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6ihc.jpg



Umi yukaba
Mizuku kabane
Yama yukaba
Kusa musu kabane
Okimi no he ni koso shiname
Kaerimi wa seji

Preface

Hello and welcome to my first ever AAR. After hiding in other people's AARs for years I have finally decided to make my own. I am going to be playing as Japan as I find that it provides just the right mix of potential targets and base industry to give me a challenge and keep it interesting. The writing will be mostly gameplay but there might be a little bit of history added in as well if I have stuff to hand. I’m using the Realistic Progression Mod as I like making use of the real equipment and weapons each country had to hand during WW2. It also won’t crash either which is a plus.

For rules I guess it will be the usual stuff. I’ll also try and keep everywhere garrisoned rather than building a massive blob and moving it around because I know no one will invade me. This way of doing things is even worse as I'll end up spending IC on militia/garrisons. I hope you enjoy my AAR and I hope I don’t get crushed….

It might get a little picture heavy at times but I'll always try and keep the size of individual pictures down.

Notes: Picture from flickr account of dani1944
 
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Ikarases

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Seems like it's "Japan or bust" these days in the AARland. Subbed!
 

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Set Speed To 5 and Off We Go!

Welcome! This is Japan! (duh)

s5mo.jpg

The year is 1936 and I have a number of choices ahead of me. I can do my standard 'bash China, conquer South-East Asia and then hide from the Soviets' game but I feel like doing something different. No, in this game I am going to remain neutral but attempt to conquer Lake Baikal, Australia and everything in between. That way I'll annoy everyone and have no backup. Simple, easy, suicidal.

It wouldn't be an AAR with a little bit of early housekeeping so I immediately change some of my ministers around.


5jxa.jpg

My reasoning is that I have no interest in joining the Axis so I might as well benefit from some extra intel that Hayashi Senjuro can provide. My change of Security Minister too is logical as he will provide me with a bonus that will help find enemy spies. Very important should I want to remain neutral and avoid outside influence (hey look I am role-playing too!).

As my new Foreign Minister, Hayashi Senjuro immediately sets about aligning Japan towards the Comintern in order to avoid Japan being absorbed into the Axis. Japan will be the new Sweden bringing everyone helpful popups every 5 minutes when we alter our alignment. Oh yes indeed.


74uz.jpg

With an early effort to concentrate our spies within Japan and in the Soviet Union I am left with 19 leadership. My guide at this early point is to simply research techs with which I will have no penalty. This list is rather small fortunately so I am able to research light tank design which will signal the start of the Japanese tank building program which will be needed against the Soviet Union. While just having support brigades will be enough to overpower the Chinese, I feel it will be important to keep the research up in this area and modern weaponry will make my battles easier. The final two research points are being put into the superior firepower and spearhead doctrines. In RPM2 they both offer a reduction in the delay between attacks which makes up for the fact that they will both take over 230 days to complete.

In RPM2 the general idea behind technology and units is that a particular unit will require a certain combination of techs. For example to unlock a tank (let us say the Chi-Ha) I may require Medium Tank Design Level 3, Tank Gun 2, Tank Armour 3, Tank Engine 3 and Tank Reliability 2. That requirement will be unique to that particular tank and it's stats will be unique. This means that the units at my disposal match the abilities they had in reality, rather than everyone having weapons with the same stats. It also mean my tanks will probably get squashed by everything. Why did I pick Japan again?

Anyway I'll add images of the tech tree as I go along.


43vz.jpg

And so with the preliminaries done I can finally start the game.

First order of the day is to sort out my OOB because that is probably the only thing I really enjoy (life well spent...). I move all my naval units to Hiroshima, air units to Kanazawa and start collecting all the garrisons stationed in the Pacific and send the entire Kwantung Theatre to Dalian and eventually home.

