WITP Unofficial Strategy Guide



Updated – 07/22/04


Beginner’s advices – by Joel Billings. 1

Tips for the Japanese player – by Mr Frag. 1

Jap turn 1 checklist  - by Luskan. 2

What to do with Allied ships in the first few days – by Raverdave. 3

Advices for defending the Phillipines – by Raverdave. 4

Tips for the Royal Navy – by McNaughton. 4

Everything you want to know about production – by Xargun & Wilhammer 6

Zen and the Art of Japanese Aircraft Production – by Oznoyng. 8

WITP FAQ – by Kid. 14



Beginner’s advices – by Joel Billings


I want to strongly encourage all new WitP players to fight the urge to jump right into one of the main campaigns. Even if you are an experienced UV player, there are many new features that you will want to learn. By playing a smaller scenario (like #2 Rising Sun or any from #3-#6) you will quickly start uncovering these new features and new rules without having to try to handle all of the units of the main campaigns. You also won't have to worry about production. Scenario 2 is especially good, as it will familiarize you with the main area of operations for the first 100 days of the war. If you have not played UV (and maybe even if you have), using the tutorial is a must. Since I like to play immediately when I get a game, I'd personally start scenario 2 as the Allies and see if I could stop the Japanese AI's opening moves. The unit count won't be too high and if you make some mistakes, at least you'll learn quickly without having to play for hours. Once you are ready for more, try scenario 2 as the Japanese. You'll have to manage major operations with lots of ships and other units, but again it will be much more manageable. At that point, you should have figured out a lot and all you'll have left to learn is production (aside from strategy that is).

Alternatively you could start a full campaign and run only one or a few areas (letting the AI run the rest), but the turns will take much longer to execute (and a lot of the action won't involve your units). I'd still stick with a small map scenario to start.

I know everyone wants to jump into the campaign. If you can resist, you will learn faster and I think will actually be enjoying the campaign much sooner than if you try to tackle it first. For the UV players, playing scenario 2 should be a lot of fun as it will open up a whole new area of the world to you as you prepare yourself for the main campaign.

If you wanted to climb Mount Everest, I think you'd want to start with something a little smaller first and gradually work your way up. WitP is no different. Consider UV like a nice 4,000-meter peak in comparison.



Tips for the Japanese player – by Mr Frag



Key point #1:

Plan your shipping before you do *anything* else.

Load your troops into shipping. The ships will load instantly.

Should you have not planned right on the # of ships, it will say "loading troops". If you had enough ships it will say "loading supplies".

You must Cancel Loading or you just might find your ships still sitting in port on turn 2 loading. Note this!

If you build a TF to do a supply run, it will not load supplies until the end of the turn! Note this! Engrave it into your hand! It will be the cause of many screwed up turn #1's.

Now, here's the trap. Aircraft upgrade, factory changes etc all eat up supply. You ships are sitting there waiting to load that very same supply!

Should you burn through the supply doing *other* things, you will have your ships still sitting at the port when turn #2 starts, having not moved yet because they have run into the rule that prevents the base giving up all it's supply!

You will have completely blown your first turn!

Key point #2:

Do NOT include ships with very small fuel capacity in your TF's built on turn #1. They will cancel the special turn #1 move rate because they force a refueling check. Do NOT use Fast Transport TF's on turn #1, they do not get the bonus movement speed. Remember that this special move only eats 3 hexes worth of fuel to get there but there is NO special move to get you BACK from there. Again, think carefully about the low fuel ships. Do they have enough fuel to get to somewhere to refuel based on where you are sending them?

Key point #3:

Some bases in China start with not enough troops to suppress uprising. You must correct this on turn #1 or you will find yourself with bases that are destroyed for nothing. Pay attention to those ugly red numbers before it is too late!

Key point #4:

Get your subs moving! Subs benefit from this first turn speed move. Everyone knows where they are. Move em!

Key point #5:

Ground Units that do not start at a base will have their planned location set to the Capital. You need to correct this to the nearest base right off to not loose time. Units in bases are set to the base. Look around at your troops. You will see that some already have planned destinations set for somewhere (hint hint - through them on ships and send them there!)



