AI for MWiF - Japan
Posted: Fri Nov 11, 2005 10:01 pm
My try at Japan.
A, B, & C are the same as for the "AI for MWiF - Germany" thread.
D. GRAND STRATEGIES
The big picture for Japan is fairly simple :
1. Expand to accumulate the most RP & Oil (& Red factories in a lesser extend) to have the most BP possible. Japan has a lot of factories, and not enough resources to make them all produce. Japan also drastically lacks oil (building at least 1 Synth Oil is mandatory in the first couple of turns).
2. Built the most efficient army to ward off the Allies, to keep the most victory cities in the end.
If Japan does not expand, it will die.
D.I Historical
D.I.1 Pursue a war in China
D.I.2 Expand brutaly and rapidly across the Pacific to create the Basic co-prosperity sphere (The historical reachings)
D.I.3 Take advantage of any possible extra expansion. India, Arabic Countries, South Africa, Egypt, Australia
Variant : Nomohan then Historical
D.I.1 Pursue an early war with Russia hoping to grab resources and the Vladivostock Factory, then try pursue a war in China, hopefully managing to contain them and grabing resources.
D.II CW First
The advocates of this strategy say that it is good to deal the blow separately to the CW and to the USA for best maximum effect. However, the US Entry effect of the first blow may well push the USA to war much sooner than usual.
D.II.1 Pursue a war with China & or Russia
D.II.2 Declare War to the CW & grab as much of its dominions as it is possible.
D.II.3 Declare War to the USA, or wait for their attack, which should come soon after D.II.2 anyway.
Variant : Crush Winston
D.II.1 is ignored (defense mode) and D.II.2 is performed very early. China becomes a sideshow, and the global war begins much sooner.
In my opinion all strategies that lead to a longer war for Japan are not good for Japan.
E. INNER STRATEGIES
E.I War in China
E.I.1 Major Japanese Ojectives
These would be the ultimate objective to try to reach :
- Conquer Chungking.
- Destroy the Communists (doable in 39-40),
- Conquer Lan Chow.
E.I.2 Important Japanese Objectives
These would be the less megalomaniac objective :
- Secure the Resource in 0538 and a rail path to the sea to use it in a Japanese factory (very easy).
- Secure the Resource in Si-An and a rail path to the sea to use it in a Japanese factory (easy).
- Secure the Resource in 0531 and a rail path to the sea to use it in a Japanese factory (moderate difficulty).
- Secure the Resource in 0630 and a rail path to the sea to use it in a Japanese factory (very hard).
- Kill as many Chinese units as possible, always.
- Loose as few units as possible, especially in the early years (before 1942).
E.I.3 Garrisons
These are mostly anti partisan garrison, and should follow the general anti partisan behavior described in post 5 of thread AI for MWiF - Germany.
Garrison A : Shanghai, Canton (if fleet), Port Arthur, Harbin.
Garrison B : Canton but if the fleet is very big it should be Garrison A.
Garrison C : Chang-Sha with a MTN unit (or another 4-mover) to control the southeast mountains, the rest depends on where the frontlines are.
Emphasis should be put on 2 special things : Garrisons should be maintained to protect flipped planes, and to protect most ports.
E.I.4 Production
The production necessary for this war is a lot of troops, fast moving if possible, but not necessarily white print, ART units, some air units too including enough FTR to keep air superiority to deny enemy air and enough TAC factors to support Japaneses attacks and defend from Chinese ones.
Some Armor is not a bad idea (even if only a MECH DIV) because it can be used to fight at advantages in Clear & Forest hexes.
As much HQ as possible (3 minimum) are required too to maintain supply.
E.II Expansion to historic co-prosperity sphere
Basicaly this is the expansion to dominate the Bismarck Sea, Marianas, China Sea, South China Sea.
French Indo China and Siam should be controlled by Japan before the day they expand. Especially Siam, as a springboard to Malaya.
E.II.1 Mandatory places to conquer
- Philippines (should need an easy invasion on Philippines, followed by an assault of Manila).
- Singapore & Malaya (needs a fairly high involvement of troops from the land).
- Batavia & whole NEI (should need an easy invasion on Java, followed by an assault of Batavia).
- Honolulu if doable. The AIO for Japan should always consider an invasion of Honolulu and whether it is doable or not. It is very risky and may prevent the Japanese from achieving the other mandatory objectives.
- Rabaul.