My initial production efforts will focus on the continued build-up of the IJN and the shift from an army based purely on infantry to one with as many support brigades as I can produce. It might make fighting in China more of a hassle but it will be worth it later on with the practical knowledge I hope to gain.


zkvl.jpg


While this rather dull stuff is ongoing I try to sort out the disaster which is my resource stockpile. Hayashi Senjuro immediately sends out representatives to the United States and Soviet Union to secure money for supplies. With our balance rising nicely I can instigate a set of trades that will slowly change Japan's deficit in Energy, Metal and Rare Materials to a surplus. A number of small trades were accepted with Siam and Communist China but larger trades offered by the United Kingdom and United States were turned down as my Armament Minister, Machida Chuji believed them to be poor deals. This advice appeared to be prudent as by 1st April 1936, Japan was running a healthy surplus while having a little money to spare.

And with the coming of April that will conclude this chapter. The next one should contain more information on my plans, the tech tree and how my forces are organised. Thanks for reading.
 
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FinnishFury

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Another RPM AAR just had to come and specially Japan AAR.:rofl:
 

red_KLG

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I 've just started RPM2 with Japan. It should be interesting to follow the AAR so I could compare strategies. One think that is stressful is that I feel that there could be spoilers, so I must play more to keep up :p

Sofar, I ve done exactly the same (more or less). 2 X20 supply trades to Soviet Union for money, and then excessive trading with all with with a 75+ relationship. I will be crying a lot when the US embargoes me. No investment in spies whatsoever, and 21 research projects.

I also disbanded all the guards in the islands and killed the convoys. I will be building 2XGAR-1XSTAT.Sup. as reserves and will be sending them there just before the war with the US.

Another thing I 've noticed is your production line. You are building this new CV. Would it not be better to research the two techs that are required in order to unlock the new CV with the decision system?
 

darthkommandant

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Am reading/subbed.

Well you probably picked Japan for the awesome new air and sea models like the Yamato class which Ive seen the ai at least produce 4 or 5 of add kick butt with.:)
 
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unmerged(186889)

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Seems like it's "Japan or bust" these days in the AARland. Subbed!

Yeah and now BarrosRodrigues has his LP going. At least all of the AARs are doing something different I guess. :p

Another RPM AAR just had to come and specially Japan AAR.:rofl:

Had to get it in before Thaegen started his. :happy:

Gonna be interesting to see RPM in action.

Hopefully I get as much stuff into the AAR which shows how RPM2 works differently to other mods. It's a shame my PC won't run RPM2+ as that would add a lot more to the AAR.

I 've just started RPM2 with Japan. It should be interesting to follow the AAR so I could compare strategies. One think that is stressful is that I feel that there could be spoilers, so I must play more to keep up :p

Sofar, I ve done exactly the same (more or less). 2 X20 supply trades to Soviet Union for money, and then excessive trading with all with with a 75+ relationship. I will be crying a lot when the US embargoes me. No investment in spies whatsoever, and 21 research projects.

I also disbanded all the guards in the islands and killed the convoys. I will be building 2XGAR-1XSTAT.Sup. as reserves and will be sending them there just before the war with the US.

Another thing I 've noticed is your production line. You are building this new CV. Would it not be better to research the two techs that are required in order to unlock the new CV with the decision system?

I don't think I'll be running through this AAR too quickly so hopefully I won't spoil anything for you. Dismantling all the garrisons would probably be my best bet as it would free up a fair bit of IC currently used on consumer goods but I'd rather play it out in a fairly plausible manner. It also probably would be better to wait for the Hiryu class to be unlocked as I'd also benefit from the completion of the Akagi but I want to try and get as many different units represented in the game as possible and also mimic Japan's historical carrier building program.

Am reading/subbed.

Well you probably picked Japan for the awesome new air and sea models like the Yamato class which Ive seen the ai at least produce 4 or 5 of add kick butt with.:)

Yeah it was the air models I was waiting for although I'd be far better off doing a German AAR as I have plenty of information on their aircraft.

I've just finished doing my research into unit names for everything so I'll get started on playing it out towards 1937. Ta for all the subs. :happy:
 

Surt

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Also the CV looks like it was partial build already before the game started, it would be a shame to waste that. The dismantlement of the Island garrisons really feels like cheating and leaving a "major" part of the country undefended should have some repercussions but unfortunate that and something like leaving no garrison at the Soviet border for the Germans seldom does anything in any mod.
 