Jap turn 1 checklist  - by Luskan


Step 1 : Is really a step before a step. Take a step back, and look at the map for a minute. Your first three objectives are
1. To inflict as much damage to the enemy in that first turn,
2. Prevent his shipping from escaping the SRA and
3. Establish total and utter air superiority over the SRA.
With this in mind, decide on a few bases that will need to become IJN airfields yesterday!

Step 2 : Subs. Do all your subs yourself Can be a bit tedious, but rewarding. Decide where the allied shipping is going to flee and then set up your picket lines. Take your time and be sure to leave no holes! Malacca straight and near Balikpapan, Darwin and Batavia should be your main areas of concern.

Step 3 : China. Decide which troops you want to go where and give them those orders. Be sure to remember Hong Kong and Changsha and yenen as your first 3 objectives. Send overwhelming force but don't strip any chinese bases of all INF units or you'll be sorry.

Step 4 : Air attacks. Start with KB and set up your PH (or whatever).
Then check Tainan, and Pescadores and all nearby bases for your level bombers and zeros. These air groups will need to hit the PI, mainly Clark airfield. Then Saigon - from here you need to hit singapore or Malaya somewhere.

Step 5
: Small invasions. Start small. Figure out exactly how much AP lfit capacity you need to take two SNLF units or similar sized INF units to any lightly defended or empty enemy bases you want. I always start with Brunei, Miri, Davao, Cagayan, Legaspi, Jesselton, Taytay, Vigan, Aparri, Laong, sometimes Kuching, Peurto Princessa etc. Double that lift number and then get that many APs into a transport group and load troops. About 2 X the lift capacity is about right when you're taking supplies. Be sure there is enough supply at any base to launch such an invasion otherwise your tfs will STALL and still be sitting in port on turn 2, having missed that vital turn 1 boost.

Step 6 : Large Invasions. Well, this is where you are sending your assault DIVISIONS. Same process as above, only now you need a whole lot more APs, and plenty of escorts as well as supply. Khota Bharu is a must, as well as somewhere in the Aparri, Vigan, Laong region. Land every division you can that isn't a home defence force one. Also, this is the step you need to decide which enemy airbases are about to become yours, and allocate larger inf units (but smaller than divisions) to take them. Useful combat bde at Palau, and there are a few around like this. Kendari, Davao, Khota Bharu and Laong all make excellent air bases, so be sure to send an aviation regiment and a HQ and an eng unit to repair any damage to those bases. Same steps for loading APs as before.

Step 7 : Burma. Are you sending troops here? If so, figure out which ones and send them on their way.

Step 8 : AK TK roundup. Go around the map and get every AK and TK that isn't already doing something and stick them into big tfs and send them back to osaka. They should mostly arrive by turn 2 or 3. These will be put into your auto convoy system.

Step 9 : Go and assign a few bombardment tfs around the place for fun.

Step 10 : Put all available transports and escorts into auto convoy system. Then select the bases you want them to go to from the bases list. I select any invasion bases (after I've invaded and taken them obviously) and all chinese and japanese ports plus Palau, Pescadoes, Saigon, Truk and Kwajalein.

Step 11 : Production: Change all Nate production to something else. That should do for beginners.

Step 12 : Gather all little cvs in home islands and at palau in the one spot, make sure they're packed full of aircraft (some are empty) and send them off to war.

Step 13 : Check your way around the map. be sure that every INF, Eng, HQ unit you can use to invade the SRA is being used. Sure, you can't load all of them on turn 1, but know where they are and have them in big ports, ready to og as soon as your transports return.

Step 14 : Find a really stupid allied opponent and loose the dogs of war



What to do with Allied ships in the first few days – by Raverdave


Send your transport ships that are located in the PI to the DEI, Australia and the South Pacific, but try and send them in SINGLE ship TFs. Really try hard to vary where you are sending them so as to have different headings as this will really give the IJN a headache trying to track all of the targets rather than one fat convoy heading to a known destination. I know that this will take you a long time to do, but it will mean the difference between loosing 60 ships or maybe only 8.

Keep at least 5 or 6 AKs at Manlia and use these ships to suck supplies from the far flung PI Islands where it will do you no good. You really really need to try and stock Manila/Bataan with supplies so as to give them a chance of holding out. (once again try and keep the TFs to single ship TFs as they are much harder to spot.

