First Impressions
Posted: Thu Apr 29, 2021 8:24 pm
Greetings,
Dropping a message - as I know these games always come out limping, and by the looks the game has hardly been adequately tested - at least from my perspective.
1) The Economics are not "there" as incentive.
Japan fought a war to ensure resources and their flowing.
They simply do not flow.
The oil is not enough.
To conquer a City or an Iron Ore location nets 1, 3 or maybe 6 production points a turn.
The difference is abysmal.
Strategic Resources are worth 1%. Maybe for the Rich USA it's something. For Japan, not really.
Oil - to put it simple, Japan ran out of oil at February '42. (I really feel playtesters have not tested jackshit).
That by keeping the main fleet in port and using some air squadrons WHEN the time allowed.
That means with half of Japan airforce or less (since CVs were not used past Pearl Harbour) and some Transport around, Japan exhausted its strategic oil reserves!
To seize some Oil such as Tarakan is useless before NEI falls. You do not get it (I suspect a bug there). So til the NEI falls Japan only gain 7+2+3 oil a turn (and pays 25 of Unkeep - so you 'bleed' 15 fuel a turn for maintenance, assuming your convoys shipping supply and all) ...
FIXes:
City Income remains flat on Conquest.
Iron Ore remains flat on Conquest.
Thailand is considered Owned by Japan and not Conquest.
Extra Suggestion:
Radical Change in 'Strategic Resources' - and ulterior expansion in Strategic Hexes, the ownership of which adds safety / morale / whatnot for extra production. (Production is more tangible than sheer Vps).
2) Logistics - the ISSUE!
I've played Japan only.
Opening the screen I see ... Japan has only 300 Logistic Point at avail!
It screams 'Oh boy you're already maxed out'.
For who does not know, Logistics are what allows you to field more units.
An Army is 30 point, a Fighter Unit is 60, a Division 10, etcetera.
But let's not forget, Japan has a production queue of things that ... are not computed yet. Once you get your first Air Unit out of there, dang - your logistic free points are down to 240!
Japan will spare some logistic points by mass-garrisoning units in islands later on but they're pretty much 'done'.
They cannot have grand velleities of expanding some more, neither some grand flexibility to tailor their forces (barring mass disbanding or atrocious losses early on).
This accrues the first point. There is not only a limit in your economics, but even if you were to have proper economics (that should drive your conquests and not to alter your economical gains by 10% or so)
Presently there is the pure feeling that there is no need to expand much further the historical perimeter or the like, Japan won't anyhow have extra troops to man adequately their stuff.
FIX:
Raise the Logistic cap of Japan. May be tied to events / conquest / another trigger to spur aggressiveness.
Edit: Checked '42 Scenario. Funnily enough there the Logistic Cap of Japan is 3300, vs 2600 of the '41 scenario.
3) Cheesy Invasions
This may be intended, but I feel it's somehow gamey.
Anything that is not in garrison mode can invade. Even a Division that has only 1 or 2 Strength.
That will suck off the Amphibious poor only the matching strength of the invading unit.
Once one learns the game and knows in which location there are enemy forces and in which there are not ... it will become quite easy to abuse the mechanic.
FIX:
Minimum Amphibious cost (5 maybe?) or Minimum Strength required to ivnade.
Possible BUG:
It is far from clear which hexes can have invasions - the Solomons are a pain in that place to see where one can invade or not. Islands of Admiralty too seem to require a marine hop from Rabaul there, as I failed to invade them from sea.
4) Force Z
This is just a pet peeve than else. They start in Singapore, and the Japs lose a bazillion of planes there and sometimes maybe sink one of the two ships.
I personally think it's better to not have the Repulse and Prince of Wales at all (assuming they get sunk and that's it!) than to have them persistently around!
5) Anti-Tank Japanese Infantry???
For the love of God, turn all Japanese infantry Assault.
Some units have a technology Japan does not even possess (ie Anti-Tank '42 when they have '39 only as tech)
Then no practiced player will just stick to Anti Tank troops and will convert them to Assault (The benefit of having a technology will massive outweight the 'anti tank' '39.).
It will be just a massive headache for any Turn One of any game, to track down all these units and issue them to switch upgrade path. Lots of undesired Micromanagement shoved down to throat of a player without a real reason.
