Disclaimer
This is a technical piece written in an academic style. If you’re new to Axis & Allies, or if you don’t like math, or if you want an exciting post, please read something else! On the other hand, if you love puzzles and abstract analysis, read on!
Intro
I’ve been thinking a lot lately about Japan’s logistics: the puzzle of how to quickly get as many troops as possible off of the Japanese home islands (“Tokyo”) and onto the Eurasian mainland (“China”). The puzzle is interesting because Japan can only build 8 units a turn in Tokyo, but Japan’s economy is usually too big to limit itself to just 8 ground units. For example, a reasonable mix of 8 ground units is 5 infantry, 2 artillery, and 1 tank, which together cost 29 IPCs – but by the end of turn 2, Japan should already be collecting around 36 IPCs. How do you spend the extra seven bucks?
If you throw the money into tanks, you wind up with a very tank-heavy army, which is of limited use when you’re slogging through stiff resistance on your way to India and the Caucasus.
If instead you build a plane, you run into a different problem: now you have an odd number of ground units. For example, you could build 4 inf, 2 art, 1 tnk, 1 ftr, for a neat total of 36 IPCs…but then one of your transports is only carrying a single unit, which means that transport is probably giving you a lousy return on your investment. If you try to compensate by building two planes a turn, so that you can fully load three transports, then you run out of money! 4 inf, 1 art, 1 tnk, 2 ftr, for example, would cost you 42 IPCs, which is more than you’re likely to have for the first four turns or so.
You could try building a factory in, e.g., Manchuria – but, again, there’s a tendency for Japan to run out of money; if you try to build eleven units in a reasonable mix, e.g., 7 inf, 3 art, 2 tnk, then that would cost 45 IPCs, which you’re just not going to have in the opening.
What fascinates me is that all of these problems crop up even before you start to keep track of what America is doing to harass you in the Pacific, or the exact turn on which you hope to capture India, or anything like that. The problem comes straight from the setup conditions, and I’m going to try to solve it. There will be some math here, but if you stick with me, I’ll give you some concrete recommendations in this post about how many transports to buy as Japan, and in my next post, I’ll try to tackle Japanese factory construction.
The Economic Discount Rate
In economics, the ‘discount rate’ means the speed at which money loses its value. For example, if I offer you a choice between $6,000 today and $6,001 next year, you’ll probably pick the $6,000 today – it’s just not worth waiting a whole year to collect one extra dollar. If you had the money today, you could use it to invest in new resources and solve urgent problems, which is worth more than just one measly dollar. Maybe you can use the $6,000 to replace your broken-down van with a more reliable car, and save big bucks on auto repair payments.
OK, so – would you rather have $6,000 today, or $7,000 next year? How about $9,000? $30,000? At some point, unless you’ve only got a few months to live or something tragic like that, you’ll think it’s worthwhile to wait and take the larger payoff further in the future.
Let’s say your break-even point is $9,000. You figure that between the interest on your credit card, the money wasted at the mechanic, the hassle of having to take off work to go to the repair shop, etc., it really doesn’t matter which option you choose; you come out about the same if you take $6,000 now or if you take $9,000 next year. That means your “discount rate” is 33%, because money next year is worth 33% less to you than money this year. $9,000 * (1 - 33%) = $6,000.
I think this is about the situation on the Axis and Allies board: 6 IPCs right now are worth about the same amount as 9 IPCs next turn, or 13 IPCs two turns from now. If you give me 6 IPCs right now, I can use them to buy 2 infantry that will let me hold India for another turn, collecting India’s 3 IPCs. On the other hand, if you give me 6 IPCs next turn, I’ll lose India, and then I’ll only have the 6 IPCs. That’s why you have to pay me 9 IPCs if you wait until next turn – the IPCs aren’t worth as much if I have to wait for them. If I’m going to choose a strategy that delays when my troops get to the front lines, then that strategy better have some other payoff that compensates for the lost income from not being able to hold on to (or rapidly conquer) the territory on the front lines.
You could make a plausible case that the “real” discount rate for Axis & Allies is anywhere from 15% to 60%. Part of it depends on what kind of strategies people are using. If you’re blitzing for Moscow with an army of all tanks and bombers in a low-luck game, the discount rate will be very high: I need that money right now, before Moscow falls, and every unit I add has a big chance of swinging that battle. On the other hand, if you’re slowly teasing each other with destroyers in a full-luck game, then the discount rate will be very low: as long as I get my money eventually, I can afford to wait a few turns without losing anything more than a couple of sea zones.
