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Author Topic: Japanese Carrier Production in WWII  (Read 8742 times)

bayonetbrant

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on: September 01, 2018, 01:03:50 PM
https://nationalinterest.org/blog/buzz/why-japan-didnt-go-aircraft-carrier-crazy-beat-america-during-world-war-ii-30292

Does a better production plan really matter in the long run, or was the outcome inevitable?

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mirth

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Reply #1 on: September 04, 2018, 03:40:09 PM
cool read

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BanzaiCat

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Reply #2 on: September 22, 2018, 10:51:10 AM

============================================

Solosaurus Podcast: https://solosaurus.libsyn.com/
(includes Solosaurus Plays)


besilarius

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Reply #3 on: December 07, 2018, 07:28:41 AM
Good article.
Here is another appreciation from the folks who gave you Shattered Sword.

http://www.combinedfleet.com/economic.htm

"These things must be done delicately-- or you hurt the spell."  - The Wicked Witch of the West.
"We've got the torpedo damage temporarily shored up, the fires out and soon will have the ship back on an even keel. But I would suggest, sir, that if you have to take any more torpedoes, you take 'em on the starboard side."   Pops Healy, DCA USS Lexington.


mirth

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Reply #4 on: December 07, 2018, 08:10:05 AM
Combined Fleet is a great site. Lots of good info there.

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chemkid

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Reply #5 on: December 07, 2018, 08:19:05 AM
shattered sword was kinda an eye-opener, at least for me - i had a plan to enjoy a great solo game of the flat top board-game... and then, after reading the book, all imaginary plans evaporated because American vs Japanese carrier handling was so damn different! does anyone know a game analog or digital that takes these differences to heart and makes playing the Japanese part of carrier operations different from their American counterparts? so, off to reading this article - oh, and i did a whole card-box full of plane and carrier data just to prepare for my flat top endeavor...  anyone likes some of these?! ;)

cheers!
chem!



bayonetbrant

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Reply #6 on: December 07, 2018, 08:19:25 AM
https://nationalinterest.org/blog/buzz/why-japan-didnt-go-aircraft-carrier-crazy-beat-america-during-world-war-ii-30292

Does a better production plan really matter in the long run, or was the outcome inevitable?


re-reading this one


here's your craziest quote in here


Quote
During the entire war, Japan commissioned 31 destroyers, while the United States commissioned 365. The Japanese commissioned five light cruisers and no heavy cruisers, while the United States commissioned 46 large, heavy, and light cruisers.

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Random acts of genius and other inspirations of applied violence.
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Six Degrees of Radio for songs you should know by artists you should love


bayonetbrant

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Reply #7 on: December 07, 2018, 08:23:02 AM
question for some of y'all -

is there a good reference on the differences between

fleet carriers vs escort carriers vs light carriers

heavy cruisers vs light cruisers vs large cruisers

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mirth

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Reply #8 on: December 07, 2018, 08:26:37 AM
shattered sword was kinda an eye-opener, at least for me - i had a plan to enjoy a great solo game of the flat top board-game... and then, after reading the book, all imaginary plans evaporated because American vs Japanese carrier handling was so damn different! does anyone know a game analog or digital that takes these differences to heart and makes playing the Japanese part of carrier operations different from their American counterparts? so, off to reading this article - oh, and i did a whole card-box full of plane and carrier data just to prepare for my flat top endeavor...  anyone likes some of these?! ;)

Shattered Sword was an eye-opener for a lot of people. It really went in-depth into IJN doctrine for carrier ops.


We did a big double-blind game for Coral Sea last year. We used the Flat Top map for plotting searches and moves. Then we used General Quarters III for resolving battles. GQIII doean't really account for doctrinal differences for air ops, but it was still a great game. Doing it double-blind was the key.

Being able to Google shit better than your clients is a legit career skill.


bbmike

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Reply #9 on: December 07, 2018, 09:06:41 AM
...
We did a big double-blind game for Coral Sea last year. We used the Flat Top map for plotting searches and moves. Then we used General Quarters III for resolving battles. GQIII doean't really account for doctrinal differences for air ops, but it was still a great game. Doing it double-blind was the key.

That sounds like something that would be fun at Origins.

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My Own Worst Enemy


mirth

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Reply #10 on: December 07, 2018, 09:28:58 AM
...
We did a big double-blind game for Coral Sea last year. We used the Flat Top map for plotting searches and moves. Then we used General Quarters III for resolving battles. GQIII doean't really account for doctrinal differences for air ops, but it was still a great game. Doing it double-blind was the key.

That sounds like something that would be fun at Origins.

Yes. I can send you the info so you can run it :P

Being able to Google shit better than your clients is a legit career skill.


bbmike

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Reply #11 on: December 07, 2018, 09:50:02 AM
I suspect if I tried the Kriegspiel guys would probably run a calvary charge at me.

"My life is spent in one long effort to escape from the commonplace of existence."
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bayonetbrant

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Reply #12 on: December 07, 2018, 10:44:10 AM
I suspect if I tried the Kriegspiel guys would probably run a calvary charge at me.


hey, a cavalry charge has, in fact, captured a fleet before


https://en.wikipedia.org/wiki/Capture_of_the_Dutch_fleet_at_Den_Helder

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bbmike

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Reply #13 on: December 07, 2018, 05:38:46 PM
Hey, don't encourage them!

"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

My Own Worst Enemy


besilarius

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Reply #14 on: December 08, 2018, 09:23:15 AM
Chemkid, if you really want a nuts and bolts view of the differences between the IJN and USN, one thing that is only lightly covered is fleet Anti-Aircraft doctrine.
Shattered Sword touches on the Japanese.  Which was extremely rudimentary.  They relied on the individual ship's firepower and maneuverability.
Considering how weak their AA guns were, this made a certain amount of sense.  In order to enhance their maneuverability, they often moved the escorting ships away from the carriers to give the carrier captain as much freedom to maneuver as possible.
The american approach was the total opposite.
The USN from the start put in a lot of effort into developing AA weapons, and the suites of weaponry on their carriers.  Even before the proximity fuse was developed, Japanese aviators were shocked at the volume and density of fire that they had to fly through in their attacks.
A US task force sailed with the carrier in the center (designated ZuluZulu), a ring of cruisers at around1,000 yards or more, and an outer ring of destroyers.
Under aerial attack, they pulled in closer to the carrier.  The concept was to have the attackers go through successive rings of defensive fire, which were close enough to combine the totality of their firepower.
This tactical difference is never recognised in game designs.
https://www.history.navy.mil/research/library/online-reading-room/title-list-alphabetically/a/antiaircraft-action-summary.html

"These things must be done delicately-- or you hurt the spell."  - The Wicked Witch of the West.
"We've got the torpedo damage temporarily shored up, the fires out and soon will have the ship back on an even keel. But I would suggest, sir, that if you have to take any more torpedoes, you take 'em on the starboard side."   Pops Healy, DCA USS Lexington.