Also consider this.....you don't have to send all of your transports ships off at the first turn, vary when they leave from the first turn onwards. In my games against Luskan I have had AKs leave Manila in late Jan'42 and get away intact simply because his fleet operations have moved on.

Another point to consider is this.......when sending your AK's and AP's out of harms way to say Australia or where ever why not send them there with supplies loaded from their home port or bases? Those supplies, if NOT need for the defence of that local base, would be better used at a place such as Darwin.....if you leave the supplies you are only leaving them for the Jap. Better in your hands than his.

With the warships things are somewhat different. The IJN will eat you alive in most games so you have to think about force preservation with an eye on the future. Always be on the look out for targets of opportunity as sometimes the Human player will, as the IJN, get so excited by his string of victories that he will make a silly move. Hit and run raids against bases that have already fallen can sometimes work well but use your long range search aircraft to make sure that there are no surprises waiting for you....the Dutch have a lot of these. But the upper most thought in your mind must be force preservation.

Subs are a different matter, use them. But try and find deep water choke points as the IJN ASW is good if he finds you in shallow water. The Yank boats have the problem of faulty torps, but the Dutch and Pommie boats can do a good job. Of course if you have becomed overwhelmed by this point then simply let the computer control the subs.



Advices for defending the Phillipines – by Raverdave


1/ Fall back to Clark and Manila. Don't warry about Bataan just yet because if you look at the map the IJN has to go through Clark to get to Bataan. From the first shot fired, pull everything thng back to Clark and start building your fort, same goes with Manila start building forts right away.

Clark should be your "center of gravity" and thatb is where you should concentrate your
forces, Manila is not as important but you should at least put up a fight there if only to hold it open while sucking out as much as the supplies as you can (Send the HQs to Clark and the supplies will follow).

2/ decide if you are going to keep your aircraft in the PI or move them to say Oz or the DEI. I tend to move the B-17s and the P-40s out to Oz as they are far more value to me latter rather than getting shot down over the PI by far more experianced jap pilots. What ever you do keep in the PI make sure that the "accept replacements" is not switched on as this will suck important supply points for little return.

3/ Check oll the industry at Manila and make sure that repair is set to "NO" as this also sucks up valuable supply points.

4/ You are right about the ships, and I have already posted what I do about them in The War Room. But I always like to try and keep 10 subs around just to **** the IJN as much as I can, and I like to have at least 3 AKs in Manila to drain the supplies by loading and sending them to Bataan.



Tips for the Royal Navy – by McNaughton


The Royal Navy in PacWar was almost totally useless, as whenever you set up a task force you risked losing between none and all of the ships, rather randomly.

The current system gives the Allied player significant leeway, as they choose what stays and what goes. This leads to the question, what to do with the Royal Navy?

I used to leave the disposable ships, like D-Class Cruisers, Stronghold Destroyers, and such in the East Indies with the hope that these could slow down the IJN advance in PacWar, as they were generally useless, and the withdraw system was fairly erratic and out of my control. Now, these ships are more useful trading away as points so you don't have to send your good ships out of the theatre. Since they probably won't sink anything anyway, better to have them 'take the PP bullet' and go off to the Medeterranian than having your good ships desert you (better that these ships sink in battle than to leave).

Saving the Prince of Wales and Repulse is fairly easy, and these two ships are more valuable than all of the R-Class Battleships that soon arrive put together. The AA of the Prince of Wales alone makes it not only a powerful Battleship, (possibly the most powerful battleship in the theatre until the arrival of the new USN BBs) but a perfect platform for protecting your carriers. Warspite Class Battleships are also useful, albiet slow (not as slow as the R-Class).

Carriers are worth a lot of points, as much as a battleship, but one CV is worth more than one R-Class Battleship. The Hermes is fairly useless, and just gives points to Japan when it sinks. It is good for a fleet scouting unit, setting its Swordfish on patrol, but, putting the swordfish and gladiator squadrons on Ceylon, and sending the ship back to the Medeterranian can still give you the use of the aircraft, without risking the ship.