E.II.2 Free invasions
Those free invasions should be made by DIV on SCS if the places are undefended, at least to make the USA loose time when they come back. Even if it is only a few naval & land moves.
- Midway if not garrisoned. It is a valuable airbase for the US comeback.
- Dutch Harbor if not garrisoned (Objective).
- Pago Pago if not garrisoned (Objective).
- Wake Island if not garrisoned. It is a decent airbase for the US comeback.
- Columbo if not garrisoned (Objective).
E.II.3 Garrisons
These are exclusively anti-invasion garrisons, and should follow the general anti partisan behavior described post 5 in the "AI for MWiF - Germany" thread.
Garrison A : Truk, Singapore, Manila (for being an objective, for being an important multi Sea Area hex, and for often sheltering the fleet) (Manila is a pivot place in Japan's defense, and if the USA get the control of it, both the China Sea and the South China Sea will soon be lost
by Japan too, and everything will collapse -- China, the Oil, ect...)
Garrison B : Outer Ring : Kwajalein / Eniwetok, Rabaul, Batavia, Makassar, Menado. Inner Ring : Bonin Islands, Legaspi.
Garrison C : Generaly hexes that can provide airbases to the enemy and so should be held as long as possible to prevent them from gaining air superiority over important Sea Area which are Bismarck Sea, Marianas, China Sea, South China Sea. Oil hexes too, to protect from a raid invasion.
E.II.4 Production
The production linked to such a campaign is a lot of air units (long range FTR & NAVs), a lots of cheap but white print land units to garrison, lot of SUBs to cause as much disruption to enemy shipping as possible (here the submarine war is less waged to decrease the enemy's production than simply to oblige him to mind about a lot of sea areas with CPs for supply & protection for these CPs), and a good amount of CP to try to maintain supply.
To be able to defend this co-prosperity sphere, Japan needs to have a large & powerful navy, which it already have in 1939, but which should be reinforced by as much CV / CVL as possible before S/O 41 (all 5 & more movers in the construction & repair pool should be finished), as many Mogami Class CA as possible, and at least the Yamato if possible (the Musachi also why not, but she is very expensive).
E.III War with Russia
E.III.1 Goal
Try to conquer as much RP as possible before conquering Vladivostok to avoid seeing the Russian beg for peace prematuraly. The 3 between vladivostok & Blagovyeshchensk may be taken by the same army, and the 4th near Chita could be taken by another army. This would necessitate 2 HQ.
Trick : If this war is planned at setup, a unit could be setup in the extreme northern Manchuria to cut the rail line between Blagovyeshchensk and Chita.
E.III.2 Garrisons
The Japanese should garrison the new obtained frontier with as much troops as he wants, depending his envy / fear / need of battling USSR again in the future. Anyway, 3 years after chances are big that the Russian will come back and that he will be unstoppable.
E.III.3 Production
This is a land war which needs at least 2 HQ and enought troops to beat the Russian garrisons. Basicaly this is a '39 or '40 war so the units for it are already existing.
E.IV Extra Expansion
E.IV.1 North Borneo
This territory should be conquered, after the initial expansion but before the allies come back, so that they do not get easily new air bases in the South China Sea.
E.IV.2 Burma
Interests : Oil, cut the route off Lend Lease to China, opening the road to India.
E.IV.3 India
Interests : Resources, Victory hexes & red factories, loss of IND units if conquered.
Landing in Cocandia has advantagtes. Its a port with a lot of resources around. Calcutta is near, and could be attacked in conjunction with troops coming from Burma.
E.IV.4 Aden
Interests : Victory hex, springboard to the Red Sea & Egypt
Can be invaded if the CW is in the ropes, or if Japan is already very strong and has secured good bases in India.
E.IV.5 Madagascar
Interests : Victory hex.
E.IV.6 South Africa
Interests : Victory hex, disruption in the CW, loss of SA units if conquered.
E.IV.7 Australia
Interests : Resources, Victory hexes & red factories, loss of AUS units if conquered
Control of the Coral Sea may be necessary to achieve something in australia.
New Caledonia should also be taken for the resource (even if only to deny it to the allies).
The interest of conquering Australia is fairly low.
E.IV.8 Arabian countries (Persia mainly)
Interests : Oil to reorg units, and denying Oil to the enemy.
Outside of a normal conquest plan, remember that Japan can simply align those countries if declared war upon by Russia for example, and send peacekeepers to defend the oil wells. Japan will need to be at war with the conqueror to stay there though.
