China could invade Japan and occupy it

[HoI3] Tactical guide for JAPAN (and other seafarers)

9 years 4 months ago # 1042806 by Gladiator578
'' '' '' 'The following post should serve you as a tactic variant to defeat the PC!' '' '' '' '' '' '

Foreword: (Just skip individual chapters if you are not interested in them)

Hi Guys!

I have decided to add another one to the existing reference works. You probably already know a lot in this guide, others may be new to you.
Briefly about myself: Strategy games are of course my hobbyhorse! Especially Cosims (Confilict Simulations). Hearts of Iron surely represents a centimeter when it comes to simulations! Certainly not made 100% perfectly, but implemented damn well! Here a huge praise from me to the developers, who really went to great lengths! Respect!

The implementation of a war, the preparation, the construction of the divisions, the composition of the divisions, air and ship battles ... really well implemented!
A new player definitely has his problems with the game, since even the smallest mistakes take revenge very late.

I would like to help you with this guide in order to be victorious for beginners and advanced learners in the fight against opponents.



Chapter overview

I. Preparations for war
II. Raw materials
III. Your own strategy
IV Army
V. Naval Forces
VI. Air Force
VII. Organization of the Army
VIII. The war begins
IX. tactics

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I. Preparations for war

In HOI III, the player must prepare particularly well in order to be successful. In other games, mistakes in preparation are easier to forgive, NOT here!

Before I give tips on the individual points, you should ALWAYS have one thing at hand, namely paper and pen!
It has been shown that due to the relatively long playing time invested in HOI III, a "swing around" or "deviate" from the original idea or strategy can happen. As a rule, this always happens when an event has just taken place and we switch a switch that we then simply "forget" to put back and thus deviate significantly from the plan.

Therefore it is absolutely necessary to be consistent and to implement the carefully worked out plan 100%. A plan that is clearly drawn down on paper is best for this.

I want to write the guide specifically from the point of view of the Axis powers, especially from the point of view of Japan.

Note on Japan:
Japan considered itself the predominant race in Asia. Equal to the "old" powers, France, England, Germany, America and Russia.
The biggest problem Japan had was that it was poor in raw materials!
With the war that Japan started, they wanted to acquire the raw materials that were lacking in their own country.
Oil and iron played a major role in this ...

The first question players have to ask themselves when starting out as emperor over the Japanese Empire is:

"What do I need to achieve supremacy in Asia?"

In my opinion that would be:
1) Build the strongest navy in the world
2) Accumulation of sufficient fuel and convoy ships
3) Research into the relevant doctrines

Now to the 3 points.
Build the strongest navy in the world. Well that sounds presumptuous at first. After all, England is the strongest naval power in the world. France is not doing badly either. USA should not be forgotten either.
Nevertheless, as a Japanese player you have to build up the fleet first to be successful! This has the following reasons:

Japan as an island empire must begin EVERY action it takes from the mother island. Japan cannot expand without absolute maritime domination! Every island that you conquer has to be supplied by convoy. There is also the greatest weakness of the Japanese! Because as soon as supplies run out, Japan is lost!

The accumulation of fuel as the Japanese turns out to be extremely difficult, because due to the relatively low economic power and the form of government, only small amounts of supplies can be produced that can be sold on the world market!
That's why as a Japanese you have to sign as many supply contracts as you can with America, England, Russia and France IMMEDIATELY when the game starts!
I recommend selling at least 200 units of supplies to these countries!
The money earned in return should be invested in the import of rare raw materials, metals, energy and, above all, oil.
A considerable amount of replenishment is now required, which reduces our economic power, but the supply of raw materials can be significantly improved!
The goal here should be to bunkers at least 100K fuel and at least another 30K crude oil BEFORE starting war with the Western powers!

The accumulation of these raw materials can be planned very precisely. Experience has shown that the delivery contracts with the USA and Russia as well as England are NOT terminated before the start of the war. Thus, a secure income is possible. The amount of Oil Converted to Fuel can also be calculated, but research will quickly increase it.

(Calculation example: time from 1936 to 1941 = 6 years. 365 days x 6 years x crude oil bought daily -> 45.66 crude oil per day purchase corresponds to 100,000 crude oil. Now the crude oil is converted to around 130K to 150K fuel - depending on the state of research . So it corresponds to the minimum amount that we need about at least.)

We need convoy ships for trading and for the transport of goods. Our convoy ships are the MOST IMPORTANT! Because without these ships there is no supply to the conquered islands or to the mainland!
Therefore, from 1936 to 1941 (official day of shame) the Japanese player has to accumulate a stock of no less than 500 ships!

