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RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 10:42 am
by SuluSea
Okay here it is.. as you can see Franks (a plane you must have) are researched in here and some of the research goes into '44 which should help in not stressing your economy as much.

You'll also notice I eliminated much of the Nick research due to some tests I posted in the war room part of the forum. IMO it's just a waste to put that much into it.

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RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 10:47 am
by larryfulkerson
I'm planning on seeing if I can't get the KB to meet up with the AO's available at point "Texico" and get a drink and then the KB will head over to Wake and project some force. I remember Wake being a pain and I don't want that to be the case this time. Of the six carriers present I have all the DB's and TB's on naval attack missions except the the Zuikaku who will concentrate on ASW. The fighters will concentrate on CAP and LRCAP and hopefully as the carriers move out to point Texico they will still be within range to make a second strike to put the cap on a really good beginning effort. If I can devestate Rob enough I might be able to run rampant through the South Pacific with impunity such that Rob will offer me a "restart" again. Perhaps. Just a thought.

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RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 10:55 am
by larryfulkerson
ORIGINAL: n01487477
ORIGINAL: larryfulkerson
I thought it might be a good idea to go through all the HI bases expanding the airbase and specific ports so that I could store more stuff there w/o spoilage.
Ports etc don't expand without Engineers... and you should be using them judiciously to expand ports that will be your convoy hubs
I did not know that. Thanks. I'll look around for some engineers not doing anything and move them to more important duties. And yes, I get that the convoy hubs should be the focus of expansion. Cool.

ORIGINAL: Puhis
Larry, you can double all vehicle factories, and even that is not too much. Also, eventually you need much bigger Kate factory, size 5 factory is only producing 5 planes a month.
ORIGINAL: n01487477
...I recommend between 250 - 300 Veh plants. Build at multiple locations to get them built quickly.
Turn off 300 Arm plants ...
Okie dokie. Roger that. I'm on it. Thanks. That will be the very next thing I do so I don't forget.

RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 10:58 am
by larryfulkerson
ORIGINAL: n01487477
Turn off repairs to all but those [R&D] you'll invest in. Make a plan and then ask some guys here how to do it well
Yeah, I've turned off the repairs on ALL the factories except for R&D and the Kate facilities and I'm looking into the vehicle factories just after I post this. Good advice, thanks.

RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 11:00 am
by larryfulkerson
ORIGINAL: SuluSea
... as you can see (sic) Franks (a plane you must have) are researched in here and some of the research goes into '44 which should help in not stressing your economy as much.

You'll also notice I eliminated much of the Nick research due to some tests I posted in the war room part of the forum. IMO it's just a waste to put that much into it.
Thanks a heap SuluSea dude. You're a gold mine.

RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 11:15 am
by larryfulkerson
Here you can see how I've switched three cities from armament factories to vehicles, the biggest being Tokyo. And I boosted the Kate output to 50 planes a month. It's a pretty good first stab at trying to do things better.

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RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 11:18 am
by n01487477
ORIGINAL: larryfulkerson

Here you can see how I've switched three cities from armament factories to vehicles, the biggest being Tokyo. And I boosted the Kate output to 50 planes a month. It's a pretty good first stab at trying to do things better.

BIG NO NO ... IMO ... I hope you have a save from before this. Never convert anything. Expand what you have.

Reasoning: you might need to turn those Arm factories back on at some point. 2 they still need to repair fully anyway and there is no advantage to conversions.

[edit] Expand each of the existing (6 VEH) to 30(0)... then maybe to 40, if needed .

RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 11:30 am
by larryfulkerson
I've ordered two LCU's from elsewhere to move to point Sapporo. Engineers to expand the port and the INF so as to be ready to move into harm's way. I'm planning on moving most of the resources from Sapporo to the Home Islands. In fact most of the resources from that island I plan on moving. There's not much industry there to need them so they might just as well be moved to where they are needed I figure. I'm going to grab some oil from Shikuka and move it to, oh....I guess Tokyo or somewhere where there's a big port. I don't plan on moving any oil from Port Arthur as PA is going to need that oil to produce some supply for China. I've heard China is supply poor and I don't want to exasserbate the situation further.

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RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 11:34 am
by larryfulkerson
ORIGINAL: n01487477
ORIGINAL: larryfulkerson
Here you can see how I've switched three cities from armament factories to vehicles, the biggest being Tokyo. And I boosted the Kate output to 50 planes a month. It's a pretty good first stab at trying to do things better.
BIG NO NO ... IMO ... I hope you have a save from before this. Never convert anything. Expand what you have.

