• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Status
Not open for further replies.

PB-DK

Former Paradox Fan
61 Badges
Aug 26, 2003
1.821
91
Visit site
  • Mount & Blade: Warband
  • Semper Fi
  • Sword of the Stars
  • Sword of the Stars II
  • Supreme Ruler: Cold War
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • War of the Roses
  • 500k Club
  • Hearts of Iron II: Beta
  • Pride of Nations
  • Rome Gold
  • Mount & Blade: With Fire and Sword
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: No Step Back
  • For the Motherland
  • Hearts of Iron II: Armageddon
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Deus Vult
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III Complete
  • Europa Universalis IV
  • For The Glory
  • Arsenal of Democracy
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Europa Universalis III Complete
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Majesty 2
  • Europa Universalis III Complete
  • Naval War: Arctic Circle
FOLLOWING RULES APPLY TO THIS THREAD SPECIFICALLY!
RULE 1; NO COMMENTS IN THIS THREAD
RULE 2; ANY COMMENTERS IN THIS THREAD WILL BE REPORTED TO A MODERATOR AND ANY COMMENT & POST DELETED - TO KEEP THIS CLEAN AND EASY TO READ
RULE 3; NO PM PESTERING ALLOWED, QUESTIONS REGARDING JAPANESE STRATEGIES CAN BE MADE
HERE!!!

A Japanese Walkthrough

Index;
Post 1-summary and initial analysis

Japan in AOD 1.05 is a huge challenge for even experienced players, they suffer from just about every possible challenge, relative low IC, little advanced tech and big bad neighbours.

in the following posts i intend to explore several different strategical paths, these are:
1. Historical/semi Historical - Japan follows the basic historical lines, attacks China in 37 and the allies after 41
2. The Zaibatsu Way - the Industrialist way - Japan does not attack till they are ready and builds up a large Industry to compete with the allies warmachines
3. Early attack on US - taking on the giant early and decisive (hopefully)
4. Bushido - join the axis completely and/or world conquest

Each of these paths offer a completely different play style and as it is a game, results may vary a lot between each individual game, I don't have infinite amounts of time so if my test games goes a-historical you will just have to bear with me. I start with the Historical path and I will post when I have the time to do so.



Japanese Overview 1936
Japan has 91 core IC facilities distributed mainly over the Japanese home islands with 3 centres for IC at Tokyo 20, Osaka 10 and Nagoya 7. Effectively Japan has a starting IC of 109 Effective IC, part of which comes from the concentration of IC in Tokyo which has an effective IC of 24 due primarily to the Effects of Concentration- an effect the Japanese Player has to be ACUTELY aware of since it is virtually decisive in any path the player choose to take




Japan starts with one of the largest navies (ranked 3rd) which is compared to the british and American navies decent when compared technology wise, ship for ship each is equal or only slightly inferior.
Japan has 3 carriers from start (1 lvl 1 and 2 lvl 2's) decent if slightly aged carriers who will keep their edge against any allies minor power or the communist well into the late war as it is the CAG that gets upgraded.
6 pretty battleships (2 lvl 3 modern, 4 lvl 2's) these are comparable to any battleship in operation in 36 but the time of the big battleships are nearing the end and their use will be better suited to covering amphibious operations than going toe to toe against the US and British ships later in the war as updated Carrier Doctrines will start to dominate the seas
4 decent battlecruisers (4 lvl 2's) still fast and still pretty furious in battle though as with battleships their time is passing too, they are still good for escorting carrier fleets due to their higher speeds
18 Heavy Cruisers of various classes- some old and pretty obsolete, others decent lvl 3's with good upgrades, pretty much a mix of every low tech upgrade exist on the ships and with a bit of wrangling they can be applied to the best - Some of the older cruisers are still valuable if for nothing else then to escort your transport fleets and soak up damage from your newer and costlier ships
19 Light cruisers of various classes - most are older 1's and 2's but the tech exist to build newer class 4's which some of the strategies will be very dependent on
19 destroyers of class 1 & 2, old but still usable for escort duty, to soak damage and hunt submarines
8 submarines of various classes, these are valuable if used to hunt convoys and not in the historical fashion
21 transport flotillas gives the Japanese excellent transport and amphibious mobility.
Overall a decent navy compared to the allies but still outnumbered



Japanese Air force
4 Interceptors are a decent core and useful against the Chinese early on
5 Tactical bombers gives Japan a good opportunity to provide close air support to her attacks
2 naval bombers gives Japan excellent naval strike power though naval bombers have limited spotting capabilities



Japanese Army
25 Infantry Divisions may look pitiful compared to the AI Chinese forces but these can be upgraded and several (8) have artillery brigades which compliments their fire power very well - all are out of date but tech exist to bring them up to 36 standard.
6 cavalry divisions make for very good manoeuvre elements in china but will take losses against armoured opponents or dug in defenders
3 HQ makes going into china a somewhat more fun experience as they give +4% supply efficiency, which in the low infra areas are noticeable differences
31 garrison divisions protect the Japanese islands and will also help protect any acquisitions from partisans.