Why so much? Very easily. Every island, every port that you conquer can accommodate a supply convoy. Each convoy must of course be equipped with ships. I recommend (although it is of course very convenient to let the PC take over!) To take control of the S E L B S T replenishment! When the Japanese player begins his conquests in the Pacific, he will quickly have taken around 30, 40 or 50 port cities. If he now equips each convoy with 2 to 3 ships (assuming the receiving port has more than expansion stage 1), then 200 to 300 ships will quickly come together.
If you consider now that the Western powers operate with up to 40 submarines in the Pacific
And if they could sink up to 10 ships a day, it quickly becomes clear that the "remaining supply" of only 300 ships lasts for just 30 days!
As a rule, however, you need 100 days to build 10 convoy ships!
We see that in the extreme case, there could be a 60-day shortage of supplies, which would lead to a collapse of the Japanese supply lines, which are expressed in the fact that neither any raw materials from the conquered areas come to Japan, nor any supplies or fuel from Japan comes to the troop. This has the consequence that the organizational value of the troops decreases. If the troops are now attacked, the troops will surrender if they have been cornered, or they will be shot down or sunk.
You see, as a Japanese player, CONVOY is the most important thing!

After we have clarified that, it goes without saying that we look in the doctrines to see whether there is something suitable for us ...
We see the doctrine of sea defense there.
If we research this doctrine, the likelihood that Western powers will destroy our convoys will be dramatically reduced.
Furthermore, we need special submarine hunting groups and escort ships to protect our convoys.
Escort ships, like convoy ships, also require 100 days of construction time, but devour double the industrial capacity (IC).
But we don't need as many protective ships as convoy ships to protect the supply routes. In addition, for example, only the supply lines that can be reached by the enemy submarines need to be protected.
Supplies further back do NOT need any escort, as no submarines can operate here, as they are too far from their own bases.
At this point I would like to point out that at the beginning of the war the western powers usually had outdated submarines, which usually cannot travel more than 1000 km. Older even no further than 500 KM!
So we can see relatively easily where we are likely to be attacked and where we need escort ships or submarine hunting groups.
We can also record and plan that in our plan!

As a tip from me: put together 3-4 submarine hunting groups. Consists of 3-4 destroyers, 2 light cruisers, 1 escort aircraft carrier, 1 to 2 heavy cruisers.

What is the function of the submarine hunting groups?

As a rule, our enemy always tries to "economically" disturb us. This usually happens with submarines, as these are the easiest and cheapest to build, and at the same time the most difficult to destroy!
The only weakness of the submarines is their short range.

We have 2 options to defend ourselves against it.
The first and easiest is to accompany our convoys with escort ships.
Only those convoys that are in the vicinity of enemy naval bases are escorted. As a rough guideline: 1 companion per 2 freighters.
We can increase the height of the escort ships as soon as our convoy is attacked. As soon as the enemy has succeeded in sinking one of our freighters, we have to react IMMEDIATELY and better secure the supply route. To do this, we are increasing the number of escort ships by 3-5. This significantly reduces the theoretical probability that a submarine will sink a cargo ship.
That is the immediate measure. This does not mean that the submarine threat is eliminated.
We are now sending one of our hunting groups into the area and from a nearby base we give it the order: "Intercept"
We are sending another fighter fleet on patrol. The escort carriers play a major role here, as we can use the fighter squadrons on the aircraft carrier as a reconnaissance vehicle and thus quickly make the enemy submarines "visible".
Now all we need is our intercepted fleet, which, thanks to its higher speed, can quickly track down the submarine and bring it to bear.
With the help of the escort porters, we can quickly destroy the organization of the submarine by air strike, which is what makes it possible to sink it.
It is important that you follow the possibly fleeing submarine and try to face it again! Do not return to your own port until the boat has been safely sunk!

Now for the doctrines:
After we have recognized the importance of the Japanese rule of the sea, it goes without saying that the clout is expanded by a corresponding doctrine. This increases the effectiveness enormously!
The target here is the area: aircraft carrier doctrine and maritime defense doctrine. Both should be as highly developed as possible.


