Japan Set-up Spreadsheet for AE
Posted: Fri Jan 18, 2013 9:01 pm
UPDATE 12/21/2015: The revised AE-Japan Setup Spreadsheet (Rev B) has been uploaded. It contains several new tabs containing many new features and lots of advice, while the main section has 701 changes (from a total line count of 3734). For those who have used (or are using) the previous version, just go to column "AI" (on the "Japan Set-up" tab) and filter on "1". This will show ONLY the elements which have changed, making it much easier to edit your starting setup. For a more detailed list of the changes and improvements, see the "changelog" in Post #6 below. (The link in this post has been updated so it contains the new spreadsheet)
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Since October 2012, I've been working on the Japanese equivalent to the AE-Allies Setup Spreadsheet. The focus, again, is to give the player a prescriptive list of actions to take on "Day 2", following the December 7th series of historical moves. Even more so than with the Allies, the range of choices facing the Japanese player are complex and daunting. There are 3734 individual Bases (277), LCUs (988), Ships (1673), Air Groups (282), and Industry elements (514), all of which can potentially be adjusted in the course of the Day 2 turn. And don't be fooled - although the Allies have more individual items (4589), the Japanese decision process is exponentially more difficult as the player has to account for all economic and production activity, specifically:
- The need to review current aircraft and engine models & pools and make immediate adjustments to industry to accommodate expected near term needs.
- The simultaneous requirement to make long term decisions on which airframes & engines to research, and to make plans and industry changes accordingly.
- Make similar adjustments to the Armaments & Vehicle plants, as well as the three forms of shipyards.
- Review the list of Civilian and Military naval vessels and decide which to accelerate or halt.
- Develop plans for importing the resources and fuel which are essential to the long term growth and functioning of the Japanese economy.
- Do all of the above without "Crashing the Economy" (a very real and very dangerous effect experienced by all too many inexperienced Japanese players).
Further complicating the decision process are the many "game play" options available, in particular whether one is playing PBEM or versus the AI, with "Player Defined Upgrades" on or off, and "Realistic R&D" on or off. Recommendations made without taking those three variables into account are effectively worthless. For example, an excellent research plan developed for a "PDU on" game would be insanity if followed with "PDU off". Personally I prefer games that impose a more historical set of constraints upon the player, plus my games are played against the AI, and thus I tend to shun settings which provide additional advantages against an already crippled opponent. So that means this spreadsheet is primarily intended for those who:
1) Play with PDU "off"
2) Play with Realistic R&D "on"
3) Play against the AI (although if the above settings are in place and you have a PBEM opponent, many of the spreadsheet recommendations are still pertinent).
4) Also worth noting that this spreadsheet is designed for Scenario 1. I've also used this setup in Scenario 17 (Allied Ironman), although you have to be quite a bit more cautious in that one.
Strategically, all unit movements and industry adjustments were made to support a moderately aggressive and historical Japanese approach. The primary objectives (at the 50,000 foot level) are as follows:
1) Pursue the traditional conquest pattern involving immediate moves to take Malaya, the Philippines, northern Borneo, northern New Guinea, and various island outposts in the Central Pacific.
2) Relatively near term moves aimed at the Moluccas, Rabaul, eastern Borneo, Burma, and Palembang.
3) A complex series of unit moves in China designed to release Division sized units for decidedly non-historical offensive actions in Northeast and Central China.
4) Post-Pearl Harbor positioning of KB to support the Wake Island invasion and a subsequent provisioning move to Truk (thus leaving it centrally positioned to move in any direction the player desires)
5) Development of two fully functional Baby KBs within a week's time (each comprising Zero & Kate equipped CVL/CVE combos) for immediate deployment to the Philippines and/or SRA.
6) Full implementation of the Resource Convoy system outlined by Damien in his Japanese Economy guide.
7) Implementation of most of Damien's recommendations regarding Armament, Vehicle, and Shipyard expansion.
8) Many of the ship conversions and upgrades recommended by Damien or picked up from Mike Solli's AAR.
9) Identification and expansion of designated Air Training units with extensive reallocation of pilots.
10) Detailed network of Search & ASW planes at key locations (interlocking verified and tweaked).