Reasoning: you might need to turn those Arm factories back on at some point. 2 they still need to repair fully anyway and there is no advantage to conversions.
[edit] Expand each of the existing (6 VEH) to 30(0)... then maybe to 40, if needed .
OOOoops. Sorry. Well, live and learn. Yeah, I have a save but I don't want to do anything "gamey" so I'll live with it. But I'm taking your advice to heart and will expand instead of convert from now on. Typical new guy maneouver, converting instead of expanding. This is a case of where I should have asked first instead of screwing the pooch.

EDIT: As I understand you, your advice is to expand the remaining 6 vehicle factories to 30(0) and perhaps 40(0) later. 10-4?



RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 11:37 am
by SuluSea
I may have some other stuff, I'll have to sort through everything.. Heading out to a wedding now.. Have fun.

RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 11:39 am
by larryfulkerson
ORIGINAL: SuluSea
I may have some other stuff, I'll have to sort through everything.. Heading out to a wedding now.. Have fun.
What's fun is to kiss the bride while the husband-to-be is watching. Kiss the bride for me.

Okie dokie.....I've expanded some more vehicle factories so now it looks like this:

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RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 11:41 am
by n01487477
ORIGINAL: larryfulkerson
ORIGINAL: n01487477
ORIGINAL: larryfulkerson
Here you can see how I've switched three cities from armament factories to vehicles, the biggest being Tokyo. And I boosted the Kate output to 50 planes a month. It's a pretty good first stab at trying to do things better.
BIG NO NO ... IMO ... I hope you have a save from before this. Never convert anything. Expand what you have.

Reasoning: you might need to turn those Arm factories back on at some point. 2 they still need to repair fully anyway and there is no advantage to conversions.
[edit] Expand each of the existing (6 VEH) to 30(0)... then maybe to 40, if needed .
OOOoops. Sorry. Well, live and learn. Yeah, I have a save but I don't want to do anything "gamey" so I'll live with it. But I'm taking your advice to heart and will expand instead of convert from now on. Typical new guy maneouver, converting instead of expanding. This is a case of where I should have asked first instead of screwing the pooch.
Not gamey, but I like your attitude ... learn through doing and making mistakes.

The reason that I wanted you to expand across the board was that you get the increase quickly. What you did will mean 140 days before Tokyo Veh is fully repaired. Anyway, it won't kill you.

I'd still increase those others to 30(0), and when these 90 and 140 get to 30 - turn off repairs.

Yep - 10-4 [8D]

Conversions of aircraft and engines are the only things you should convert ... [;)]

RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 11:48 am
by larryfulkerson
ORIGINAL: n01487477
EDIT: ...and when these 90 and 140 get to 30 - turn off repairs.
Almost missed this part. I'm probably going to mis-remember to do this 'cause it's probably going to be a while before it's necessary. I may have to write this advice down somewhere and put a yellow sticky on my monitor somewhere.
ORIGINAL: n01487477
Conversions of aircraft and engines are the only things you should convert ... [;)]
Cool. Now I know. Thanks for your advice. You're helping me become a better opponent. Rob doesn't know what he's in for. Probably.

RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 12:27 pm
by larryfulkerson
I'm going through the "list all TF's" list and came upon the Ryujo. I need to move the Ryujo to a spot where it can not be in the range of land-based Allied fighters but still reach the most Allied ships. I see some ships on the southern tip of Davao's island and I remember when I was playing as Allies against the Jap AI that there was a CA Houston somewhere in this area. And that southernmost concentration of ships might just be the Houston. At any rate I need to rid the area of ships before I can safely invade Davao so I'm thinking that the Ryujo needs to move SW and the Tayio needs to move WNW so we can sanitize this AO of Allied ships. I did this cut and paste for myself to get a better idea of where everything was before I moved anything and I thought you guys might want to see it too.

EDIT: I just went to move the Tajio and found that it doesn't have any planes aboard. D'oh. So it's just the Ryujo for now attacking.

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RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 12:44 pm
by Uncivil Engineer
ORIGINAL: larryfulkerson
ORIGINAL: SuluSea
I may have some other stuff, I'll have to sort through everything.. Heading out to a wedding now.. Have fun.
What's fun is to kiss the bride while the husband-to-be is watching. Kiss the bride for me.

Okie dokie.....I've expanded some more vehicle factories so now it looks like this:

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Don't forget with all these conversions and expansions you need 10k supply to enable repairs at each base. Toggle up the required supply to ~12k at all bases needing it for repairs. Only 4 of the 9 vehicle assembly plants will repair next turn by your current supply situation. Ditto for those 50 Kates.

RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 12:54 pm
by larryfulkerson
Here's a study I'm doing on the South China Sea AO. I don't have a surfeit of surface assets here yet and nothing visible to stem the flow of ships from HK or Manila to the south which I'm pretty sure is going to happen sooner or later. And the scenario starts with some AK's already loaded with troops which tends to give me the impression that landings are supposed to happen really soon now. It's a race to the beaches of the Philippine Islands and a put-the-cork-in-the-bottle with ships from HK and Manila at the same time. What a mess. I'm really not all that enthused about invading before I get some surface assets into this AO and get my ASW assets set up or at least available nearby. So I'm thinking I need to spend some time moving ships around and postpone the invasion(s) of the PI for at least two days from now.

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RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 12:56 pm
by larryfulkerson
ORIGINAL: Uncivil Engineer
Don't forget with all these conversions and expansions you need 10k supply to enable repairs at each base. Toggle up the required supply to ~12k at all bases needing it for repairs. Only 4 of the 9 vehicle assembly plants will repair next turn by your current supply situation. Ditto for those 50 Kates.
Cool. I'll get right on it right now before I forget to do it. Thanks.

EDIT: okie dokie....I've boosted the supplies required at those vehicle bases which are expanding and or repairing so I'm guessing the supplies will be higher before too long. Same for the Kate base.

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RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 1:00 pm
by PaxMondo
ORIGINAL: larryfulkerson

What a mess. I'm really not all that enthused about invading before I get some surface assets into this AO and get my ASW assets set up or at least available nearby. So I'm thinking I need to spend some time moving ships around and postpone the invasion(s) of the PI for at least two days from now.
I would agree ... wait.

The real difficulty playing IJ, and the econony is not easy by the way, is exactly this. You only have your amphib bonus for a fixed period of time (114 days!). You have to pack all that you can into that time. This means you have to be planning ahead 90 days for everything or you end up wasting days (repeatedly) while you try to aggregate your forces to do the next step. The really good IJ players (PzB, Nemo, PH, Cribtop, Mike etc), they hardly ever waste a day during the expansion phase. Very, very tough to do.

RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 1:06 pm
by larryfulkerson
ORIGINAL: PaxMondo
...You only have your amphib bonus for a fixed period of time (114 days!). You have to pack all that you can into that time. This means you have to be planning ahead 90 days for everything or you end up wasting days (repeatedly) while you try to aggregate your forces to do the next step. The really good IJ players (PzB, Nemo, PH, Cribtop, Mike etc), they hardly ever waste a day during the expansion phase. Very, very tough to do.
What is this amphib bonus I keep hearing about. Loading and unloading quicker or something?

RE: fulkerson v Rob.......no Rob please

Posted: Sat May 12, 2012 9:52 pm
by Crackaces
ORIGINAL: larryfulkerson
ORIGINAL: PaxMondo
...You only have your amphib bonus for a fixed period of time (114 days!). You have to pack all that you can into that time. This means you have to be planning ahead 90 days for everything or you end up wasting days (repeatedly) while you try to aggregate your forces to do the next step. The really good IJ players (PzB, Nemo, PH, Cribtop, Mike etc), they hardly ever waste a day during the expansion phase. Very, very tough to do.
What is this amphib bonus I keep hearing about. Loading and unloading quicker or something?

6.3.3.3.2 AMPHIBIOUS UNLOADING
The Amphibious Unload Rate bonus applies only to ships in an Amphibious TF. Amphibious
Unload rates are determined by ship type (i.e., beaching craft, amphibious ship types,
or ordinary transport/cargo ship types). There are no Port-derived cargo handling limits.
Amphibious Unload only applies to Troops and Cargo (equipment and supply). Amphibious
Unload does not apply to Fuel, Oil or Resources. Note that there is also an “initial operations”
bonus for the Japanese during the first 4 months of the war.


6.3.3.3.2.1 OVER THE BEACH
This is for assault unloading over the beach.
»» Beaching Craft. Beaching craft unload completely in one turn.
»» Attack Amphibious Ships. (APA/AKA plus LSD, LSV and British equivalents)
in Amphibious TFs, unload at a Rate of 3000 points per ship, per turn.
128
»» Regular Transport Ships. (Commissioned Naval AP/AK) in Amphibious
TFs, unload at a Rate of 600 points per ship per turn.
»» Merchant Ships. (xAP/xAK) in Amphibious TFs, unload
at a Rate of 250 points per ship per turn.
»» Special Japanese early war bonus of 1200 for all AP/AK and xAP/xAK types.

Those xAP's and xAK's one day overnight are not going to unload at 1200 per phase .. God help you if you are invading something with shore batteries when this occurs ... [;)]

............

So most of the Allied ships unload at 250 points per phase and you have ship that can unload in 1200 per phase very handy for hitting things you want to be completely unloaded before the combat phase starts ...