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II. Raw materials
As mentioned in the previous chapter, the lack of raw materials is the real reason for Japan's expansion.
By clicking on "raw materials" in the game, we can quickly see that some promising oil wells are hidden south of Japan as well as in the West Indies, which we have to place at the top of our list.
Iron, rare raw materials and energy also play important roles.
The corresponding areas are taken into account in our strategy and marked as so-called "hotspots" for us (note on paper in our battle plan)

Interesting areas:
1) China. Incredible crowd. This increases the manpower factor which leads to an increase in our available soldiers. (As long as we are not at war with Russia, we do not need them!) Iron, energy and rare raw materials are available in sufficient quantities, but not absolutely necessary (based on the number of troops we need!)
2) India. Interesting as soon as you go to war with the British. But it can only be attacked if you have advanced "close" accordingly. It would be an advantage to secure China beforehand. Likewise the conquest of the French territories west of China.
3) Siam. Political influence from 1936 onwards should try to win. On the one hand they were actually allies of Japan, on the other hand they have quite a few troops and even naval units.
4) Malaysia, Philipines, Indonesia, ect. This is the main focus of our conquests. Starting in the Philippines, as these serve as a base for attack by the Americans. The other islands below as soon as they come within range.
5) Russia. A declaration of war on Russia would result in an incomparable war of materials. It only makes sense if the Axis powers in Europe are overwhelmed with the situation and need relief. The raw materials in the Russian Empire, especially in the Caucasus, are extremely lucrative! The war with Russia could, however, quickly overwhelm Japan, as there is simply too much power on the other side of the scale with the USA and England!
6) Persia, Iraq, Saudi Arabia. The Arab countries, always known for their oil wealth, are interesting for Japanese expansions as soon as the surrounding areas are "submarine" free. Otherwise, the transport of supplies and material will develop into a Japanese war of extermination, as an unbelievable amount of the lake area has to be monitored by too few hunting groups!


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III. Your own strategy

In the previous chapters we already got an insight into the problems to be expected in Japan. On the one hand, we are dealing with unbelievable distances (the distance between individual islands is several thousand kilometers!), On the other hand, we are dealing with a multitude of worthwhile destinations and great risks.
All of these problems must be adequately examined before we embark on the adventure "Expansion of Japan"!

What do we need to be successful?

1: We have to build troops to be able to conquer the areas and then to be able to hold them.
2: We must be able to bring the troops there without the ships being sunk.
3: We must be able to supply the troops without permanently losing supplies.
4: We need reserve troops so that we can intervene in an emergency.
5: We need fuel to make our army work.


What kind of troops do we need?

Our army represents the executive force of our expansions. Without an army there is no country. No trip to the new country without a navy. No victories without the Air Force.


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IV. The army

At the beginning of the China incident, our army was already relatively large with around 27 divisions, but it was definitely too small for the upcoming goal!
Our problem is that with the equipment we had in 1936 we didn't have a really powerful army.

As a Japanese player you should pay attention to the following!
Japan has an absolute lack of fuel! The Navy and Air Force need a LOT of fuel! Panzer divisions need many times more fuel! Placing in this type of force requires adequate reserves.
That is why it is NOT to be recommended to go the mechanization path with Japan at an early stage.
We can go a different way with Japan!
The Japanese side of the war with China in 1938 was practically without any vehicles. The result is that the front line is only shifting provincially, which corresponds to a positional war in the style of 1914-1918. So-called breakthroughs that can be achieved are usually caught and slowed down by penetrating enemy divisions.
So we are dealing with a war of attrition.
China, our first goal on the way to power, should therefore be defeated without vehicles.
How does it work?
Very easily. First, let's take a look at the Chinese Army.
It consists mainly of militia associations. Partly infantry, hardly any artillery. Little air force.
Our army formation should look like this:
The main power consists of infantry.
We are building infantry divisions with 4 infantry brigades.
We are also building garrison troops with police. Namely 2x garrison brigades with 1x police attached. These serve to secure the hinterland and as a reserve in case the front crumbles.
As Japanese, we use cavalry for quick advances. The advantage here is that horses do not need fuel, but advance much faster than garrisons or militia troops!
And in Asia we mainly deal with militias! Even if we have conquered the territories and there are riots, we will face militias!
With our strong infantry divisions, we have an advantage over the weak militia forces of our opponents. The opponent tries to compensate for this with mass. He is concentrating many militia divisions on one piece of land to stop us. He tries to crush us with his mass!
At that moment our artillery comes into play. However, we shouldn't make the mistake of adding an artillery brigade to every infantry division!
Many people do this, but it doesn't bring us much!
Why?
That is also quickly explained.
In HOI III we have integrated anti-tank, artillery and machine gun support as standard in every infantry brigade. We can improve the quality of support through research. The extra artillery brigades that we can also build can be thought of as "heavier" field artillery that should operate in its own divisions. Likewise the anti-tank units!
These are, so to speak, "standard" in infantry! We don't have to build them all over again because we already have them.
However, it makes sense to build some artillery divisions, each consisting of 3 to 4 artillery brigades, in order to act as so-called "breakers" to soften the front in a certain area.

We can completely save ourselves the anti-tank troops at the beginning!
The reason is simple: none of our opponents has any 
Likewise, anti-aircraft units, as our opponents do not have large air force units and are therefore relatively harmless.