11) All submarines deployed on patrol (with patrol zones detailed).
12) A similar deployment of Naval ASW ship patrols in key areas.
If you've always wanted to play the Japanese, but never knew quite where to begin, here's the plan to get you started:
(Note: The attachment below will always be updated to contain the most recent spreadsheet revision)
--------------------------------------------------------------------------------------------------------------------------------------
Since October 2012, I've been working on the Japanese equivalent to the AE-Allies Setup Spreadsheet. The focus, again, is to give the player a prescriptive list of actions to take on "Day 2", following the December 7th series of historical moves. Even more so than with the Allies, the range of choices facing the Japanese player are complex and daunting. There are 3734 individual Bases (277), LCUs (988), Ships (1673), Air Groups (282), and Industry elements (514), all of which can potentially be adjusted in the course of the Day 2 turn. And don't be fooled - although the Allies have more individual items (4589), the Japanese decision process is exponentially more difficult as the player has to account for all economic and production activity, specifically:
- The need to review current aircraft and engine models & pools and make immediate adjustments to industry to accommodate expected near term needs.
- The simultaneous requirement to make long term decisions on which airframes & engines to research, and to make plans and industry changes accordingly.
- Make similar adjustments to the Armaments & Vehicle plants, as well as the three forms of shipyards.
- Review the list of Civilian and Military naval vessels and decide which to accelerate or halt.
- Develop plans for importing the resources and fuel which are essential to the long term growth and functioning of the Japanese economy.
- Do all of the above without "Crashing the Economy" (a very real and very dangerous effect experienced by all too many inexperienced Japanese players).
Further complicating the decision process are the many "game play" options available, in particular whether one is playing PBEM or versus the AI, with "Player Defined Upgrades" on or off, and "Realistic R&D" on or off. Recommendations made without taking those three variables into account are effectively worthless. For example, an excellent research plan developed for a "PDU on" game would be insanity if followed with "PDU off". Personally I prefer games that impose a more historical set of constraints upon the player, plus my games are played against the AI, and thus I tend to shun settings which provide additional advantages against an already crippled opponent. So that means this spreadsheet is primarily intended for those who:
1) Play with PDU "off"
2) Play with Realistic R&D "on"
3) Play against the AI (although if the above settings are in place and you have a PBEM opponent, many of the spreadsheet recommendations are still pertinent).
4) Also worth noting that this spreadsheet is designed for Scenario 1. I've also used this setup in Scenario 17 (Allied Ironman), although you have to be quite a bit more cautious in that one.
Strategically, all unit movements and industry adjustments were made to support a moderately aggressive and historical Japanese approach. The primary objectives (at the 50,000 foot level) are as follows:
1) Pursue the traditional conquest pattern involving immediate moves to take Malaya, the Philippines, northern Borneo, northern New Guinea, and various island outposts in the Central Pacific.
2) Relatively near term moves aimed at the Moluccas, Rabaul, eastern Borneo, Burma, and Palembang.
3) A complex series of unit moves in China designed to release Division sized units for decidedly non-historical offensive actions in Northeast and Central China.
4) Post-Pearl Harbor positioning of KB to support the Wake Island invasion and a subsequent provisioning move to Truk (thus leaving it centrally positioned to move in any direction the player desires)
5) Development of two fully functional Baby KBs within a week's time (each comprising Zero & Kate equipped CVL/CVE combos) for immediate deployment to the Philippines and/or SRA.
6) Full implementation of the Resource Convoy system outlined by Damien in his Japanese Economy guide.
7) Implementation of most of Damien's recommendations regarding Armament, Vehicle, and Shipyard expansion.
8) Many of the ship conversions and upgrades recommended by Damien or picked up from Mike Solli's AAR.
9) Identification and expansion of designated Air Training units with extensive reallocation of pilots.
10) Detailed network of Search & ASW planes at key locations (interlocking verified and tweaked).
11) All submarines deployed on patrol (with patrol zones detailed).
12) A similar deployment of Naval ASW ship patrols in key areas.
If you've always wanted to play the Japanese, but never knew quite where to begin, here's the plan to get you started:
(Note: The attachment below will always be updated to contain the most recent spreadsheet revision)