Adjusting for the Cost of Delivery
If you look closely at the stats and prices of A&A units, you can see that quite a lot of the cost of a high-priced unit goes into paying for its higher mobility. For example, a bomber has 4 Offense, 1 Defense, 6 Movement, 1 Hit Point, and costs 12 IPCs. But for those same 12 IPCs, you could buy two infantry and a tank, which would have 5 Offense, 7 Defense, 1 Movement, and 3 Hit Points. If you’re not concerned about the movement rate, the 2 inf + 1 tnk is a much, much better buy.
When it comes to evaluating Japanese purchasing plans, I think we’re not much concerned about the movement rate. The hard part is getting units to China via factories or transports. Once they’re in China, they don’t really need to move more than one territory per turn. For example, Yunnan is three moves from Moscow and two moves from India. Unless your opponent’s an idiot, all of those territories will be defended, often staunchly enough that you can’t afford to advance with just your tanks unless you want those tanks smashed to bits. And if you can only move one territory per turn, your tanks aren’t worth the 6 IPCs you paid for them, nor are the bombers worth the 12 IPCs you paid for them. They’re worth much less.
This might be controversial, but I’d suggest the following values for units that are intended for a slow ground assault, once delivery is accounted for. The values are in an imaginary currency called “siege points,” which represents the value of a unit that’s part of a slow, ground-based campaign of attack, like the ones that Japan can expect to fight in southeast Asia.
Infantry – 3 siege points
Artillery – 4 siege points
Tanks – 5 siege points (even though they cost 6 IPCs)
Fighters – 6 siege points (even though they cost 10 IPCs)
Bombers – 7 siege points (even though they cost 12 IPCs).
To double-check these values, imagine attacking with 2 inf, 2 art vs. attacking with 1 inf, 1 art, 1 bomber. The all-ground forces have 8 points of offense and 4 hit points, and if they win they hold the territory with 8 points of defense. The mixed forces also have 8 points of offense, but only 3 hit points, and if they win they only hold the territory with 4 points of defense (the bomber can’t land in the newly captured territory). If anything, the bomber is less effective than 1 inf, 1 art would be. I’m crediting the bomber with 7 imaginary ‘points’ of siege value in part because the bomber is flexible, and no siege is so static that it’s never worthwhile to have some extra mobility. For example, the bomber helps deter enemy naval reinforcements, and gives you the option of a strategic bombing run. In a straight-up attack, though, the bomber isn’t even as good as two ground units, let alone four ground units.
Don’t get me wrong: a bomber is probably worth the 12 IPCs you pay for it when it’s sitting in Tokyo. The fact that the bomber can take off from Tokyo and get its fat behind over to the front lines without any help from a transport or a new factory is a huge asset. But once you separate out the cost of delivering the bomber to the front lines, as I’m about to do in the next section, then the bomber’s extra mobility is not very valuable. It’s much better to have a bomber in Tokyo that can move to the front lines than to have three ground units stuck in Tokyo sitting on their thumbs – but it’s usually much better for Japan to have three ground units on the front lines than to have one bomber on the front lines.
Assumptions and Scoring
So, with all that theory in mind, here are my assumptions for the thought experiment:
(1) Japan is ferrying all available troops to Yunnan in southeast China.
(2) Cargo has to arrive in Yunnan by turn 6 at the latest, or it is worth no points.
(3) Japan earns 30 IPCs on turn 1 and 38 IPCs on turns 2, 3, 4, 5, and 6.
(4) Japan builds no factories.
(5) Japan never has to devote any resources to defending its transports (other than its starting navy and air force).
(6) Japan has a discount rate of 33%, meaning that a soldier delivered on turn 2 is worth 1.5 times as many points as a soldier delivered on turn 3.
(7) Japan is willing to evacuate any/all of its island garrisons in order to support the blitz through Yunnan to India and Moscow.
(8 ) Japan will try to fill any transports it has as best it can, and then spend any remaining money on planes.
(9) The UK sinks one of Japan’s two starting transports on the UK’s first turn. Other than that, the UK navy / air force in the Pacific is immediately sunk or evacuated and poses no further problems until after turn 6.
