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JAPAN
[ JAPAN ]

· Japan Strategy and Generals
· Japanese Mortars or Heavy Airborne?

SUPPLY: Using Supply Depots for Ammo and Oil 
LOGISTICS

In Axis and Allies RTS, it is essential to maintain positive accrual levels of ammo and oil at all times! Dipping into the "red" for even a short time will come with severe monetary penalties. So you will need to acquire some ammo and oil, what's the best way you ask?
 
One of the most common mistakes newer players make is to deploy oil and ammo depots instead of supply depots. Why not make oil and ammo depots? The answer is two-fold. Most importantly, oil and ammo depots both count against your building limit of 20, whereas supply depots do not. Use your 20 buildings wisely, the more hq's, the better your economy. Secondly, you get more resources for your investment using supply depots. Here's an example:
We'll use Germany since they get the best ammo and oil accrual rates from their oil/ammo depots (lame compensation for the weak economy). Let's say we need 90 ammo and 90 oil.
 

3 DEPOT @ 75 = 225
3 DEPOT @ 100 = 300
TOTAL of 525 and -6
or
18 SUPPLY DEPOTS at 25
TOTAL of 450 and -0
Posted by Manstein on Sunday, December 30, 2007 @ 02:16:15 EST (3030 reads)
(comments? | SUPPLY | Score: 0) Printer Friendly Send to a Friend Save as PDF
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SUPPLY: Supply Fields and Multiplayer 
LOGISTICS

 

 

Axis and Allies RTS - Depending on map conditions and the number of players, it can be difficult at times to find a safe place to deploy and build your supply fields. it's important to plan your base layout early, and to keep your supply fields organized when space might be an issue. If you have a good location for your supply fields it also makes them easier to defend. If your opponent(s) want to waste a v-bomb or carpet on your supply, better that than your armed forces.
 
Planning a good location for your supply fields and base layout can begin right at the onset of the game. Take a look at the terrain around you and see where you will have room to build. Look at the minimap an imagine a line from your base to where you believe your opponents are most likely located, as in the example to the left.
 
Point (a) would be an excellent location for your supply fields, they will eventually be protected by the anti aircraft defenses you plan to build at point (b), since it's to most likely incoming route for air attacks against your base.
 
Just remember to be kind to your teamates and give them room to build too!
 


MULTIPLAYER MAPS CAN GET CROWDED, MAKING IT DIFFICULT TO FIND SAFE ROOM FOR YOUR SUPPLY FIELDS

AN EXAMPLE OF USING "DEPLOY TO" FROM THE CORP HQ TO DEPLOY SUPPLY TOWARD A SPECIFIC LOCATION


 

Posted by Manstein on Sunday, December 30, 2007 @ 01:40:53 EST (2593 reads)
(comments? | SUPPLY | Score: 4) Printer Friendly Send to a Friend Save as PDF
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MECH: Japanese AT Halftrack Regiment 
MECH

The Japanese "AT Mech" regiment is rarely seen in Axis and Allies online play, and is usually deployed by newer players that are unaware of it's disadvantages. So take a moment to learn why you shouldn't be making them, and hopefully we won't have to have this discussion again...
 
Halftracks - As can be seen in the real-life photo on the left, the Type 1 Ho-Ki halftrack was not the most nimble armored halftrack of WW2, and looked more as though it should have a crane mounted on it, rather than weaponry. In the halftrack unit comparison you can see that the Japanese halftracks have the lowest defense value of 2.
 


Tank Destroyers - Then there is the Japanese Type 1 Ho-Ni tank destroyer, which in reality is little more than an AT gun with tracks on it. Very poor crew protection as can be seen on the right. In the tank destroyer unit comparison you can see that the Japanese Type 1 Ho-Ni comes in dead last in every catagory.
 

Upgrades - When it comes to upgrades, Japan is basically an infantry country with good Arties. In looking at the Japanese Upgrades you will notice they are missing the mechanical reliability and gyrostabilized tank gun upgrades which are of great benefit to other countries, meaning the Japanese AT Mech will be further outclassed once their opponents have upgraded. The "Mech" stage of the game is probably Japan's greatest challenge, it up to you to find a way to survive this portion of the game, without making AT Mech.

