Page 1 of 1

Japanese players: Which ships to accelerate/halt ?

Posted: Tue Feb 16, 2010 10:44 am
by seille
Hello fellow japanese players,

I would like to know how other players manage their ship production. Technically i know how to do it
thanks to the video tutorial Damian offered.
I have a nice surplus on merchant shipping points that i used to accelerate 3 Tk and 2 CVE.
For naval shipyard it looks not that good. Without halting something i´m losing 1 point per day so a ship
is set to pending.
I did what most player seem to do, i halted the Shinano to accumulate some points.

Want to know what other players do. Increase naval shipyard to be able to speed up some ship production
or simply halting ships you think you don´t want/need ? If yes, which ?
Which ships do you speed up ? I know it depends from strategy...

My idea was to accelerate some ASW ships and the early carriers.
In my noob game i lost sadly many ships to coastal fire at Ambon, Wake and Rabaul. Many of them has been
PB´s and smaller AK´s, so i feel i should bet some new PB´s and AK´s faster to fill the gaps.

Especially the opinion of the long time japanese players are interesting for me here.


RE: Japanese players: Which ships to accelerate/halt ?

Posted: Tue Feb 16, 2010 11:27 am
by xj900uk
Agreed.  Halt the Shinano,  it's not a very good conversion/build and it can't carry many aircraft (47?) for its size which is gi-normous and takes up far too much space/points.
Concentrate on accelerating your CVL's & CVE's,  also some more anti-sub DD's etc might come in useful

RE: Japanese players: Which ships to accelerate/halt ?

Posted: Tue Feb 16, 2010 11:33 am
by Mark Weston
So far I've decided to halt the building of Musashi - 233 construction points per turn for a year is just too much for one BB IMO - and increase naval shipyard production by 150.  Like you, I'll almost certainly halt the Shimano once that's possible.  That feels like enough free construction points to accelerate quite a few nice things.  Accelerating some of the later war carriers into late '42 and early '43 seems good, as does accelerating ASW ships.  But I don't have a precise plan yet.

RE: Japanese players: Which ships to accelerate/halt ?

Posted: Tue Feb 16, 2010 12:32 pm
by CapAndGown
You can convert some of the merchant shipyards to naval ones (pick the little ones) and then expand them a bit.

For merchant production, I don't think there is much need to accelerate anything but tankers. Escorts are short, but xAKLs can be converted and you should run a few big convoys rather than many little ones, cutting down on the need for escorts. I would not accelerate any tankers that are currently building as that costs triple the normal rate. Instead, accelerate tankers that are queued by not building. You won't need them right away anyway, but it would be good to have a bunch come on line in the summer of 42 once you have captured the major oil centers.

I am not so impressed by the value of CVEs. I think the uber cap stuff from WitP has been toned down. I am building them, but I am not going to use up points accelerating them.

RE: Japanese players: Which ships to accelerate/halt ?

Posted: Tue Feb 16, 2010 12:52 pm
by n01487477
ORIGINAL: cap_and_gown

You can convert some of the merchant shipyards to naval ones (pick the little ones) and then expand them a bit.

For merchant production, I don't think there is much need to accelerate anything but tankers. Escorts are short, but xAKLs can be converted and you should run a few big convoys rather than many little ones, cutting down on the need for escorts. I would not accelerate any tankers that are currently building as that costs triple the normal rate. Instead, accelerate tankers that are queued by not building. You won't need them right away anyway, but it would be good to have a bunch come on line in the summer of 42 once you have captured the major oil centers.

I am not so impressed by the value of CVEs. I think the uber cap stuff from WitP has been toned down. I am building them, but I am not going to use up points accelerating them.

I never convert anything,& I still don't know why it's in the game ... cause you have to start from scratch anyway (if this were different I might advocate a different approach) ... and you'll need all those Merchant points eventually anyway.

RE: Japanese players: Which ships to accelerate/halt ?

Posted: Tue Feb 16, 2010 3:14 pm
by Chickenboy
ORIGINAL: xj900uk

Agreed.  Halt the Shinano,  it's not a very good conversion/build and it can't carry many aircraft (47?) for its size which is gi-normous and takes up far too much space/points.
Concentrate on accelerating your CVL's & CVE's,  also some more anti-sub DD's etc might come in useful
+1

RE: Japanese players: Which ships to accelerate/halt ?

Posted: Tue Feb 16, 2010 3:32 pm
by Mynok
ORIGINAL: n01487477

I never convert anything,& I still don't know why it's in the game ... cause you have to start from scratch anyway (if this were different I might advocate a different approach) ... and you'll need all those Merchant points eventually anyway.