In summary, we can strive for the following army formation for the year 1936-1939:
Creation of an additional 500,000 men. Structured in:
1) 350,000 men in infantry divisions with 4 infantry brigades as a core force (corresponds to about 30 divisions with 4 infantry brigades each)
2) 100,000 security troops as reserves and garrisons for the conquered areas, divided into 15 security divisions, each with 2 garrison brigades and 1 police brigade each.
3) 20,000 artillery men. Divided into either 7 divisions with 3 artillery brigades each or 5 divisions with 4 artillery brigades each (I tend towards the latter)
4) 30,000 special force. Divided into marines, paratroopers, engineers and mountain fighters. The divisions should each consist of 2 brigades and each should be reinforced with 1 engineer division (apart from paratroopers, as engineers do not have parachutes)

The construction of armored units should still be avoided here!

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V. Naval Forces

The fleet, as described at the beginning, is our key to victory in the Pacific. We can attack our opponents with the fleet, defend our country and secure our supply routes.
A strong fleet is the key to victory!
Many players make the mistake of going to infantry or tank power first (which is not necessary for Japan) and forget about sea power because there are already so many ships there ...
This is a big mistake!

The only correct way is to start building escort aircraft carriers, destroyers, and other watercraft IMMEDIATELY in 1936!
We should do the following:

We have 10 submarines. The number of boats is usually sufficient to keep our enemy at bay until 1940.
Only from 1939 should one think about further submarines, because only from 1941 (day of shame) the submarine weapon against England and the USA brings something! Building submarines beforehand would mean using outdated technology, which is then quickly sunk.

Starting in 1936, we should immediately create porter groups. This is our primary weapon!
A carrier group can be used both passively and actively.
An escort, for example, operates passively in submarine hunting groups. There these ships are used optimally. Although it can also be used in naval units, it is less successful here because it can only transport 1 squadron.
This is where the game mechanics come into their own, as a fleet general can only command a certain number of ships. The more large ships you put in a fleet, the worse it works.
You can think of it like this:
As an example, the commander-in-chief of the fleet is supposed to coordinate a sea battle on his flagship, in which there are 100 ships as an example (corresponds roughly to the entire Japanese fleet).
One could assume that this fleet would be incredibly strong. However, it is not!
The game mechanics thwart our plans here. We are dealing with what is known as a "stack discharge". For every additional ship in the fleet, we get a penalty on our combat strength, because the chief of the fleet cannot tell 100 ships what to do at the same time. At this point you remember that in the military it always needs an order before someone does something! Nobody just "makes" an attack like that! It must be ordered beforehand! To illustrate this, there is the stack print.

Now that it is clear that we do not simply cram "many" ships together in order to build a "large" fleet which then simply wins, we have to think carefully about what we want to achieve with the fleet.

We need carrier groups that serve as attack support and can destroy enemy surface vehicles.
We need submarine hunters who can keep useless underwater forces at our fingertips.
We need invasion fleets to bring our armies safely from Japan to the islands of our desires.
And we need a reserve to make up for losses!

The whole thing looks something like this:
8 battleships
1 super battleship
6 battle cruisers
20 heavy cruisers
approx. 30 light cruisers
approx. 40 destroyers
10+ submarines
8 carriers
4 escort carriers
20+ troop transports
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147 ships at least

The associations are set up in:
I. Fleet
2 battleships
1 battle cruiser
1 super battleship
2 heavy cruisers
3 light cruisers
3 destroyers
1x Admiral skill level 4 or more with 1 to 2 additional skills

II. Fleet
2 battleships
1 battle cruiser
2 heavy cruisers
3 light cruisers
4 destroyers
1x Admiral skill level 4 or more

III. fleet
2 battleships
2 battle cruisers
2 heavy cruisers
2 light cruisers
4 destroyers
1x Admiral level 3 or better

I. Reserve fleet
2 battleships (under construction)
1 battle cruiser (under construction)
2 heavy cruisers (under construction)
3 light cruisers (under construction)
4 destroyers (under construction)
5 transport ships (under construction)

I. Carrier battle group
4 aircraft carriers
2 heavy cruisers
3 light cruisers
3 destroyers
+ the best admiral available

II. Carrier battle group
4 aircraft carriers
2 heavy cruisers
3 light cruisers
3 destroyers
+ the 2nd best available admiral

I. Submarine hunting group
2 heavy cruisers
3 light cruisers
5 destroyers
2 escort carriers
+ Level 4 admiral

II. Submarine hunting group
2 heavy cruisers
3 light cruisers
5 destroyers
2 escort carriers
+ Level 4 admiral

I. Patrol Group
1 battle cruiser
1 heavy cruiser
2 light cruisers
2 destroyers

II. Patrol Group
2 heavy cruisers
2 light cruisers
2 destroyers

For the distribution of tasks:
Carrier combat groups destroy enemy fleets from the air. NO close combat with other ships. Should we be discovered, the escort ships will help us to pull our porters back quickly without taking much damage.
In an emergency, we can also carry out submarine hunts through the escort ships in case of emergency on the ship.
The carrier groups ONLY move out if we have found a fleet! More on that later in tactics.

