Since this has come up in a few threads, I’d like to move it to here. Here is my arguement about Japaneese Industry.
I dont like Industrial Complexes =-) btw I found a site from an old online friend of mine which will help you all see my point. you guys are really losing sight of Japan’s Objectives. Here is a quote from his sight.
"Now let’s describe Japan’s Traditional Basic Objectives:
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Rapidly expand the Japanese economic base, through invading Asian-based territories.
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Address mainland pressures brought about by a British-built Indian Factory, if it exists.
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Push the Russians back, taking more and more of their territory, as soon as possible, minimizing their economic ability to deal with the
German front. Take away Russian income as often as possible!
-
Destroy all Pacific based U.S. fleet within striking distance of Japan’s island base.
These objectives are fairly broad in scope, and have a timing factor built in because of the “default German situation” on the other side of the
continent…if you run out of time, Germany is defeated. If this happens, Japan is not likely to bear the burden of war alone, because of the
economic superiority it will face - “game over”, in other words."
So what can the Japanese accomplish here?
"Objective 1 can be accomplished rapidly, for sure, using the “first turn purchase and strategy” outlined in essay #1 - Purchasing the Right
Units for the Long Term War
Objective 2 can be accomplished, but only if Japan has enough survival time bought by the Germans in keeping themselves alive until then.
Objective 3 can be accomplished if the Russian player is forced to divert more resources to their German front lines, especially if they are
not supplemented by Allied support (specifically: U.S. infantry support).
Objective 4 can be accomplished rapidly, as the Japanese strength in the Pacific is unparallelled by the U.S. equivalent forces, with more
than enough strength to dominate the Pacific early.
So the real issue for the Japanese is summarized as thus, after considering Germany’s weak positional and tactical related
problems, and Japan’s own relative weaknesses and strengths:
Japan must divert Allied pressure off of Germany somehow, by utilizing the strength of its resources to threaten Allied targets as appropriate."
It refers to other essays on this sight.
http://donsessays.freeservers.com/
And on the Mainland Factory he says…
"OU SHOULD NEVER BUILD A FACTORY ON THE MAINLAND ON THE FIRST TURN. THIS BUILD IS A MISTAKE, BECAUSE IT NEVER WORKS AGAINST
EXPERIENCED ALLIED PLAYERS WHO KNOW THEIR PURCHASING STRATEGIES AND DEAD ZONE (Essay #4) BASED TACTICS.
I routinely kill Axis players early when playing the Allies when the Japanese build a mainland factory on the first turn, because they aren’t able to put enough
pressure on the Russians quickly enough.
Huh? (You might ask) What the HELL is he talking about? That is the entire point of that first turn build!?!?"
"et’s back these statements with a few facts, shall we?
If a mainland factory is built on the first turn, the Japan player doesn’t get to use the factory until the second turn, with no way to funnel large amounts of land invasion
infantry attack and defensive capability support onto the mainland quickly enough to supplement a massive land assault. Why?
The answer should be obvious…you simply will not have enough transports to do the job. Extra Infantry will be stranded on the Japanese island and surrounding islands,
with no way to efficiently move off and onto the mainland.
In addition to this…with only two transports carrying a total of 4 infantry - these are not enough to machine a consistent advance on the mainland, due to losses taken on
mainland based infantry in subsequent battles by and after the 4th turn. This is because of a possible two sided front from the British and Americans on the South side of
the Asian continent (if the British and/or the Americans are bright enough to build a factory there), and the Russians, holding patiently on the Northern Asia front - should
be setting up counterattacks as necessary.
This ultimately stalls the potential gained economic base for the Japanese, because they will have to wait two full turns to gain more territory. This is called “early
containment”, and is far too late to deal with, because without Japan pressuring Russia appropriately, the Germans should be well on their way to being crushed by then.
Proof? Here it is:"
Now for my way of doing things
The Right Japanese Typical Purchases and Deployment Strategy: (and Typical Outcome of it…)
There are some derivations, according to opportunity (any free Allied territory, poorly defended, or poorly counterattacked Allied territory should immediately be taken).
The early main idea to set up is: to make any Russian attack on the Japanese to be a suicidal one, because of any possible counterattack. Doing this, the Japanese
player can effectively “push” the Russian forces back into retreat, without any substantial risk to your units, while dealing with any other Allied presence on their other
front(s). ANY opportunity to crush the entire Russian front on average die rolls should be done automatically - and don’t worry about the losses, unless they’re fighters (you
need every fighter available to make this attack structure work).