SKOTy

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Seems like it's "Japan or bust" these days in the AARland. Subbed!

When I've started my German AAR there was explosion of German AARs and when I start new AAR, this time as Japan, Japanese AARs go on rampage. Seems like I inspire people :p

Anyway I will be watching this, neutral Japan looks good!
 

Surt

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When I've started my German AAR there was explosion of German AARs and when I start new AAR, this time as Japan, Japanese AARs go on rampage. Seems like I inspire people :p

Anyway I will be watching this, neutral Japan looks good!

Its those mind controller lasers that the Czech secretly send into orbit with the assistance of some unnamed Japanese Zaibatsu.
 

unmerged(186889)

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Forces Organised, Time for a New Game?

I mentioned in my last update that I was spending leadership points on espionage. Well after three months I have found the Soviet military presence in the east to be quite minimal. It has therefore been decided that our spies will now attempt to make the USSR more threatening to the world thus justifying any military action we might take in the future. A general plan has been drawn up on a potential offensive to be done once the IJA feels confident they would be able to meet its objectives.

The idea would be to focus the majority of the land forces against the area north of Vladivostok while sending any mobile forces to the west to take up positions on the Angara and Selenge rivers around Lake Baikal. Some forces will initially head towards the Okhotsk Sea before pushing east in order to cut the supply lines of any Soviet forces around Vladivostok. Once the enemy is defeated the mobile forces will be reinforced before deciding upon the next step we should take.

cziz.jpg

The plans for the south are fairly simple and I'll produce some images for them when I am about to execute said plans.

On the production front in early May I was given the option to rebuild the Hiei as a battleship. As a slow, old battlecruiser it really would have no part in my future plans but now it will have a chance to make its mark in future battles. I did however come across a problem. Initially the rebuild program was only using 1.5IC but this is now more like 9.7IC. I think this might be due to the change in battleship practical which caused it to recalculate it's IC cost. It might however be working as intended.

In July the battleship Kirishima was completed. The Kirishima, like the Hiei was a WW1 battlecruiser that was rebuilt as a battleship. This process increased her speed and armour.

a849.jpg

The Kirishima was followed in October by the carrier Akagi. Originally laid down as an Amagi-class battlecruiser, the Akagi was chosen for conversion to a carrier after the Washington Naval Treaty prevented the signatories from producing a carrier displacing more than 27,000 tons. The treaty however did allow for the hull of a capital ship under construction to be converted into a carrier as long as it did not displace more than 33,000 tons.

The rebuild program required a lot of work, partly down to the large air wing size of 60 aircraft which demanded a double hangar. In order to reduce weight and lower the centre of gravity the side belt was brought down and reduced from a thickness of 9.8" to 6". The deck also saw a reduction in thickness from 3.8" to 3.15".

In her final form the Akagi had a speed of 31.5 knots and an operational range of 8,200 nm @ 16 knots.

yrgp.jpg

note: The Akagi was redesigned between 1936-38 where she lost her six 8" guns in order that the flight deck and hangars be extended for larger aircraft hence why she was completed now. This is just a reproduction of an old photo.

With the majority of the production line being filled with ships for most of 1936, further additions to the IJA were limited. One corps received the new support-brigades that will increase the firepower of our infantry divisions but little else was completed. A set of mountain infantry divisions are under production as are reinforcements to under-strength divisions. Aside from these reinforcements all the other divisions are being built as reserves.

mdze.jpg

With only a small number of 'easy' techs being available for penalty-free research I quickly found myself by the middle of year with plenty of free leadership points. My research into Small Warship AA unlocked the next Destroyer class and I unlocked the mountain infantry too. Heading straight for the any naval tech with a 1937 start date was tempting but I chose to spend some points in a rather inefficient manner on land and air doctrines. They would give me an extra edge against China but I would probably be far better off waiting until I have some combat experience under my belt and some strategic effects boosting my research efficiency.

9dk3.jpg

On the subject of technology I said I would post some pictures of the tech tree and I'll start with the naval stuff. I'll skip the doctrines as despite being different from TFH (or so I think), it is still recognisable.