A, B, & C are the same as for the "AI for MWiF - Germany" thread.
D. GRAND STRATEGIES
The big picture for Japan is fairly simple :
1. Expand to accumulate the most RP & Oil (& Red factories in a lesser extend) to have the most BP possible. Japan has a lot of factories, and not enough resources to make them all produce. Japan also drastically lacks oil (building at least 1 Synth Oil is mandatory in the first couple of turns).
2. Built the most efficient army to ward off the Allies, to keep the most victory cities in the end.
If Japan does not expand, it will die.
D.I Historical
D.I.1 Pursue a war in China
D.I.2 Expand brutaly and rapidly across the Pacific to create the Basic co-prosperity sphere (The historical reachings)
D.I.3 Take advantage of any possible extra expansion. India, Arabic Countries, South Africa, Egypt, Australia
Variant : Nomohan then Historical
D.I.1 Pursue an early war with Russia hoping to grab resources and the Vladivostock Factory, then try pursue a war in China, hopefully managing to contain them and grabing resources.
D.II CW First
The advocates of this strategy say that it is good to deal the blow separately to the CW and to the USA for best maximum effect. However, the US Entry effect of the first blow may well push the USA to war much sooner than usual.
D.II.1 Pursue a war with China & or Russia
D.II.2 Declare War to the CW & grab as much of its dominions as it is possible.
D.II.3 Declare War to the USA, or wait for their attack, which should come soon after D.II.2 anyway.
Variant : Crush Winston
D.II.1 is ignored (defense mode) and D.II.2 is performed very early. China becomes a sideshow, and the global war begins much sooner.
In my opinion all strategies that lead to a longer war for Japan are not good for Japan.
E. INNER STRATEGIES
E.I War in China
E.I.1 Major Japanese Ojectives
These would be the ultimate objective to try to reach :
- Conquer Chungking.
- Destroy the Communists (doable in 39-40),
- Conquer Lan Chow.
E.I.2 Important Japanese Objectives
These would be the less megalomaniac objective :
- Secure the Resource in 0538 and a rail path to the sea to use it in a Japanese factory (very easy).
- Secure the Resource in Si-An and a rail path to the sea to use it in a Japanese factory (easy).
- Secure the Resource in 0531 and a rail path to the sea to use it in a Japanese factory (moderate difficulty).
- Secure the Resource in 0630 and a rail path to the sea to use it in a Japanese factory (very hard).
- Kill as many Chinese units as possible, always.
- Loose as few units as possible, especially in the early years (before 1942).
E.I.3 Garrisons
These are mostly anti partisan garrison, and should follow the general anti partisan behavior described in post 5 of thread AI for MWiF - Germany.
Garrison A : Shanghai, Canton (if fleet), Port Arthur, Harbin.
Garrison B : Canton but if the fleet is very big it should be Garrison A.
Garrison C : Chang-Sha with a MTN unit (or another 4-mover) to control the southeast mountains, the rest depends on where the frontlines are.
Emphasis should be put on 2 special things : Garrisons should be maintained to protect flipped planes, and to protect most ports.
E.I.4 Production
The production necessary for this war is a lot of troops, fast moving if possible, but not necessarily white print, ART units, some air units too including enough FTR to keep air superiority to deny enemy air and enough TAC factors to support Japaneses attacks and defend from Chinese ones.
Some Armor is not a bad idea (even if only a MECH DIV) because it can be used to fight at advantages in Clear & Forest hexes.
As much HQ as possible (3 minimum) are required too to maintain supply.
E.II Expansion to historic co-prosperity sphere
Basicaly this is the expansion to dominate the Bismarck Sea, Marianas, China Sea, South China Sea.
French Indo China and Siam should be controlled by Japan before the day they expand. Especially Siam, as a springboard to Malaya.
E.II.1 Mandatory places to conquer
- Philippines (should need an easy invasion on Philippines, followed by an assault of Manila).
- Singapore & Malaya (needs a fairly high involvement of troops from the land).
- Batavia & whole NEI (should need an easy invasion on Java, followed by an assault of Batavia).
- Honolulu if doable. The AIO for Japan should always consider an invasion of Honolulu and whether it is doable or not. It is very risky and may prevent the Japanese from achieving the other mandatory objectives.
- Rabaul.