Dropping a message - as I know these games always come out limping, and by the looks the game has hardly been adequately tested - at least from my perspective.
1) The Economics are not "there" as incentive.
Japan fought a war to ensure resources and their flowing.
They simply do not flow.
The oil is not enough.
To conquer a City or an Iron Ore location nets 1, 3 or maybe 6 production points a turn.
The difference is abysmal.
Strategic Resources are worth 1%. Maybe for the Rich USA it's something. For Japan, not really.
Oil - to put it simple, Japan ran out of oil at February '42. (I really feel playtesters have not tested jackshit).
That by keeping the main fleet in port and using some air squadrons WHEN the time allowed.
That means with half of Japan airforce or less (since CVs were not used past Pearl Harbour) and some Transport around, Japan exhausted its strategic oil reserves!
To seize some Oil such as Tarakan is useless before NEI falls. You do not get it (I suspect a bug there). So til the NEI falls Japan only gain 7+2+3 oil a turn (and pays 25 of Unkeep - so you 'bleed' 15 fuel a turn for maintenance, assuming your convoys shipping supply and all) ...
FIXes:
City Income remains flat on Conquest.
Iron Ore remains flat on Conquest.
Thailand is considered Owned by Japan and not Conquest.
Extra Suggestion:
Radical Change in 'Strategic Resources' - and ulterior expansion in Strategic Hexes, the ownership of which adds safety / morale / whatnot for extra production. (Production is more tangible than sheer Vps).
2) Logistics - the ISSUE!
I've played Japan only.
Opening the screen I see ... Japan has only 300 Logistic Point at avail!
It screams 'Oh boy you're already maxed out'.
For who does not know, Logistics are what allows you to field more units.
An Army is 30 point, a Fighter Unit is 60, a Division 10, etcetera.
But let's not forget, Japan has a production queue of things that ... are not computed yet. Once you get your first Air Unit out of there, dang - your logistic free points are down to 240!
Japan will spare some logistic points by mass-garrisoning units in islands later on but they're pretty much 'done'.
They cannot have grand velleities of expanding some more, neither some grand flexibility to tailor their forces (barring mass disbanding or atrocious losses early on).
This accrues the first point. There is not only a limit in your economics, but even if you were to have proper economics (that should drive your conquests and not to alter your economical gains by 10% or so)
Presently there is the pure feeling that there is no need to expand much further the historical perimeter or the like, Japan won't anyhow have extra troops to man adequately their stuff.
FIX:
Raise the Logistic cap of Japan. May be tied to events / conquest / another trigger to spur aggressiveness.
Edit: Checked '42 Scenario. Funnily enough there the Logistic Cap of Japan is 3300, vs 2600 of the '41 scenario.
3) Cheesy Invasions
This may be intended, but I feel it's somehow gamey.
Anything that is not in garrison mode can invade. Even a Division that has only 1 or 2 Strength.
That will suck off the Amphibious poor only the matching strength of the invading unit.
Once one learns the game and knows in which location there are enemy forces and in which there are not ... it will become quite easy to abuse the mechanic.
FIX:
Minimum Amphibious cost (5 maybe?) or Minimum Strength required to ivnade.
Possible BUG:
It is far from clear which hexes can have invasions - the Solomons are a pain in that place to see where one can invade or not. Islands of Admiralty too seem to require a marine hop from Rabaul there, as I failed to invade them from sea.
4) Force Z
This is just a pet peeve than else. They start in Singapore, and the Japs lose a bazillion of planes there and sometimes maybe sink one of the two ships.
I personally think it's better to not have the Repulse and Prince of Wales at all (assuming they get sunk and that's it!) than to have them persistently around!
5) Anti-Tank Japanese Infantry???
For the love of God, turn all Japanese infantry Assault.
Some units have a technology Japan does not even possess (ie Anti-Tank '42 when they have '39 only as tech)
Then no practiced player will just stick to Anti Tank troops and will convert them to Assault (The benefit of having a technology will massive outweight the 'anti tank' '39.).
It will be just a massive headache for any Turn One of any game, to track down all these units and issue them to switch upgrade path. Lots of undesired Micromanagement shoved down to throat of a player without a real reason.