Our fleets are designed for close combat. Here we fight ship against ship against other surface forces.
The goal is to sink enemy battleships with our superior new battleships after the organizational value of the enemy ships has been destroyed by our combat squadrons of our carrier groups. In addition, our combat units bind the enemy, which allows us to strike multiple times with the carrier aircraft! If we tried to attack without the naval units, we would not be able to permanently confront the enemy! See tactics!

Reserve fleets are used to accommodate the newly built ships, if necessary to quickly replace ships damaged in combat and to have appropriate reserves at hand for emergencies or losses, which have recovered from their organizational value! This fleet is NOT used unless there is a direct threat to Japan (only then have we already lost!)

Submarine fighter fleets destroy the opposing trade disruptors. Both submarines and small surface formations can be quickly and safely destroyed here!
Our aircraft play a crucial role here. They are used to track down. The fleet then puts the enemy to fight. The air force destroys the opposing organizational value, then our heavy cruisers help sink the enemy. Even battleships can be sunk by our heavy cruisers as soon as the organization value has dropped to 0!
Light cruisers and destroyers sink the submarines and shoot down enemy bombers. We can hardly damage heavier units with it!

Our invasion fleets serve the amphibious assault and the reinforcement of our land forces. We only need a small number of escort ships for the transport ships, as we always shield landing operations from fleets and carrier combat groups. See tactics!

The patrol groups serve several purposes. First, we can use them as trade disruptors because they have more range than submarines.
Second, we can destroy submarines with you in an emergency if we need help quickly. Third, if we have an invasion going on, we can attack and stop enemy invasions on our own islands. And fourth, we can use them as "scouts" to see whether an island or port is occupied or not. Should we be attacked and suffer losses, we can quickly make up for them.

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VI. Air Force
Our air fleet is to be prepared for later operations, especially against America and England. If we go against Russia, the tactics may have to be changed - this must be taken into account beforehand!

What is the task of our air forces:
1) Suppression of the Chinese Air Force by fighter planes.
2) Strategic bombing of Chinese cities to weaken industrial capacity (should be made from 1938 until the end of the campaign!)
3) Establishing air supremacy in the fight against India (England owns MANY bombers and destroys our supply ports, which leads to the destruction of our troops.

The Air Force practically does not have any more tasks, as there is far too much distance between our airfields in the Pacific and the destinations during island attacks, for example.

As a solution to the tasks set, I therefore suggest building up the following forces:

I. Jägergeschwader:
At least 5 squadrons should be built here. As soon as multi-purpose fighters are available, you should switch to multi-purpose fighters, as these can also successfully destroy fleets!

II. Navy bombers:
2 squadrons are sufficient here, as we have carrier groups!

III. Dive bombers:
We need these planes as soon as we fight tank armies.
If we attack India, the planes CANNOT be used because there is too much space between the airfields and the front -> This plane is particularly suitable if we want to help on the German side or if we want to intervene in combat in Europe. In Asia it makes less sense! Too little range and too few airfields are the problem. In addition, too few anti-tank enemies.

IV. Medium bombers:
The best means for Japan to destroy the enemy at the beginning!
Bombardment of logistics centers, destruction of port facilities, lowering of opposing organizational values ​​with an acceptable range.

V. Heavy bombers:
In the long term, however, we should rely on long-range bombers, as the key lies in overcoming the almost infinite distances in the Pacific region!
At the beginning we only have bad units of this type available, which are mostly avoided by the players due to the long construction time and the high IC costs!

VI. Transport machines:
Here we should have at least 1 unit, possibly also 2. We can use them in connection with airborne companies or use them to supply enclosed units. They also help when the enemy has destroyed our supply routes, which meanwhile our troops "survive".

VII. Carrier Squadron
The backbone of our air force. Here lies the key to Japan.
Our carrier mobile air force can reach targets anywhere in the Pacific! Cover almost all of India! It replaces the missing airfields.
That is why we have to pay special attention here!

Our air force was to consist of the following units until 1941:
5x hunters
3x multipurpose fighter
5x medium-range bombers
2x long-range bombers
2x naval aviators
1x transport plane
20x carrier squadron + 2 reserve squadrons


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VII. Organization of the Army
To be successful in combat, we not only need good troops, but also a functioning command structure.
The appropriate structure of the army plays a decisive role here!

