Jan (J) vs Mark VII (A) - Bottlenecks+ Game on 11.27
Posted: Tue Jul 18, 2023 3:59 pm
Calling this Bottlenecks+, this variant has some changes (see below) from the original Bottlenecks, itself originally based on DBB-c.
The full changelog & house rules: Also here, for the download-averse ones: https://www.matrixgames.com/forums/view ... 5#p5107225
This mod is called Bottlenecks because, well, both sides have plenty of those right from the start! Here is just a few:
Japan:
- Extra hungry industry: 200+k/day resource, 13k/day oil and ~5k fuel deficit in Home Islands (without Hokkaido, since it still has to be shipped). And all the DBB-c ship capacity reduction!
- vastly increased number of bases in China, pretty much all requiring a garrison. Many more bases elsewhere around SRA, quite a few also requiring garrisons.
- Way less developed bases in the Pacific - think Truk with AF 1 on Dec 8th. Supply/fuel stockpiles reduced accordingly.
- The IJN tip of the spear Air arm is much... narrower. There are all of 3 land based air groups for a total of ~90 Zeros active on T1. A5's & Oscars will be needed for a while. Total Airframe production for Japan is less than 250/month at game start & cost of a single factory point is 3k supplies.
Allies:
- While supplies & fuel are plentiful from the start, as is proper and expected, the starting level would be decidedly less so once the Allied reinforcement Juggernaut gets going. To simulate the increased production in the second half of the war without flooding the player with war materials on day one, a LOT of allied production in the continental US, Caribbean & the UK starts in a damaged state. Repair shipyards, Oil centers & refineries are 'very' damaged, representing their potential expansion. The player needs to decide when & how much of these will be repaired, I think the total is somewhere North of 60 million supply needed to repair all production facilities.
- Allied capital ship respawn is off. The US shipyards were going full tilt as it was, building many more large warships would not have been easy to do with Germany First & likely some tradeoffs would have ensued which are beyond the scope of what we can model.
- we decided to use a recommended house rule where Allied player must use troop carrying capacity to carry troops. This means he must use xAP's based on the needed troop lift, and xAK's then as required for the equipment & supplies. Emergency evac on xAK's is allowed, including civilians & DEI etc.
- In the first weeks of the game, 'Civilians' will arrive at various places over DEI. These are units useless in combat but consuming supplies and can yield a lot of points for the Japanese if not evacuated. They need to be transported to Sydney or India for disbandment.
The biggest addition to the usual WiTP-AE Japanese woes is that every supply point and ton of fuel matters. Japan has 34(!) days of resources in the Home Islands at game start & Tracker says I am over 20k fuel a day in the hole. Certainly there are a lot of resources in Hokkaido & China/Manchukuo, but the Home Islands need 213 000 resources shipped in daily to cover industry needs. DBB-c, which Bottlenecks is based on, reduced hull sizes so most of IJN hulls are in 3k ton range or less in capacity, further increasing the need for ships & fuel to run them.
Supplies are only produced by LI, which means very little will be created outside Japan proper, only about 2k/day at game start. Good news is that LI repair only costs 250 supplies, so LI is worth expanding in key areas outside Japan that I expect to hold long enough. HI will also only be expanded outside Japan, if at all.
Given these global constraints, the general strategic goals are clear - capture as much oil as possible as fast as possible, then push the Allies as far beyond heavy bomber range of it as possible. Nothing surprising there, of course & as usual, the enemy will probably have something to say about it as well.
There are some other changes, most notable of mine is allowing all AT guns and few selected field gun types to act as Naval guns during invasions or naval bombardments. The idea is that if a unit tasked with island or coastal defense has direct-fire weapons available, they will emplace at least some of them in positions to be able to engage enemy landing ships, or bombarding vessels brave or foolish enough to come close to unsuppressed dug in guns. I do not see this having too much of an effect when landing against smaller units, but a division sized formation should be able to poke a few holes in a landing force!
The full changelog & house rules: Also here, for the download-averse ones: https://www.matrixgames.com/forums/view ... 5#p5107225
This mod is called Bottlenecks because, well, both sides have plenty of those right from the start! Here is just a few:
Japan:
- Extra hungry industry: 200+k/day resource, 13k/day oil and ~5k fuel deficit in Home Islands (without Hokkaido, since it still has to be shipped). And all the DBB-c ship capacity reduction!
- vastly increased number of bases in China, pretty much all requiring a garrison. Many more bases elsewhere around SRA, quite a few also requiring garrisons.
- Way less developed bases in the Pacific - think Truk with AF 1 on Dec 8th. Supply/fuel stockpiles reduced accordingly.
- The IJN tip of the spear Air arm is much... narrower. There are all of 3 land based air groups for a total of ~90 Zeros active on T1. A5's & Oscars will be needed for a while. Total Airframe production for Japan is less than 250/month at game start & cost of a single factory point is 3k supplies.
Allies:
- While supplies & fuel are plentiful from the start, as is proper and expected, the starting level would be decidedly less so once the Allied reinforcement Juggernaut gets going. To simulate the increased production in the second half of the war without flooding the player with war materials on day one, a LOT of allied production in the continental US, Caribbean & the UK starts in a damaged state. Repair shipyards, Oil centers & refineries are 'very' damaged, representing their potential expansion. The player needs to decide when & how much of these will be repaired, I think the total is somewhere North of 60 million supply needed to repair all production facilities.
- Allied capital ship respawn is off. The US shipyards were going full tilt as it was, building many more large warships would not have been easy to do with Germany First & likely some tradeoffs would have ensued which are beyond the scope of what we can model.
- we decided to use a recommended house rule where Allied player must use troop carrying capacity to carry troops. This means he must use xAP's based on the needed troop lift, and xAK's then as required for the equipment & supplies. Emergency evac on xAK's is allowed, including civilians & DEI etc.
- In the first weeks of the game, 'Civilians' will arrive at various places over DEI. These are units useless in combat but consuming supplies and can yield a lot of points for the Japanese if not evacuated. They need to be transported to Sydney or India for disbandment.
The biggest addition to the usual WiTP-AE Japanese woes is that every supply point and ton of fuel matters. Japan has 34(!) days of resources in the Home Islands at game start & Tracker says I am over 20k fuel a day in the hole. Certainly there are a lot of resources in Hokkaido & China/Manchukuo, but the Home Islands need 213 000 resources shipped in daily to cover industry needs. DBB-c, which Bottlenecks is based on, reduced hull sizes so most of IJN hulls are in 3k ton range or less in capacity, further increasing the need for ships & fuel to run them.
Supplies are only produced by LI, which means very little will be created outside Japan proper, only about 2k/day at game start. Good news is that LI repair only costs 250 supplies, so LI is worth expanding in key areas outside Japan that I expect to hold long enough. HI will also only be expanded outside Japan, if at all.
Given these global constraints, the general strategic goals are clear - capture as much oil as possible as fast as possible, then push the Allies as far beyond heavy bomber range of it as possible. Nothing surprising there, of course & as usual, the enemy will probably have something to say about it as well.
There are some other changes, most notable of mine is allowing all AT guns and few selected field gun types to act as Naval guns during invasions or naval bombardments. The idea is that if a unit tasked with island or coastal defense has direct-fire weapons available, they will emplace at least some of them in positions to be able to engage enemy landing ships, or bombarding vessels brave or foolish enough to come close to unsuppressed dug in guns. I do not see this having too much of an effect when landing against smaller units, but a division sized formation should be able to poke a few holes in a landing force!