Posted by Manstein on Saturday, December 29, 2007 @ 21:08:40 EST (2077 reads)
(comments? | MECH | Score: 0) Printer Friendly Send to a Friend Save as PDF
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ARMOR: British Flame Tanks 
ARMOR


Although the British Flame Tank is listed as: M4 Sherman Flametank... The icon from the game tells another story, which clearly resembles a Churchill Crocodile. The true Churchill Crocodile, unlike the Sherman Flametank, still had a main gun and the flamethrower replaced the MG. But it also towed a fuel tank which is something i wouldn't want behind me in combat. So either it was an oversight be game developers, or they changed it to keep these units from have both AP and FLAME attacks.

Posted by Manstein on Saturday, December 29, 2007 @ 18:49:00 EST (2074 reads)
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ARMOR: Japanese Medium Tank Type 2 Ke-To 
ARMOR

Surprisingly the JAPAN Medium Tank Type 2 Ke-To is significant to Axis and Allies online play, even though the medium tank unit is rarely ever produced by any other country. A&A credits this unit with a 75mm gun
Image
First of all, the real life Type 2 Ke-To only featured a 37mm gun, and only 29 were ever produced, so it seems somewhat a strange selection by the game designers. The tank was largely still classified as a light tank, and perhaps goes to show how far behind JAPAN was in tank development.
Image
The Type 3 Chi-Nu would have been a more logical choice, even though it didn't see combat (held back for the invasion of the Japanese mainland) Post war inspections of the Type 3 Chi-Nu were positive, with vast improvements in armor and firepower that had been missing from all other Japanese armor.
Image

So you're still wondering why the JAPAN Medium Tank Unit is important? When compared to the other medium tank units it is still noticeably inferior:

http://www.axis-and-allies.com/encyclopedia-192.html

As you can see it has the lowest health, defense, and blast damage of any of the medium tanks.

"No one makes medium tank regiments online except the AI!"

Yes, we know, and the answer to it's importance comes in an unusual place. the JAPAN Artillery Tank Regiment.
Image

All other Arty Tank regiments feature light tanks, whereas JAPAN has their mythical medium tank instead. We assume this was done for game balancing reasons, since JAPAN has no heavy tanks.

Posted by Manstein on Saturday, December 29, 2007 @ 18:41:10 EST (2749 reads)
(Read More... | 1 comment | ARMOR | Score: 5) Printer Friendly Send to a Friend Save as PDF
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WEBSITE: What are Feeds? 
THE WEBSITE
Feeds are an automated way to keep track of updates on a website, without actually having to visit the site with your browser. There are a couple different ways users can use/subscribe to feeds. Either by a program you install on your computer, or to use one of the many web based readers available for free. The web based solution works best for alot of users, aloowing them to display multiple feeds from their favorite sites, all in one place. Protopage is one of our favorites, you might give it a try and see just whats possible. More specifically to our site, we have many specialized feeds that allow visitors to keep track of many different areas of the site. Be sure to check out our Feeds for live previews and links to subscribe
Posted by Manstein on Saturday, December 29, 2007 @ 03:22:41 EST (2194 reads)
(comments? | WEBSITE | Score: 0) Printer Friendly Send to a Friend Save as PDF
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ARMOR: Te-Ke Tankette 
WEAPONS of WWII

Te-Ke Tankette - A WWI hold over, the "tankette" was dated by the beginning of WW2. It often was used as an armored machine gun in support of infantry, and performed well against the disorganized forces of China; who's armored vehicles often consisted of trucks with metal plates welded on them. In some cases it also featured a 37mm cannon, which was grossly underpowered for any sort of tank combat. Very poorly armored it was reported that heavy infantry weapons such as the USA .50 caliber could penetrate it at ranges of up to 600 yards. [LINK]

