this strategy is that the Japanese will not only not have to expend more troops to the region, but less supply, fuel and aircraft (plus virtually no attrition).

In the 2.3 version the British situation in India/Ceylon is MUCH improved. There are around 4-5 Indian Divisions who at full strength will have 50 Experience (not much for attacking, but GREAT for defending). There is the much improved 7th Armoured Brigade floating around Burma, and the soon to arrive Indian Army Tank Brigades are in better shape as well. So, not only is an invasion of Ceylon difficult against a Human opponent, but also against the AI. Securing India (now back to Calcutta) would be a difficult task, since taking Ceylon would force you to fight against the RAF, RN and two formations of 50+ experience, but when they finally get to Calcutta, there will be loads of 70 experienced Hurricane II Wings, plus at least one formation of a level 9 entrenched 50 experienced Division (usually with full complement of Troops, Artillery and Tanks).

There are a lot of changes in regards to the defensive capacity of the British Army in India. A few more formations appear, plus they are better quality. Attacking and winning in India is still possible, but not quite as easy as it once was.
User avatar
Blackhorse
Posts: 1415
Joined: Sun Aug 20, 2000 8:00 am
Location: Eastern US

Post by Blackhorse »

Thanks for the informative reply re: Burma-India. Nice to see the Commonwealth forces developing a "stiff upper lip."

The proposed Japanese air strategy is intriguing. I'm curious why you propose withdrawing all Zeros until the N1K becomes available, without mentioning the Irving.

In late '42 the naval fighter J1N2-S (Irving) starts coming off the production line. With maneuver: 19, cannon: 12, and durability 33 it appears to be at least as fine a bomber interceptor as the army's Ki-45.
WitP-AE -- US LCU & AI Stuff

Oddball: Why don't you knock it off with them negative waves? Why don't you dig how beautiful it is out here? Why don't you say something righteous and hopeful for a change?
Moriarty: Crap!
Major Tom
Posts: 522
Joined: Sat Apr 08, 2000 8:00 am
Location: Canada

Post by Major Tom »

I see what you are getting at. Good idea. However, the J1N2-S does have killer cannon and durability, but only 19 manuverability, which really knocks it when compared to P-38's and F6F's. You still need the Ki-61 and Ki-44 to take care of the 'fragile fighters', but yes, the J1N is a much better aircraft at taking on the bombers than the Ki-45. I would almost recommend changing all Ki-45 groups to Ki-61/44, if enough planes are available, leaving the anti-bomber role to the IJNAF J1N2-S. Still, you would never get enough J1N production so that it could replace the LBA A6M, unless you stopped all A6M production, leaving your carriers in the lurch.
BrickReid
Posts: 52
Joined: Sat Jun 23, 2001 8:00 am
Location: California, USA

Post by BrickReid »

A fun little thing I used to like to do against a buddy of mine was to go after the American carriers early in the war. He tended to camp them under his ground based CAP and any time I sent in my carrier groups, they'd get slaughtered by the waves and waves of attacks. My solution was to talk his carriers into sticking their necks out to the edge of the CAP by sending in patrol boats (they always seemed to move first) to cause the American carriers to do a reaction move (my buddy would always set them for a reaction range of 2 to keep them under the CAP). At the same time I would send a carrier group to the same location with a standoff range of 4. The Americans would waste themselves on the patrol boats while my carriers were still fresh; they would detect the carriers while still being out of range of the ground based CAP and have a free shot at the American carriers.

Some might call this an exploit, but I think it is up to the American commander to keep tight contol over his carriers at the beginning of the war or lose them. How he manages his carriers and wether he leaves them sitting in one location for too long to allow this tactic is his own fault (he's got to stick and move whereas some commanders like to park them in reaction mode in Honolulu).