Virtually all RN heavy cruisers are useful, except for the Hawkins Class, and the unmodified London class being the next weakest (in regards to AA power, Exeter is weaker in Gun power). Realistically, modern RN CLs are tougher, and their guns are INDIVIDUALLY weaker (not by much), but, they have significantly more of them. A modern RN CL (Southampton and anything built after) are more valuable than a RN CA in regards to firepower (AA and Surface) and tougher.

The ships with the second best fighting value to PP point value are the D-Class light cruisers. They have weak guns, poor AA and OK torpedos. These should be the second (or first, depending on your need to fight ASW) ships to leave. AFIK, the C-Class Cruisers aren't moddeled COMPLETELY correctly, as many should still be Light Cruisers, instead of CLAAs. Most regular Light and Heavy cruises have comparable AA values as the CLAAs, plus they have a main gun battery. Better to have a ship that is good in all aspects, than one so specialized but not significantly better than a basic ship. Enterprise class Cruisers have a good Torpedo Armament, but little else going for them. The newer early game light cruisers are ranked with the Fiji being the best (they have everything a Southampton class has, plus torpedos) and then Southampton. These two classes should be kept around, as they have a good set of main guns, plus powerful AA.

British destroyers have some of the most powerful ASW factors in the game, especially with the modified Pre-War types which gain hedgehogs in 1943 upgrades. Their AA values are fairly low, until you get the J, N and P-Classes, but all of the relatively modern destroyers have very good ASW capabilities, even the Stronghold class. However, since destroyers are worth 300 PP points, and Light Cruisers worth 500, losing two Stronghold DDs is better than losing the Maritius. Ranking the Pre-War destroyers, from least to best, it goes pretty much alphabetically. S, A, D, E (however there should be an I class, as this class actually had banks of 5 Torpedos instead of banks of 4 Torpedos, instead of being just a copy of the E-Class). Unfortunately, three of the S-Class Destroyers start the game in Hong Kong, and getting them out of there intact is tricky, basically losing the player 900 possible PP points that they could have sent home. The Dutch Admiralen 2nd Generation destroyers, with 4x 40mm AA Guns are amazing vessels. They individuall provide about as much AA values as about 4 pre-war British Destroyers combined. Save these three ships at all costs.


Historically, after the losses in early 1942 the British were forced to keep a large fleet of obsolete vessels as a defense against Japan. However, one can easily save the Prince of Wales and Repulse, which are excellent vessels for the core of the fleet, as they are both multirole. Each RN ship sunk, even obsolete, means that you lost that equivalency of PPs at the end of the month. Being cautious with the RN can pay off, as if you keep a modern fleet together, regaining control of the Bay of Bengal can be done years in advance, and possibly not having it lost in the first place.

Having a two primary squadrons, full of modern vessels in the theatre at all times (i.e., never send these to the Med Sea) is important.

One battlefleet, of the Prince of Wales and Repulse, with modern CLs (Fiji with its Torpedos before Southamptons), backed up by CAs and any DD A-Class and later.

The Carrier TF should contain any CLAAs left over, as well as Southampton CLs. Dutch 2nd Generation Admiralen DDs are fantastic. They provide ASW protection, as well as significant AA. P-Class Destroyers are powerful AADDs as well, with J and N class DDs following up next (however, they are also great for surface TFs as well).

The Allied player gets about 1500 PPs per month, some of which could be spared to save a destroyer each month from being sent back. Better to save a destroyer each month (another month you might need it to trade away to save a cruiser), than to risk reaching a point where in order to save a ship you need, you have to get negative PPs.

Saving as many of the Dutch GVT Squadrons is very important. Since the Dutch get replacement pilots throughout the game, and the British are lacking in land based recon, saving these Flying Boat flights, and scattering them around Ceylon and the Indian coast, can give ample long range early warning.

While being a powerful force, there is no way that the RN could hold off a concerted Japanese attack. The IJN could put together a fleet twice as powerful as the RN, and still have forces left over. A single IJN CV is about as powerful as two RN CVs, due to airgroup size (RN does have an edge with their powerful AA), and the IJN has 6 of them, to the RNs 2-3. That means keeping the RN close to the Indian coast, and that a significant number of RAF squadrons have to be detailed to protecting the RN, which in turn protects the shipping routes from Karachi to Burma. If the IJN ever comes into the Bay of Bengal in strength, either take a risk, and try and hold them off at Ceylon, backed up by the RAF, or withdraw to Karachi where it is really safe.