After six turns, Japan gets a ‘siege score’ based on how many siege points’ worth of soldiers it delivered to Yunnan, and how quickly the soldiers got there. Turn 1 is not scored, because the delivery is totally based on the initial setup. Soldiers delivered on turn 2 are worth full credit in siege points, and then soldiers delivered on turns 3, 4, 5, or 6 are discounted by 33% per turn, compounded each turn. The strategy that gets the highest adjusted total of siege points is considered to have ‘won’ the thought experiment.
How Many Transports Should You Build as Japan?
So: given these assumptions, how many transports should you build if you want to optimize your discounted siege score? Let’s take a look at four of the major options.
Build Zero Transports (Stick with only one Transport)
With only one transport, you can ship 2 ground units each turn, and the rest of your cash is going to have to go into planes. Importantly, you start with six ground units in Tokyo from the initial setup (4 inf, 1 art, 1 tnk) and two ground units (1 inf, 1 art) in Manila that are very easy to deliver to Tokyo (you can pick them up on your way without losing a turn). That means that for the first four turns, you can fill your transport with pre-existing ground units, so you don’t have to build any ground units on turns 1, 2, or 3. Starting on turn 4, you need to build two ground units each turn so you can keep your transport full.
That means on turn 1 you can build 3 fighters, on turns 2 and 3 you can build 3 bombers, and on turns 4 and beyond you can build 1 inf, 1 art, and 3 fighters. On turn 2 (the first turn that we’re going to score) you deliver (1 inf * 3 siege points) + (1 art * 4 siege points) + (3 ftr * 6 siege points) = 25 siege points. On turn 3, you deliver (1 inf * 3 siege) + (1 art * 4 siege) + (3 bomber * 7 siege points) = 28 siege points, but we have to discount that by 33%, for an adjusted total of 19 siege points. On turn 4, you’ve run out of artillery, so you deliver (2 inf * 3 siege) + (3 bomber * 7 siege) = 27 siege, and you have to discount it by 33% twice, yielding 27 * (2/3) * (2/3) = 12 adjusted siege points. On turn 5, you have a fresh supply of artillery from your first wave of ground unit construction, so you deliver (1 inf * 3 siege) + (1 art * 4 siege) + (3 fighter * 6 siege) = 25 siege. Multiply by 2/3 three times to adjust for the discount rate, and you get 7 siege points. The same delivery on turn 6 is worth 5 siege points because you have to multiply by 2/3 four times. Let’s stop there – we’re going to be dealing with tinier and tinier numbers as we move forward in time, and the troops you deliver to Yunnan after turn 6 might not reach Moscow before the game is decided, and at this point America is probably breathing down your neck anyway.
Your air-heavy strategy, relying on only your starting transport, yields 25 + 19 + 12 + 7 + 5 = 68 discounted siege points. Can we do better?
Build Three Transports, for a total of Four Transports
Here’s the opposite strategy: suppose we build three transports on turn 1, hoping to rely exclusively on ground troops for our attack. There are 8 ground units available from setup, 2 of which will be unloaded on turn 1, so we have to replace those units with the turn 1 build in order to fill all 4 transports on turn 2. That means the turn 1 build is something like 3 transports, 1 inf, 1 tank. Starting on turn 2, we’ll need to build 8 ground units to make sure all 4 transports are full. Since we have plenty of money, that means a build of 4 inf, 4 tnk each turn.
On turn 2, the first turn that gets scored, we deliver 4 inf, 2 art, 2 tanks for a total of (43) + (24) + (25) = 30 siege points. On Turn 3, we deliver 4 inf, 4 tnk for a total of (43) + (4*5) = 32 siege points, adjusted down by 33% for an adjusted total of 21 siege points. On Turn 4, we deliver the same 4 inf, 4 tnk for 21 * 2/3 = 14 siege points. Turn 5 is worth 9 siege points, and Turn 6 is worth 6 siege points. This strategy yielded 30 + 21 + 14 + 9 + 6 = 80 discounted siege points … much better than the 68 discounted siege points from the all-air strategy! It looks like Japanese transports built on turn 1, assuming they survive through Japan’s turn 6 (reasonable in a KGF game), will more than pay for the cost of their investment.
Build Four Transports, for a total of Five Transports
There’s one more option we need to discuss: a fifth transport! What can Japan do with a fifth transport? For starters, Japan can deliver its initial setup pieces more quickly – even though Japan can’t sustain a delivery of 10 ground units per turn from Tokyo (because it can only build 8 units per turn in Tokyo), it will take a long time for the starting units to run out. Let’s see how this plays out:
Turn 1, build 4 transports.