Anyway, my 2 cents. I've enjoyed your posts, btw. I played quite a bit a long time ago and just don't have the time to do it more (I dabble in WIR, though).
screamer
Posts: 215
Joined: Sat Jul 21, 2001 8:00 am
Location: The Netherlands,
Contact:

Post by screamer »

another tip : save your battleships if you use them in a big combined group, if you cant fill the TF entirely up with BB's put a CA with it.

yes it costs fuel but it pays off even in 1945,
in july 1945 allies where makeing there landings in japan, my fleet left singapore and made one hit against the allies, i destroyed 4CV 8CVE 2BB 1CL 13DD 18AP 2lst in the battle at the loss of 1 BB <img src="tongue.gif" border="0">
poep
Doug Olenick
Posts: 88
Joined: Tue Sep 26, 2000 8:00 am
Location: ny

Post by Doug Olenick »

A couple of tactics I try are: Make you air TFs heavy in carriers. I know the manuel states that too many CVs/CVLs are not effective, and they are not historically accurate, except for the initial PH strike. But I like having a huge CAP when dealing with the US Navy.

Next I focus all my production on one model, the best one that is available. Once Tojos and Helens can be mass produced that is all I make. I do upgrade the naval variants as they become available.
BrickReid
Posts: 52
Joined: Sat Jun 23, 2001 8:00 am
Location: California, USA

Post by BrickReid »

Remember the Jap carriers (e.g. carrier a/c) are much more valuable in the early game than in the late game. SO USE THEM EARLY TO EXPAND AS FAR AS POSSIBLE AND TO TAKE OUT THE FEWER AMERICAN CARRIERS AVAILABLE EARLY ON.

The problem is you will start running out of oil reserves when you do. SO, go after all the big oil locations ASAP. 'Cause if you don't have oil you don't have a fleet, you have floating museums, trapped dockside with no fuel AND all your production is delayed (I think).

Next, AND THIS CAN ALMOST WIN THE WAR FOR YOU SINGLE HANDED, use your subs strategically. Don't bother using them to go after carriers groups and other stuff in the front areas. Post them along the paths you see the American auto supply convoys take between the mainland and Hawaii and from the mainland to the south seas/Australia forces. Focus them just outside of or at the edge of the radius of ground based patrols. There is a small gap between the mainland and Hawaii and anywhere close to the US that is still ouside of air cover. When you move the subs to patrol those areas use your best subs and make sure you change their base to the most forward islands you control. They'll rule the MCSs and AP convoys and rack up a ton of points for all they destroy.

I just went back and checked an old save game file and for the turn dated 8/14/42, I had sunk the following:

DD 28
AP 33
MCS 189
TK 6
CV 4
BB 7 (plus other stuff not relevant to make my point.)
I had lost 10 subs in the process. Make sure you move your subs every several weeks, whenever you seem to be dropping in the number of attacks by them. Don't move them all at once or if you know a damaged capital ship is trying to limp back the the mainland. Most of my capital ship sinking came from my subs picking them off after my carrier groups had crippled them. Now if only I had grabbed the big oil and resource bases early on my oil reserves wouldn't be so low and I would have won the game.

[ January 15, 2002: Message edited by: BrickReid ]</p>
henhute6
Posts: 100
Joined: Tue Jan 08, 2002 10:00 am
Location: Tehran

Post by henhute6 »

If you want kamikazes at the start of 1944 leave some useless island in Philippines under american control. Get enough kamikaze squadrons and then occupy it.
Maybe this is cheating and I haven't used it a lot.
User avatar
mogami
Posts: 11053
Joined: Wed Aug 23, 2000 8:00 am
Location: You can't get here from there

Post by mogami »