My example is from China.

In order to be able to successfully complete the China campaign, it is imperative to determine the needs of troops, air force, etc. To be carried out BEFORE the attack.

We can do this relatively elegantly by increasing our espionage to 0.5 to 1 agent per day for a short time. As a result, we can carry out military espionage in China after a relatively short time, which tells us the number of divisions relatively precisely. Incidentally, the HQ units are also counted there. As an an example:
If the secret service detects 60 known units in China, then 5-10 of them are probably HQs. The rest are then fighting troops.
It should be noted that these are divisions. So 2-3 brigades per unit. This results in an army strength of 100 to 130 brigades, mostly militia.

In our preliminary planning, however, we must not forget that China has allies. These must also be checked beforehand to see how many troops they have.

To be successful quickly, we have to be about 2/3 the strength of the Chinese.
If we have fewer troops, we could be overwhelmed by numerical inferiority.
The same number of divisions is difficult to achieve in such a short time. In addition, a successful invasion of China is already feasible with the 27 existing divisions.

I have already tried both variants successfully. I wanted to test myself whether I could achieve the same conquests that Japan was actually able to achieve by 1941.
In a second attempt I focused more on the number of troops.
Both attempts worked. However, it is extremely difficult to successfully occupy all of China with the existing troops!


Now back to the structure of the troops.

We'll first create a theater of war. We call this China. A 4 star general who has as many additional skills as possible is employed in the supreme command. If necessary, someone will be promoted!
Then we create army groups (army groups)
These are divided into: North China, Central China, South China, West China.
Each of these army groups should have 2 armies.
Each of these armies has 2 corps.
Each corps has 3 divisions.
Expressed in numbers:
e.g. Army Group North China
1st Army
Consisting of:
I. Army Corps = 47,000 men
1st division with 4 infantry brigades = 12,000 men
2nd division with 4 infantry brigades = 12,000 men
3rd division with 4 infantry brigades = 12,000 men
1st artillery division with 4 artillery brigades = 4,000 men
1st Security Division North China with 2 infantry brigades and 1 police brigade = 7,000 men
II Army Corps
Same structure as I. Corps

In addition, we put 1 to 2 special units in the army. E.g. Engineer Division or Paratroopers or Marines or Mountaineers. We are joining them directly to the army, not to the corps. This means that the unit remains within the range of command even though it can operate more than 200 KM from the HQ of the infantry divisions.
That brings us to around 100,000 men for the 1st Army.

In an army we will bundle "mobile" troops. Our cavalry units are bundled there. This army is storming into enemy territory, so to speak.

We are now doing this for 5 armies.

We can safely include the occupation troops stationed in Mongolia in our battle plan, since there is definitely no threat from Russia until 1941!
Thus we can put together the required number of divisions for the campaign relatively quickly.

China campaign:
I recommend the following procedure for building up the army.
After the troops from Mongolia have been strategically relocated near the Chinese border, as soon as the "cooldown" is over, we must begin converting the divisions.
The laying to the front as well as the structure can be done relaxed and clear. It is also important that as soon as we move troops to the front, the enemy gathers troops there too !!!

So it makes sense NOT to alert the enemy by gathering all units at the front and thus making the fight unnecessarily difficult by "announcing" our plan. You will notice that it is a lot easier to conquer China if we start a "diversion", so to speak.

We should therefore, after we have built and prepared the entire army, properly organized and assigned all officers in the leadership of the divisions and HQ units appropriately (offensive officers for the attack, pioneers for the engineer detachments, etc ...) 2 up to 3 provinces away from the border, to collect army or corps.
It's super easy if you click the "Summarize" button. You don't need to click on all of the associated units individually, you can gather the whole army in one place!

We have now gathered 500,000 men in 5 armies on the border with China. Nicely hidden. Well organized.

In the 2nd step we now put our air force in position.
Fighters to defeat enemy bombers. Own bombers for strategic bombing. Our fleets are only dispatched 2 days before the invasion, otherwise they cost fuel!

Now we have to see that we have enough supplies.
To do this, we click on the "replenishment" view and check how much replenishment can be sent through our ports to China and how much "replenishment throughput" is available.

This is also the most important point in the entire operation!