Everything you want to know about production – by Xargun & Wilhammer


1 Resource point = 1.25 Resources (round down) + 1 Supply
1 Oil Point = 6 Oil + 1 Fuel
1 Manpower Point requires 10 Resources per point or none will operate.
Consumes 10 Resources per point. Creates 4 Manpower Point per point
1 Heavy Industry Point requires 1 Resource + 2 Oil in the hex to operate. [No consumption here]
1 Heavy Industry Point consumes 1 Resource + 1 Oil.
Produces 1 HI added to HI Pool + 1.5 Fuel + 1 Supply

Aircraft and Engine Factories: These production size is per month / not per day

Engines: If HI available equal to engine factory size, then engines CAN be produced.
# of factory (each factory at each location is done separately) + RN (1-30) / 30 (round down).
Consumes 18 HI per engine built.

Airframe: No HI requirement
# of factory (each factory at each location is done separately) + RN (1-30) / 30 (round down).
Consumes 18 HI per engine needed on aircraft + # of engines [So for a G3M Nell it will cost you 36 HI
+ 2 Mitsubishi engines (another 36 HI)

1 Vehicle/Armaments Factory Point requires 6 Heavy industry per point or none will be produced
Consumes 6 HI per point and produces 1 appropriate point
1 Naval/Merchant Shipyard Point consumes 3 HI
Repair Yards produce repair points equal to their size daily (for free). Can store up to 4x their size

It is possibly for the smaller factories (engine & Aircraft below 10) to never produce a single product. It probably won't happen that way, but it could. These small factories are cheap and easy to enlarge so do it. I recommend at least a size 20 factory - that way you should produce 2 items every 3 days.

Oil Point (size 1 port or greater) = 6 oil + 1 fuel
Oil Point (size 0 port) = 6 oil + 0 fuel

No fuel is created in a oil center with size 0 port only the oil...

Mandalay by way of example will produce each turn, (50 oil points)
300 oil
0 fuel

Not so simply instructions:

Convert A5M4 Claude -> A6M2 Zero (Nagasaki has 6)
Convert G3M Nell -> G4M1 Betty (Gumma has 20)

Convert Nissan engines to Nakajima
Convert Aichi engines to Nakajima
Expand Nakajima engines

Leave the rest alone for the next 6 months of the game.

Rangoon will produce each turn (50 oil points)
300 oil
50 fuel

First off... Yes, you need to pull resources and oil back to japan to the tune of roughly 6000 of each per day - luckily you have enough stockpiled for roughly 190 days - so if you don't have most / all of the bases you need by then, GAME OVER.. As to where to land them it depends on where its coming from, but you want to concentrate in large ports so they can unload faster. Try for Sasebo as its a size 10 port as is Hiroshima I believe. Tokyo is just too far east - save it, Osaka and Nagoya for sending out supplies and fuel to your bases...

Once you dump off the oil / resources in Sasebo and such the rail will move it all over Japan to where its needed... BUT remember not everything is connected to the Home Islands.. You have industry in Formosa you need to fuel... Some on Sakhalin Island thats need oil and resources, not to mention China and Kwangtung - especially Singapore and Manilla (I think) once you take them. You will have industry all over the place and it ALL needs fed to keep the HI points up where you need them to be. Right now I barely have enough HI points to run everythign I have and I still have major expansion to do - just waiting for my current expansion to finish and for more supplies to save up.


Out of the 9 engines designs you only need 5 different ones and then only a couple in large amounts. You need Aichi, Nissan, Hitachi, Mitsubishi and Nakajima... With Nakajima the top and Mitsubishi the second. I believe Aichi is only one aircraft design (D4Y Judy) but you definately want that one - better DB for your CVs. Kawasaki has 1 type as well (Ki-46-III KAI Dinah fighter. HItachi has several types - mostly recon and transport planes. I forget what the Nissan engine is for, but I think only 1 design as well.

In my current PBEM game, I am currently producing all 5 engines in varying amounts. I think I have only a single factory for the small three and large factories of Mitsu and Nakajimas.