Enemies and Neighbours:
Manchuria; your only ally to start with, has lower tech than you but will keep you supplied with low tech infantry divisions during the war and very useful against the chinese warlords.
Soviet; Your biggest baddest Enemy connected by land, largest Army and Airforce makes this a very formidable enemy, unless you are allied to the axis, attacking is almost pure suicide and getting attacked tends to be an end to any continental dreams you might have... at least for now ;)
China; your big neighbour, low tech, little industry and a huge army consisting of mostly militia... a very nice little challenge in particular in logistics.
Chinese Warlord States; each small and seemingly insignificant but together with Nationalist China can put together a huge army (luckily for you) mostly consisting of militia troops.
USA; Your Pacific Opponent, larger navy, better tech teams and a huge IC advantage when unleashed, if they cannot be defeated quickly then there will be little hope of success.
Philippines; usually a roadbump for a dedicated japanese operation but can manage to hold against the odds as it is hard to get airsupport over the islands without having taken an airfield on the islands
Allies; UK and France are both great powers with large and larger navies, airforce and armies but they will be concerned with European affairs (hopefully), Australia is also a regional force to be reckoned with.
Holland; has control of some very valuable resource areas and a thirsty Japan has to look in that direction at some point...

(will add pictures tomorrow and post more)
 
Last edited:
Technology, Trade and Production

the following is meant for the historical path but is applicable to all paths



Japan is a decent sized major player in 36, with 91 IC it can use 5 techs teams to start with and is close to the 100 mark for its 6th team, you receive 1 tech team for every 20 IC you have.

Japan has several good tech teams among them are;
Yamamoto Isoruku the famous Japanese Admiral with a skill of 9, great naval doctrine researcher and theorist
Kawasaki Heavy Industries skill 8, Industrial research specialist
Yokosuka Naval Arsenal skill 7, carrier and aircraft research specialist
Tomoyoki Yamashita skill 7 air general

all of whom will be able to keep your techs at least comparable to the allies until USA joins the allies and they start to share techs.

Generally Japan can keep up to date on the techs side when they ignore the motorized and armoured technologies, further avoiding any techs that can be ignored helps to keep Japan ahead in the techs race such as CAS which has low ranges, advanced mountaineers techs (not including the first 37 model which comes in handy in china), Radar and nuclear techs can also be ignored unless there are reasons not to, even if radar is one of the absolute best brigades that can be added to any ship.

DO:
Focus on critical techs
DON'T:
try to research everything


Trade
Japan actually starts with a small convoy fleet of around 600 ships and 100 escorts which is sufficient to supply her armies and do a small amount of trade but little else, later in the game this will become a crucial factor as Japan like England has to supply her armies abroad and her convoys are open to hostile submarines.
Japan does not have enough IC to keep loosing ships to any form of convoy raiding for very long before the effect will be felt.

there are basically only two types of resources Energy, which can be converted to oil and rare and Metal which also converts to rare though inefficient methods.

DO:
keep an eye on your trade if you are on auto trade and then merge all trades when needed
DON'T
Ignore trades, build up a good size stock before getting into a major war (100K Energy and Metal)

Production
My favourite settings for production under advanced sliders are;
max 50% to Consumer goods
max 25% to production
max 10% to reinforcements (default)
max 10% to province repair (default)
as for upgrades, I tend to limit them to around max 10%, supplies also get a max on around 25% or so to keep the supplies from eating away all production, this tends to sometimes cut off supply to distant islands since all supply convoys take supplies directly from the slider production and not from the depot in the capital.



