![]() ![]() I divide the initial Japanese forces in three groups. Staying on Grand Battleplan is great for Japan as well since it's infantry focused and have like 3 preferred tactics that cannot be counterd, my personal(and historically accurate) favorite tactic is 'Well-Planned Attack'. Since Japan naval invade port cities in China and Southeast Asia a lot.Ī tip before editing the Marine-templates is that picking up the Army Spirit 'Tip of the Spear'(only available if you have Grand Battleplan doctrine) which makes your marine-template cost no army exp and also gives your naval invasions planning bonus. ![]() Support: armored recon, engineer, artillery Marine template(24cw for urban-combat, 4 divisions fit into that terrain-type): Support: recon, engineer, artillery, logistics, field hospital/signalĮastern China is mainly Plains and Southeast Asia is mainly Jungle. Personally I'll edit the templates like this:Īttacking infantry template(18cw for plains-combat, 5 divisions fit into that terrain-type or 21cw for jungle/forest-combat, 4 divisions fit into that terrain-type): Whenever you consider fielding some, you can simply look at the number of fighters the Allies have: doubt that extra speed (whatever would be left of it under red air) will be your primary concern. I turn them into infantry, personally: adding them to your "good" infantry divisions yields exactly 24. Still, speed might be what you need after pulling off couple encirclements, since you advance with the speed of your frontline divisions then. Never been a fan of cavalry: seems like a more expensive, worse version of infantry that only got improved speed as a redeeming quality. You can use them to speed up closing encirclements, and all-out push after you closed a couple, but, unless you're into "tedious" grind to skill up generals, I think it's better to put all artillery on motorized and be done with the whole thing within a year or less. Putting line artillery in them feels like a waste (I do add support to compensate soft attack loss from reduced width): their primary job is holding the line. I find it hard to field three armies within a reasonable timeframe without cutting the width down (something I find I need by the time I take the capital). Templates are up to a personal taste, really (same as doctrine). In air doctrine I push for Operational Integrity. ![]() Seems an extremely underrated doctrine night bonuses are amazing. PS: I keep the historical path in land doctrine, pushing to Infiltratrion. ![]() Is a simple 20w marines division enough to fight against USA or I need something more powerful? Maybe a bunch of paratroopers (10w?) too? And mountain troops? I feel like Japan needs them all! I really not know what to do with special forces. Is this a good idea?įinally, I need some advise for the special forces. I also like to improve cavalry divisions to 20w and some companies, with the idea in mind to transform it into a semi-armoured division (MOT+MECH+TDD), for the late game. Feels to me that only after China's surrender the 40 width can be implemented without industrial and logistical problems.įor garrison all ports and airfields I make a 10w with engineers and AA. Is this correct for Japan or 30 width for main infantry would be better? China's front is huge and doesn't feel wise to make large templates. Many people are talking about 27 width being the new meta in middle size templates. Maybe a transition into 9+3 infantry during China war, still in 27 width. Seems better option to add an artillery battalion and get 27 width infantry divisions. Japan starts with a wierd 24 combat width infantry template, and seems a waste to me transforming it into a 20 width (10 or 7+2). I'm trying to play with Japan, and I have some doubts about templates. ![]()
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