Turns 2 through 6, build 4 inf, 4 tnk.
Turn 2, deliver 4 inf, 2 art, 2 tnk (30 pts). We have a fifth transport available, but it does not have any ground troops available to transport. Send that transport to Iwo Jima and Okinawa to collect the 2 infantry there.
Turn 3, deliver 6 inf, 4 tnk (38 * 2/3 = 25 pts) by dropping off the Iwo Jima and Okinawa infantry.
Turn 4, deliver 4 inf, 4 tnk (32 * 4/9 = 14 pts), and send the extra transport to East Indies for 2 more infantry.
Turn 5, deliver 6 inf, 4 tnk (38 * 8/27 = 11 pts) by delivering the infantry from the East Indies
Turn 6, deliver 4 inf, 4 tnk (32 * 16/81 = 6 pts) because the fifth transport can go fetch infantry from New Guinea, but they won’t get back to China until turn 7.
Total score: 30 + 25 + 14 + 11 + 6 = 86 points…a noticeable improvement over the 80-point four-transport strategy!
Build Five Transports, for a total of Six Transports
Now we’re getting deep into crazytown – can Japan make efficient use of a sixth transport?
Turn 1, build 4 transports, save 2 IPC
Turn 2, build 1 transport, 4 inf, 2 art, 2 tnk
Turns 3 through 6, build 4 inf, 4 tnk
Turn 2, deliver 4 inf, 2 art, 2 tnk (30 pts). We have a fifth transport available, but it does not have any ground troops available to transport. Send that transport to Iwo Jima and Okinawa to collect the 2 infantry there.
Turn 3, deliver 6 inf, 2 art, 2 tnk (36 * 2/3 = 24 pts) by dropping off the Iwo Jima and Okinawa infantry. Send the sixth transport to the Caroline Islands to pick up one infantry there.
Turn 4, deliver 5 inf, 4 tnk (35 * 4/9 = 16 pts) by dropping off the Caroline infantry. Send the fifth transport to the East Indies to pick up two infantry there.
Turn 5, deliver 6 inf, 4 tnk (38 * 8/27 = 11 pts) by delivering the infantry from the East Indies. Send the sixth transport to Borneo to pick up one infantry there.
Turn 6, deliver 5 inf, 4 tnk (35 * 16/81 = 7 pts) by delivering the infantry from Borneo. The fifth transport can be sent to New Guinea to fetch the one infantry there, but it won’t make it back to China until at least turn 7, so it doesn’t count.
Total score: 30 + 24 + 16 + 11 + 7 = 88 points. Amazing! The sixth transport manages to pay for itself and deliver a small profit. The score on turn 3 (24 pts) is slightly weaker because building the sixth transport cuts into the funds we need to build ground units, so we have to swap out a pair of tanks for a pair of artillery. But that’s OK, because we deliver an extra infantry on turn 4 and on turn 6, which together are more important than the downgrade on turn 3.
Notice that a seventh transport would not pay for itself, because instead of just downgrading units, we’d probably lose a unit altogether. Worse, the seventh transport wouldn’t be able to deliver two new units until turn 6 (when the units are worth considerably less) because it has to ferry them all the way from New Guinea and the Solomons.
Conclusion
So – if you buy the initial assumptions that we’re ferrying cargo strictly to Yunnan beach, and that it has to arrive by turn 6 at the latest, and that Japanese income is constant on turns 2 through 6, and that we’re not building any factories, and that Japan never has to devote any resources to defending its transports (other than its starting navy and air force), and that the discount rate is 33%, then the optimal number of transports for Japan to build is 5 transports, so it can wind up with a fleet of 6 transports altogether.
Obviously, in a real game, these assumptions will have to be varied somewhat – but I think in a Kill Germany First (“KGF”) game, these assumptions are realistic enough that the underlying lesson still carries some value. Many players work with a fleet of 4 transports or even just 3 transports for Japan, and in a KGF game, that just doesn’t seem like enough to me. It’s better to build a couple ‘extra’ transports to help get your troops off the islands than to insist on a ‘perfect’ 4 inf + 4 tnk build or to try to rely on air power to make up the transport gap.
In my next post, I’ll discuss how things change when we add factories as an option. If the series attracts enough interest, future posts will also discuss leaving a budget to fend off American attacks in the Pacific, higher and lower discount rates, and a more detailed model of how Japanese income changes over time.