Japan starts with some ships already in the cue, I prefer not to waste the time and energy already put into them aka retooling and just extend their production by increasing the amount of ships produced in that line.
What Japan needs in 36 for a historical campaign is Carriers and escorts to them, along with an army and the industry to support them, so i prefer to shave my construction down to this;
1 line of carriers (extending the Soryo line to 20)
1 Line of Destroyers with AA (the major threat to the japanese ships will be US aircraft and carriers to having a lot of AA helps)
1 Line of 6 Armoured cars to add to my cavalry in china which will give them an immense boost
1 Line of Infantry to increase the army along the way
2 Lines of convoys to keep up with the trade and supply
1 Line of Infrastructure in Tokyo - Infrastructure helps with province efficiency and works as a multiplier along with concentration to increase the effective IC
1 Line of factories in Tokyo to increase the base IC
1 Line of Light cruisers with AA and Spotter Planes - AA against planes and the Spotters to help spot
with 25% production, with 109 IC that gives you 27.25 IC to use on production which is just enough to produce up to the factory to begin with, with technology and/or ministers this will rise slowly.

Upgrades
most of the japanese units starts with great war equipment, it is a very good idea to get the best equipment for your troops as you can, while you can.
 
Last edited:
The Historical Path-1936

Getting ready for war and planning ahead
As Japan, you are challenged with a lot of constraints on you, you never have enough IC, Manpower or Resources to do everything you want.

the goal is to be ready for the pacific war, which means having at least 6 Operational Fleet carriers of model 2 or higher in order to be able to hit hawaii with a carrier strike from kwajalein the closest naval base in 36 with a distance of 2700 kilometers you need at least model 3+ carriers with model 4 light cruisers and destroyers to escort. the distance can be shortened by building a base on Wotje or Mili but the cost of building new bases to attack is rather high.

Historically Japan had 6 fleet carriers operational at the time of Pearl Harbor namely the Akagi, Kaga, Soryu, Hiryu and the Shokaku of which the Akagi and Kaga are both lvl 2's and cannot join the attack due to range troubles unless enough ic is free to build a port somewhere closer

so my goal is to get at least 1 carrier group with 3+ model 3 carriers or light carriers in order to hit pearl on the 7th dec 1941 along with CL&DD's to escort the task force, considering i prefer to group my units along the lines of 5 capital ships and 7 escorts for my regular sized taskforces and 8/10 for my large groups and the carrier strike group that attacked pearl had a covering force with battleships along i intend to mimic this by using 2 fleets to attack pearl

Carrier Strike Fleet 5 cap/7 escorts
covering force a 5/7 or a 8/10 battleship and cruiser group.

further more we will need several naval bombers and marine divisions in order to succesfully invade around the pacific.

so to achive this goal, 1 line of carriers need to be operational from day 1 until dec 7th 1941 (approx 2150 days) which under optimal conditions should give us a carrier every 500 to 600 days or so, meaning we should have a minimum of 3 new carriers for the carrier fleet.

but our first bump on the road is china, has a monster army of mostly militia and some limited air and navy units that will be useful to practice on. Luckily we have the Manchu on our side as our puppet and their forces will be very valuable in defeating the chinese as every man lost in china means more consumer good having to be produced in order to buy our resources on the market due to the manpower income subsidicing our economy. (to the point where manpower=money=IC) by using mostly Manchu units to hold the line we should be able to make up for the numerical inferiority and preferably also with techs to increase the technological superiority.

In order to get the most out of the IC availerble i use a shaved down production, only building 1 line of infantry to keep a steady increase of the army and 6 armoured cars to add to the cavalry in china.

we also want a few mountain divisions to spearhead our forces in the southern chinese region due to the dense mountain region.
 
Last edited:
Great analysis of the early situation. Seems to me that MTN are pretty important in rugged China... I reccomend building 1-2 corps as soon as possible. It will be interesting to see your ambitious fleet!
 
Great analysis of the early situation. Seems to me that MTN are pretty important in rugged China... I reccomend building 1-2 corps as soon as possible. It will be interesting to see your ambitious fleet!

as i have tried and failed to bring your post to the attention of a moderator, this AAR is on permanent pause untill the post is deleted. failure to comply will mean total abandonment of the AAR on this site
 
Well my oh my. Must be something to do with all those capital letters and exclamation marks.

So who is going walk round the pram putting all the toys back in.

since i didn't want to debate this AAR with every jackass and asshole out there that you are such a lovely representative of

AAR CLOSED AND DEAD
 
1) If you didn't want any replies don't post this in an AAR section.
2) Try going for a more polite tone next time you see the need to contribute with something.
3) People are actually crediting you for a job well done when there are authAARs out there who never get any meaningful replies at all in their threads.
 
Since the author has expressed his intent to end the AAR, I think we'll stop this here and close the thread.

PB-DK, if you change your mind PM me or another moderator and we will happily reopen it. Be advised, however, that responding to AARs is not against forum rules and I don't see any moderator intervening in such a situation.
 
Status
Not open for further replies.