Yep. Better to just expand existing factories than convert.

RE: Japanese players: Which ships to accelerate/halt ?

Posted: Tue Feb 16, 2010 4:12 pm
by Q-Ball
Initially, Halt Shinano. That's a no-brainer.

Accelerate the first 3 Unryu-class ships, because they will advance for only 61 pts per ship; very cheap.

Halt all RO-boats. Not worth the expense. You can pick them up later.

AFTER Yamato hits the water, you will have alot of extra points; Junyo also hits about the same time. You may then consider accelerating Taiho; expensive, but it may be very nice to have that ship in late 1943.


RE: Japanese players: Which ships to accelerate/halt ?

Posted: Tue Feb 16, 2010 4:16 pm
by seille
Think i´ll expand my naval shipyards a bit first.
 
Another question. The manual isn´t very detailled on ship production, so what means (from tracker view)
the blueprint status ? Queued meens production of the ship did not start yet, right ? But what means
blueprint and how can i speed up these ships ?

RE: Japanese players: Which ships to accelerate/halt ?

Posted: Tue Feb 16, 2010 4:25 pm
by seille
ORIGINAL: Q-Ball

Initially, Halt Shinano. That's a no-brainer.

Accelerate the first 3 Unryu-class ships, because they will advance for only 61 pts per ship; very cheap.

Halt all RO-boats. Not worth the expense. You can pick them up later.

AFTER Yamato hits the water, you will have alot of extra points; Junyo also hits about the same time. You may then consider accelerating Taiho; expensive, but it may be very nice to have that ship in late 1943.


Sounds like a good advice. If i do this yet i´ll be short 34 naval points per day, but that´s not that much of a problem.
Think i´ll need these carriers

RE: Japanese players: Which ships to accelerate/halt ?

Posted: Tue Feb 16, 2010 4:28 pm
by Mynok
ORIGINAL: seille

Think i´ll expand my naval shipyards a bit first.

Another question. The manual isn´t very detailled on ship production, so what means (from tracker view)
the blueprint status ? Queued meens production of the ship did not start yet, right ? But what means
blueprint and how can i speed up these ships ?

There's an excellent training video on this in the WitpTracker training. See the thread on the main forum.

RE: Japanese players: Which ships to accelerate/halt ?

Posted: Tue Feb 16, 2010 4:31 pm
by Mark Weston
ORIGINAL: seille

Think i´ll expand my naval shipyards a bit first.

Another question. The manual isn´t very detailled on ship production, so what means (from tracker view)
the blueprint status ? Queued meens production of the ship did not start yet, right ? But what means
blueprint and how can i speed up these ships ?

I *think* these represent two things. First ships that are so far in the future that you can't accelerate them at all yet. You have to wait until they reach "Queued" status. Presumably at 2 * 10 * Durability??

The other thing they represent is items in the database like barges, MTBs, midget subs etc that aren't actually built using naval construction points.

RE: Japanese players: Which ships to accelerate/halt ?

Posted: Tue Feb 16, 2010 4:47 pm
by seille
@Mynok
I saw the training video, but can´t remember the blueprint ships were explained (sadly it´s not in german, that would make things easier for me [:D] ?
 
@Mark
That´s what i wanted to know. So i can only "manipulate" building, pending, queued and halted ships.
 
Thanks for all the good tips guy´s. Really a great forum here.

RE: Japanese players: Which ships to accelerate/halt ?

Posted: Wed Feb 17, 2010 10:18 pm
by Mike Solli
ORIGINAL: Mynok

ORIGINAL: n01487477

I never convert anything,& I still don't know why it's in the game ... cause you have to start from scratch anyway (if this were different I might advocate a different approach) ... and you'll need all those Merchant points eventually anyway.

Yep. Better to just expand existing factories than convert.

I agree. With the industry screen, you can add individual points to factories instead of doubling them. Very nice.

RE: Japanese players: Which ships to accelerate/halt ?

Posted: Wed Feb 17, 2010 11:48 pm
by Mynok

Ooo...that's cool. Hadn't discovered that yet.

RE: Japanese players: Which ships to accelerate/halt ?

Posted: Thu Feb 18, 2010 2:28 am
by Mike Solli
It's really neat, Mynok. I've added 10 to my vehicle factories in 2 turns. I like it a lot.

RE: Japanese players: Which ships to accelerate/halt ?

Posted: Thu Feb 18, 2010 3:31 am
by seille
Already increased a naval shipyard and will do the same for vehicles. Don´t get enough.