E.II.2 Free invasions
Those free invasions should be made by DIV on SCS if the places are undefended, at least to make the USA loose time when they come back. Even if it is only a few naval & land moves.
- Midway if not garrisoned. It is a valuable airbase for the US comeback.
- Dutch Harbor if not garrisoned (Objective).
- Pago Pago if not garrisoned (Objective).
- Wake Island if not garrisoned. It is a decent airbase for the US comeback.
- Columbo if not garrisoned (Objective).
E.II.3 Garrisons
These are exclusively anti-invasion garrisons, and should follow the general anti partisan behavior described post 5 in the "AI for MWiF - Germany" thread.
Garrison A : Truk, Singapore, Manila (for being an objective, for being an important multi Sea Area hex, and for often sheltering the fleet) (Manila is a pivot place in Japan's defense, and if the USA get the control of it, both the China Sea and the South China Sea will soon be lost
by Japan too, and everything will collapse -- China, the Oil, ect...)
Garrison B : Outer Ring : Kwajalein / Eniwetok, Rabaul, Batavia, Makassar, Menado. Inner Ring : Bonin Islands, Legaspi.
Garrison C : Generaly hexes that can provide airbases to the enemy and so should be held as long as possible to prevent them from gaining air superiority over important Sea Area which are Bismarck Sea, Marianas, China Sea, South China Sea. Oil hexes too, to protect from a raid invasion.
E.II.4 Production
The production linked to such a campaign is a lot of air units (long range FTR & NAVs), a lots of cheap but white print land units to garrison, lot of SUBs to cause as much disruption to enemy shipping as possible (here the submarine war is less waged to decrease the enemy's production than simply to oblige him to mind about a lot of sea areas with CPs for supply & protection for these CPs), and a good amount of CP to try to maintain supply.
To be able to defend this co-prosperity sphere, Japan needs to have a large & powerful navy, which it already have in 1939, but which should be reinforced by as much CV / CVL as possible before S/O 41 (all 5 & more movers in the construction & repair pool should be finished), as many Mogami Class CA as possible, and at least the Yamato if possible (the Musachi also why not, but she is very expensive).
E.III War with Russia
E.III.1 Goal
Try to conquer as much RP as possible before conquering Vladivostok to avoid seeing the Russian beg for peace prematuraly. The 3 between vladivostok & Blagovyeshchensk may be taken by the same army, and the 4th near Chita could be taken by another army. This would necessitate 2 HQ.
Trick : If this war is planned at setup, a unit could be setup in the extreme northern Manchuria to cut the rail line between Blagovyeshchensk and Chita.
E.III.2 Garrisons
The Japanese should garrison the new obtained frontier with as much troops as he wants, depending his envy / fear / need of battling USSR again in the future. Anyway, 3 years after chances are big that the Russian will come back and that he will be unstoppable.
E.III.3 Production
This is a land war which needs at least 2 HQ and enought troops to beat the Russian garrisons. Basicaly this is a '39 or '40 war so the units for it are already existing.
E.IV Extra Expansion
E.IV.1 North Borneo
This territory should be conquered, after the initial expansion but before the allies come back, so that they do not get easily new air bases in the South China Sea.
E.IV.2 Burma
Interests : Oil, cut the route off Lend Lease to China, opening the road to India.
E.IV.3 India
Interests : Resources, Victory hexes & red factories, loss of IND units if conquered.
Landing in Cocandia has advantagtes. Its a port with a lot of resources around. Calcutta is near, and could be attacked in conjunction with troops coming from Burma.
E.IV.4 Aden
Interests : Victory hex, springboard to the Red Sea & Egypt
Can be invaded if the CW is in the ropes, or if Japan is already very strong and has secured good bases in India.
E.IV.5 Madagascar
Interests : Victory hex.
E.IV.6 South Africa
Interests : Victory hex, disruption in the CW, loss of SA units if conquered.
E.IV.7 Australia
Interests : Resources, Victory hexes & red factories, loss of AUS units if conquered
Control of the Coral Sea may be necessary to achieve something in australia.
New Caledonia should also be taken for the resource (even if only to deny it to the allies).
The interest of conquering Australia is fairly low.
E.IV.8 Arabian countries (Persia mainly)
Interests : Oil to reorg units, and denying Oil to the enemy.
Outside of a normal conquest plan, remember that Japan can simply align those countries if declared war upon by Russia for example, and send peacekeepers to defend the oil wells. Japan will need to be at war with the conqueror to stay there though.