We can see for each page that the headers are simple and describe what each tech does. As I have mentioned before, upgrading to a new tech level, for example cruiser armour, will not just simply mean any new cruiser will now have better armour. No, you must wait until you have the right tech levels to unlock the next unit. I am currently researching Aircraft Carrier Frame 3 and this, with the completed Large Warship AA will unlock the Hiryu-class carrier.

Some things will upgrade as normal, like the radar and fire control systems (there some stuff about hidden and invisible techs that went over my head :p)but for the most part upgrading your techs won't produce a benefit until you have researched the right combination. This is important to remember as in my last RPM2 game I forgot to upgrade my torpedoes (who needs subs right?) so was stuck with older destroyers and cruisers.

RPM2 also removed Destroyer practical and combined it with Cruiser practical. This means you won't be punished for wanting to build a little bit of everything. The doctrines also are changed with the positioning bonuses being slightly reduced (or so I think) and the capital ships being placed under one tree, the carriers under another and the final tree being given over mostly to convoy raiding bonuses.

6zbx.jpg

tj9f.jpg

I will finish up this update with my order of battle. After spending an evening trying to decode Japanese in order to get, what I hope to be, correct or plausible unit names I could not be bothered with decoding every unit call-sign so I just nabbed them from the HPP mod (thanks guys :p). I'll probably follow the same organisational pattern shown here with future additions. It will leave me spread thin in a few areas potentially but in order to hold onto my conquests it must be done.

I expect the North Japan Army to be deployed on the border between Manchukuo and the USSR once it's brought up to strength. I'll also probably rename the garrisons to area garrisons or something along those lines to indicate that they don't just sit in a port. I am also a little undecided what to do with my MP brigades. I would ideally have them stationed in conquered areas but I may leave a couple in the mainland for flavour.

4721.jpg

whk9.jpg

i5mt.jpg

Thanks once again for reading. I'll probably follow this up soon with the preamble to the Second Sino-Japanese War, a look at the air techs and potentially a little bit of fighting if I don't press F11 too often.

note: The coloured photos were taken from the livedoor.jp blog of irootoko_jr
 
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unmerged(186889)

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Also the CV looks like it was partial build already before the game started, it would be a shame to waste that. The dismantlement of the Island garrisons really feels like cheating and leaving a "major" part of the country undefended should have some repercussions but unfortunate that and something like leaving no garrison at the Soviet border for the Germans seldom does anything in any mod.

Yeah I noticed I made a bad screenshot of my production but ran with it anyway. I agree completely with you on leaving parts of your country undefended. There should be some sort of penalty for abandoning areas under threat in wartime but I am guessing that there is no real way to mod that in. In SKOTy's Japan AAR, TheBromgrev talks about something which I guess is similar in that Nationalist China loses cores on provinces that feel betrayed by the government's actions. The actual post is here.

Also about your comment on my divisions. Japan starts with (off the top of my head) 16 4xINF divisions, 7 3xCAV divisions and 3 Independent Mixed Brigades of INF-SUP-ENG. I always prefer to use triangle divisions and splitting the extra INF regiments off has yielded another full corps. I'll just have to add support brigades as I go along unfortunately. The increased costs of the Hiei is killing me on that front though, it's costing me 2 support regiments every 5-ish months.

When I've started my German AAR there was explosion of German AARs and when I start new AAR, this time as Japan, Japanese AARs go on rampage. Seems like I inspire people :p

Anyway I will be watching this, neutral Japan looks good!

Hah really? I knew there were a couple of AARs on-going but I have waited for a long time to get a chance to do a Japan AAR as my PC can't handle HPP. Also want to try and get it done before I start my new job (as a meteorologist) in April as I imagine I will be very busy for a good long while after I start. Thanks for watching though. I've been keeping a good eye on yours so far. :happy:


Thanks! :)

Great update, it was a good read. Looking forward to the next update.

Thanks. Hope it gets more people to download the mod. That elite infantry practical change is nice too, even if my mountain divisions are bloomin' expensive now. :p
 
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