Hi, Grab Canton Island on the second or third turn and place Bettys there on NI, They will score a lot of points. I like to push on to Rangoon and then when the air war starts becoming a problem i back up to Bangkok. But you have at least a year of good results there and the Brits will score you a lot of points launching land attacks that are slaughtered. I try to capture bases I do not intend even on garrisioning just because it bys a few extra weeks while the allies retake them (the northern bases as far as Dutch Harbor (not DH it's self) this gives the 7th Inf div 4 landings to gain exp on before I send it where I intend on using it. Making a strike at Midway in the first 5 weeks can at least convince the allies to pile their material around Pearl Harbor (and keep it away from the South Pacific where I really want to build the Canto/Ellice/Solomon line. But use your engineers to build bases behind the front Islands rather then depending on the Islands airgroups. One suprise raid and the Island is gone with out the airgroups doing anything. Long range bombers from the rear do a lot. (Ponape defends the Marshalls, Tarawa defends Ellice, Kavaing defends Solomons etc) also place a reaction TF on these bases.
Combined fleet and LCU, transfer all of Combined Fleets LCU's to other HQ. Otherwise in a prolonged battle activating the LCU's will eat up Combined fleets PP's. During the opening weeks it does not matter (type 1 terrian are 1 turn deals) But any place the LCU's will have to fight for more then 1 turn, Do not use Combined fleet units. Find at least 1 place where the allies will not be wiped out in one turn. Then place inexperianced leaders in command, watch their ratings when they grow to where you want place a new inexperianced leader in command. To train Naval leaders for land combat the base must be controled by a Naval HQ (just don't use Combined fleet) I usally train enough Naval leaders in land combat to aid in landings and to command important bases where air ratings are also important. (There are never enough Naval leaders with both good air and land ratings so it is important to train some early.) Do the same at Bataan with Army leaders who have good air but poor land ratings (Homma and almost all the ones who begin as air commanders) It is much harder to train someone with good land combat ratings but low air (since it costs aircraft you can't really afford)there are plenty of sqds. Soon you should have a half dozen leaders with both 7 air and 7 land ratings. This is enough to have good army commanders in the forward areas by mid 43 (Rangoon is an excellent post for one of these dual purpose leaders.) You do not have to garrison every base. It is sometimes difficult to predict where the allies will invade and it soon becomes difficult to move units that are sitting within allied air range. Conserve the AP's and have a good reserve of LCU's on rear bases and then after the allies land, you can retake the base from the reserve. The Navy has to win the battle around the target (but had it lost a battle on the defense you would be out a base anyway with no means to retake.) By saving units for the counterattack you will have control of the situation not the allies. Don't make futile efforts. If the allies are too strong just wait for next oppurtounty, butif it looks possible, By countering on the turn following a landing hopefully some of the Allied support TF's will have left the battle area and your surface TF will chew up some transports. Often there is low fuel on a base for aircraft this first turn, and the LCU may also have low readiness. So it is sometimes easy to kill units that normally would be impossible. As the war progressess you must constantly lower your expections. What 1 exp 80 Betty group can do in 1942 it may require 6 to achive half results in 44/45 (if your lucky.) It does no good to have 15 airgroups in newest aircraft trained to 90's if there is no fuel at their base. Or they are commanded by a 2 air leader who has used all his PP's. You must have a fresh airgroup each week of battle in 44. If you want to fight for 3 weeks you will need to change all involved airgroups 3 times (they really burn out fast) Put the long range in the rear to prevent their flying where you don't want them to., and being slaughtered for nothing. (I sometimes pick an aircraft for it's short range simply to prevent their constantly flying to the nearest enemy airbase and losing aircraft senselessly) The Japanese player can't get too use to the easy victorys of 41/42. He really has to be the type who can watch one disaster followed fast by another, but always looking for that slight allied error that allows an oppurtunity for the Japanese to get in a lick of his own. (someday you will be happy when you lose 100+ aircraft to sink a CV)(or a CVL/CVE/BB/CA) From the first week of the war to the last make it a point to sink any allied AP where ever and when ever you can. AP's are more important to sink then CV's (IMHO) make it so he can not move his LCU's in large landings.

[ February 02, 2002: Message edited by: Mogami ]</p>
Image




I'm not retreating, I'm attacking in a different direction!
Post Reply

Return to “Pacific War: The Matrix Edition”