This has the following reasons:

Every man sent to China needs supplies.
Each unit needs different supplies. Militia needs the least supplies. Followed by garrison troops. Tanks and tank grenadiers as well as artillery need the most supplies.
That's why we do NOT pack our artillery into the infantry divisions, because as soon as we beat around with militias in the primeval forests of India and China, we don't need wasteful artillery troops!
Our bombers solve these problems from elsewhere!
If we realize that we need more supplies than we have supply throughput, our entire army will shortly be undersupplied. So what to do
Very easily. Either conquer an additional port to bring more supplies over from Japan (think about setting up a supply route again). Or simply reduce the number of consumed supplies by withdrawing or relocating unneeded troops (e.g. the artillery units).
The air force can also be relocated in order to provide relief at short notice. They also need a lot of supplies. But that only works if the enemy is on the ground and you have fought for control of the air yourself.
Otherwise we can have supplies flown in with our transport plane, which also brings about 6-10 supplies a day or can supply 3 infantry divisions!

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VIII. The war begins

The problem is of course well known - no battle survives the plan!
There is no such thing as a "universal patent" for war.

However, there are simple ways to emerge victorious from a war.
As Japanese, we still have an incredibly good advantage!
We are on an island! And we have one of the largest fleets!

If we manage to bundle all power, even mighty enemies can be smashed!

However, if you are too impatient and attack rashly, you will be trampled underfoot like a worm!



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IX. Tactics:


General recommendations

Air Force Tips:
It is very important that we provide EVERY squadron with its own general!
If, for example, we help with the invasion of an island with our carriers, we can provide the squadrons with commanders who are particularly good at destroying land targets.
As soon as we have discovered an enemy fleet, we should swap the units' air force generals and exchange them for fleet destroyers.
The squadrons are NOT combined! Only airborne companies can be protected by associating fighters.

That is why the air fleets each stay with 1 commander in the organization tree directly below the headquarters in Tokyo.
This has the following advantages:
1. We can immediately see which air fleets of ours are posted
2. We can immediately identify the location of the air fleet without having to search for a long time.
3. If necessary, we can create an air force army group, place it under PC command and enter it as an order, e.g. air offensive. The PC then automatically attacks everything within range (which helps immensely when you have conquered a little bit more). Incidentally, the sub-grouping in the command tree with army officers does not bring any bonuses!

Construction of units:
When building the aircraft carrier, you can use the training variant "reduced training time"!
In this way you can build up the necessary forces quickly - and save valuable time!
You should, however, think carefully about whom to provide "without" experience, i.e. appropriate basic training.
We should NOT build our infantry like this, the occupation troops maybe already!
All of this should be done on a schedule.
You must not forget that the replenishment devours some of the capacity of the industry, which we need to build up a fuel supply.

All in all, in the preliminary planning of the army, a schedule must be drawn up as to when and where we want to attack with how much force, what occupation troops we want to leave behind, what reserves we leave in Japan, what happens if an invading army comes from the enemy, etc.

That is why I recommend that you write down your assessments first so that you do not forget, because the game will stretch for many days and weeks in real time!

My personal recommendation is:
Timeline:
1936: 70% build infantry brigades, 30% aircraft carriers
Research into the possibility of "infrastructure expansion"

1937: 70% infantry brigades, 30% aircraft carriers
Expansion of 2 fleet bases in the Pacific to level 10 port facilities!
Expansion of the bases at level 2 fortress and level 4 anti-aircraft gun
One near Hawai, one in the southern part for Australia ect.

Completion of the build-up of the army for the China campaign.
500,000 men are ready.

1938 build special troops, planes, ect. Continue to build up the fleet.
War begins in China.
To restore strength, plan about 10 ICs to compensate for losses.
Continuation of the fleet development. Even if the progress is slow! In the long run, China will go under as the militias are inferior to the infantry troops.

1939 Creation of an Indian Army, a Philipine Army and an Indochina Army.
Formation of troops from the 500,000 men who marched into China.

Only occupation troops are being rebuilt, as we left the previous ones in China as an occupation.

Further expansion of the fleet and air force.
Affiliation of Siam or alliance.

1940 Preparations for the invasion of India. If America is not allied, declare war on England. Before that, bring the infantry up to 1942 in terms of weapons technology.
Expansion of the fleet and air force.

1941 Completion of the invasion plans for the entire Pacific region.
Provision of all fleets.
Complete armies for the Philippines with 100,000 men
Guam 20,000 men
Indonesia 50,000 men
Borneo 50,000 men
Midway 20,000 men

The remaining troops are gathered at strategic points and kept ready. Our sea bases in the Pacific also serve as a base for our carrier groups. It is important that we can also supply our invasion fleets through level 10 harbors!
We are only restricted by the drives on our ships - which, depending on the age of the ships, have a range of 1500 - 3500 KM.
In case of doubt we have to use the fleets with "bad" ships for patrols and pack the "good" ships together for the attacks!