Turn 1 - A first turn Non-Combat move (using a basic Asian deployment example) is to transport 4 infantry pieces to mainland Manchuria (2 from the island, 2 from Japan,
of course), after all attacks are resolved (you must take out Eastern China, verbatim, to weaken any American factory possibilities that suddenly spring up in Sinkiang).
Available fighters land in Kwangtung or Manchuria, dependant upon taste and preference of counterattack responses or possibilities. (If the Russians attack Manchuria,
they will lose their front, totally - look at the counterattack potential if you don’t believe me - just examine the second turn possibilities).
Turn 2 - Building at least 6-8 infantry (maybe a tank), or a few less infantry and another transport…Combat or Non-Combat moves are to transport 6 infantry pieces (or one
tank in there somewhere) to Manchuria or Soviet Far East, transporting all available surrounding island infantry units next to Japan. All fighters assist any attacks, then
land in Manchuria (if the Soviets didn’t stupidly sack all of their frontlines by attacking Manchuria on their 2nd turn)
Turn 3 - Building at least 8 infantry (or a transport somewhere in there - by turn 3, you should be trying to have at least 4 transports ready and available)…after combat,
Non-Combat Moves are to transport 6-8 infantry into Manchuria, Fighters assist any attacks and land wherever appropriate.
Turn 4 - Building at least 8 infantry, maybe a factory, bomber, or some tanks…Non-Combat Moves are to transport 8 infantry into Manchuria, and the Fighters assist any
attacks and land wherever appropriate.
After turn 4, after all battles, etc, on previous turns - you will typically have about 15-17 infantry units on the mainland, with at least 8 more coming to be dropped off
anywhere on the coastline all the way down to Burma, in at least in groups of 3 or 4 defending and fighting somewhere on the mainland against the availing Russian and
British/American forces, using Japanese fighters to assist on any attacks, consistently moving your infantry into adjacent territories on a constant wave of attacks, EVERY
TURN, cashing out bigger and bigger at the end of EVERY turn, as opposed to:
And now why not to do the factory explained
Japanese Build a Factory on the First Turn: A Serious Tactical Error
Turn 1 - (After building a factory) Transport 4 infantry (maximum) to mainland Manchuria
Turn 2 - Build at least 3 tanks, 4 infantry (with a stalled offense, unless you want to waste your infantry on a front that will collapse if the Allied player has enough sense to
play more aggressively by building an American Factory in West China), Move 4 infantry into Manchuria.
Turn 3 - Build at least 3 tanks, 4 infantry sacking all your remaining infantry in battles with your tanks and fighters. Move 4 infantry into Manchuria (stalled behind the
advanced front line)
Turn 4 - Build at least 3 tanks, etc, your opponent(s) are now taking every opportunity to kill your tanks on counterattacks. Goodbye to all of your hard earned money, and
they will take back territory when the opportunity is available. Stalled again, and now you’re now thinking defensively, instead of offensively! Axis Death, this is!
In this situation, your forces are too thin on all boundaries, a total of maybe 8-9 pieces after all the attacks and counterattacks, to be truly effective as a consistent
threat to boundaries, and will always be stalled out, until the Japanese player realizes that they need more infantry on the mainland to supplement it. By then, an effective
Japanese attack is already too late. The American player and/or British player, if bright at all, will have at least one factory in place, sacking their produced units on the
Japanese front just to kill anything and everything, with steadily growing fighter support from Britain…you will need to redouble efforts to deal with it all, building the
infantry-transport fleet that you should have built in the first place, far too late to be effective now to secure consistent Axis pressure on Russia.
THIS IS INEFFICIENT AND WASTEFUL, BECAUSE YOUR JAPANESE FLEET IS SERVING LIMITED USEFUL PURPOSE AND YOUR EXPENSIVE ATTACKING
PIECES ARE BEING FORCED TO REGROUP, OR ALTERNATIVELY, DIE ON THE FRONT LINES. Death to the Axis when this occurs, always, against experienced
Allied players - they only need to stall the Japanese, not defeat them immediately, to eliminate Germany from play!!
This man is an old soldier who taught me how to play. Listen to this guy, read his site.
Sorry about the long post =-)