Posted by Manstein on Saturday, December 29, 2007 @ 02:30:00 EST (2143 reads)
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AIRPOWER: Axis and Allies Airpower Basics 
AIRPOWER
Airfield

Want to learn the basics of Airpower for Axis and Allies RTS? Take a moment to familiarize yourself with the fighters, bombers, basic stats, and upgrades for each of the countries featured in the game. [LINK]

Posted by Manstein on Saturday, December 29, 2007 @ 02:09:45 EST (1909 reads)
(comments? | AIRPOWER | Score: 5) Printer Friendly Send to a Friend Save as PDF
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WEBSITE: Smurfs Welcome 
THE WEBSITE
In an effort to provide a neutral, informative, and friendly atmosphere, smurfing on our site is not only welcomed, but encouraged. So use your in-game name, or grab your favorite alter ego, either way, get registered and help encourage and educate the next generation of A&A
Posted by Manstein on Saturday, December 29, 2007 @ 01:40:06 EST (1911 reads)
(comments? | WEBSITE | Score: 0) Printer Friendly Send to a Friend Save as PDF
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ECONOMY: Tent Swapping 
LOGISTICS
Tent Swapping
Tent swapping is a late game strategy to improve your economy, and/or oil production. There are two different types of "swapping" - either selling technology buildings and replacing with HQ's (to improve your economy), or selling Infantry and/or Airborne HQ's, and replacing them with Armor HQ's (to improve oil production). Lets have a look at both of these techniques:
 
Swapping Technology Buildings
Some technology buildings are no longer necessary in the later stages of the game. Which buildings become expendable will vary depending on the type of regiments you wish to produce, or in some cases by differ by country. A perfect example that applies to all countries is the engineer brigade. After you have researched all desired engineer brigade upgrades, and built all necessary base defenses, you can sell the engineer brigade and replace it with a HQ to improve your economy. All upgrades you have researched from there will still be in effect, you just won't be able to produce anything that requires the engineer brigade, such as AA vehicles (don't make those anyway), engineers, airfields, etc... Other applications include:
 
Heavy Tanks: If your late game strategy is just to produce heavy tanks, do your artillery brigade upgrades and then sell the brigade and replace it with an HQ.
 
Arty Tanks: If your late game strategy is just to produce arty tanks, do your motor pool upgrades and then sell the motor pool and replace it with an HQ.
NOTE: Japan requires both the Motor Pool and Artillery Brigade to produce Arties
 
Airfields: After you have built any desired Airfield(s) you no longer need your engineer brigade. Airstrikes are expensive, so replace that engineer brigade with a HQ asap.
 
Swapping Infantry and Airborne HQ's
This is a technique that is often misused, and should only be done by Japan and the United States, and even when done by them it's result is somewhat questionable. The Armor HQ's of Germany, Great Britian, and Russia all generate LESS money than their Infantry and Airborne HQ's, so tent swapping with them would harm your economy.
 
So if you are Japan or USA, this is how the idea works. When you get your economy started you spam alot of Infantry HQ's because they are cheap, and the fastest way to get your economy going. Not uncommon to see bases with 10+ Infantry HQ's, and it's certainly not because they plan on making that much infantry!
 
Armor HQ's generate +10 more oil than Infantry HQ's, so the idea is to sell Infantry HQ's and replace them with Armor to generate more oil. While this theory sounds good on the surface, it's a very expensive way to increase oil production, and as mentioned before will even hurt your economy unless you are Japan or USA. Heres an of example:
 
USA: Sell 5 Infantry HQ's, and you are refunded half of their original cost: +$625
Purchase 5 Armor Tents -$1750
Result: +50 Oil - Total Cost: $1125
 
As you can see it's a pretty expensive way to increase oil production, considering 10 supply depots will get you +50 AND +50 for $250.
 
We can really only recommended this technique if the map is crowded, and you have no room to build supply.
Posted by Manstein on Thursday, December 13, 2007 @ 05:32:22 EST (3287 reads)
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· List of All Special Ops
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