As soon as you have checked the range of the fleets, have packed the invasion armies on the ships, the supplies in our bases are sufficient, and as soon as all armies have been in the base for at least 2 weeks and everything has worked ... Only then can we declare war ! But only when we have brought all units into position, unnoticed by the enemy. A few hours away from the scene in the depths of the Pacific!

As soon as we declare war, the enemy IMMEDIATELY sends reinforcements to the external bases. That means the first strike is decisive! We surprise as Japanese!

From 1941, as soon as the war with America starts, you have to see how the situation in Germany is developing.
Sometimes the pc (Germany) wins quickly, sometimes not. Sometimes Italy intervenes, sometimes not.
In one game, America even entered the war BEFORE Japan and deployed tank troops in Germany and destroyed the German fleet!
Everything develops differently every game. Depending on the influence! Possibly. one has to intervene so that America cannot interfere too early !!!


Research:
Most important point:
N A C H S C H U B, Ö L, I N D U S T R I E.

Then nothing comes for a long time.
Only then do ships.
As a Japanese, be sure to focus on porters. Research the associated hunters as well.
Leave tanks completely out! Have the Germans deliver this technology for the incursion into India and the Middle East.
Bring your own infantry up to 1942. Possibly. the artillery also pull up on 1942.

Always put the rest of the research on the ships. So drives, cannons, flak, radar, and above all the practice, i.e. research the doctrines!

It is important that research only brings something if you build new ships! Because only small components are exchanged for large units. The rest of the research you research only brings something to a new building! So if you should stop building ships at some point, save yourself the research and go on the doctrines so that you can work effectively with what you already have!

Work for the Air Force according to your own preferences and weightings.
As soon as you only have 2 units of something, save yourself research!

If you research infantry weapons please remember that you need incredible amounts of IK for about 100 days to upgrade the troops !!!

If you don't have an IK free, don't do research!

Most important finding:
ONLY UPGRADING WHAT'S THE KEY! Just leave the masses as they are.
Only America can afford a complete upgrade because it has an incredible amount of IC available for the tiny number of soldiers.


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Closing word:

I really enjoy playing HOI. Of course, I've read through all of the tactical guides. With some of them I was able to achieve very good successes, but most of them relate to Germany.
Each country has to be considered separately! Germany works very differently from Japan. Just like England has to be played very differently from Japan.

With this tactic, which I described in the previous chapters, I was able to do the entire !!! Capture the Pacific area including ALL islands, bases or other western points and secure with garrisons! Furthermore, I was able to penetrate as far as Baghdad, occupy all of India, secure Oman, occupy Madagascar, occupy Egypt. After I occupied everything, I was able to occupy this country in Norway with a specially built parachute army (36,000 paratroopers).
The next step would be the subjugation of England with 300,000 men, which I could land in England in my transport capacity of 25 transport ships twice from Norway within 2 days.

The most notable success, however, which also encouraged me to create this tactical guide, is that I destroyed with JAPAN A L L E fleets of the western powers!
And that with not even 10 of your own lost ships!

At first I couldn't explain where they all went ...
When I switched to the American side, I was shocked!
Except for 6 submarines and 1 lousy transporter that was hiding near Canada, everything was sunk.
A total of 24 battleships were sunk, 20 aircraft carriers (including squadrons on them) destroyed, 40 heavy cruisers, 2 battle cruisers, almost all of the available light cruisers and all destroyers.

The fleets available on the Allied side, including France, England, the United States and third countries, amounted to fewer than 50 ships in 1942!
Incl. Submarine fleets. (They are known to be the hardest to find)

Everything else was SUBMERGED by me (and a small part of Germany)!

And all because I had optimized the carrier combat groups.

The end result was that I was blessed with an incredible mass on land, which helped me grow up to 100,000 men per month!

It's just a shame, of course, that despite the huge land masses, no more than 320 IK could be realized.

However, in 1942 I was able to tick off the game as won for myself, as I was only left with Russia and the USA as the remaining opponents.
And in addition it has to be said that the USA and Russia can N U R be destroyed with tanks that I, as a Japanese, simply cannot provide in sufficient quantities.

My invasion with Japan in the USA, which I tried of course, was stopped in the most cruel way.
It would also happen in Russia.
I assembled a 500,000-man invasion army in the USA, marched in with 20 air units and 10 tank divisions (my recommendation: do not do research yourself, but buy from Germany!).
The American then simply overran my attack with 30 armored divisions.

In other words: an invasion of America is EXCLUDED!

The game ends for Japan when the supremacy in Asia is achieved and the American fleet is destroyed. I succeeded in both.
Rebuilding the American fleet to a reasonable level takes 2-3 years. It makes no sense to wait, since until 1944 only militia revolts have to be put down - it would be too boring to wait ;-)

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