The A6M3 is crappy, but you need them to fill incoming fighter squadrons. Upgrade to Zekes as fast as you can once you get them... Right now I have over 100 A6M2s in production and unfortunately only have like 10 in my pool - just reloaded all my CVs and airgroups and upgraded all CV Claudes to Zeros. So now I just have to produce enough to cover my losses. BTW, dont expect to convert aircraft overnight on CVs - so far its been like 3 days and only 9 Zeros have been repaired while the other 9 are sitting around broken. Sloooooow..


I agree. I like smaller factories (size 50 or so) compared to 80+. Its just better that way, as you must have HI in the pool equal to the entire factory size before it will even consider producing ANY engines and the larger factories may not make any in the later years when HI grow short. I think I have AIchi expanded to 50 (I want lots of DBs for my CVs) and the others are in the 20-30 range. I have one huge Nakajima factory (150+) and the rest are smaller. As 42 closes I will probably convert at least one or two of the Mitsu (80 size) factories over to Nakajimas as the need for Mitsu decrease a lot in late 42 and onward (when compared to Nakajima need).

I believe HI points accumulate into a pool and are spent from that pool in a certain order. The trick with engines is that if you have a 30 Kawasaki Engine factory you need 30 HI points available before it will even THINK about making engines... Then, you will only produce 1-2 engines out of the factory per day. So if you have 30 HI left - the factory will run, but it will only produce 1 engine as the each cost 18. The extra 12 HI would carry over to next turn.

Basically the factory will not produce ANY engines if you do not have HI points equal to the size of the factory left in your pool - which is why those large Mitsubishi factories are not that great - you'd be better off having 2 or 3 smaller ones than 1 large one.


These questions were confirmed via Betas and the design team in another thread. HI consumes 1 oil and 1 resource ONLY - BUT it needs 2 oil at the location per HI point for it to run - kinda like a reserve. If you have 500 HI, it checks to see if you have 500 resource and 1000 oil at the location - if you do - it will run and consume 500 of each and produce 500 HI (also produce 500 supply and 750 fuel). If you do not have the 500 resource & 1000 oil no HI will run at the location.

HI production is ALL OR NOTHING - same as Aircraft Engines... If it doesn't make the checks it won't run any of the industry.



Zen and the Art of Japanese Aircraft Production – by Oznoyng



First Principal of Aircraft production:

Aircraft in the pool do not do you any good unless they are Terminal Upgrades (TU), or SLOC's to SRA are broken.

What good does an aircraft in the pool do for you? It sits there waiting to be put into an active squadron. Until it is used as a replacement, it is useless. What malice does an aircraft in the pool do for you? It sucks up an engine that may never benefit you.

Think about it this way. It is January 43. By producing Ki-27 Nates for the last year, you have 500 in the pool even after replacements/reinforcements them. All of a sudden, oscars can replace Nates and those 500 extra planes are worthless to you as more and more get added to the pool from upgraded units. Your goal should be to have a pool of ZERO on the date that an aircraft type upgrades to another aircraft. Compare the two situations: I lose 18000 HI (or 500 engines and 500 airframes) when I kept producing for too long. For every aircraft in the pool when an upgrade to the aircraft is available, I wasted 36 HI (18 of it most likely "banked" - see Second principal).

You can ignore this principal in two cases: the aircraft being produced is a Terminal Upgrade, or when the SLOC's to the SRA are cut (or the home islands are under bombing threat). In the case of a terminal upgrade, the aircraft will never be replaced. You do need to make sure the pool numbers are not insanely high compared to the Total Build Out (TBO), but for most types this should not be a problem. In the case of SLOC's and bombing of the home islands, you need to turn stuff into planes while you have the ability to do it.

Spend a little more on production capability, and less on the aircraft themselves. If you overbuild your production and halt it when the pools get too high, you can build planes out as you need them, then rapidly build out when the home islands or the flow of supply from the SRA are threatened.

Second Principal of Aircraft production:

Engines in the pool are money in the bank, keep em there unless you need them to replace losses "just in time", or to produce a terminal upgrade.
A Nakajima is a Nakajima is a Nakajima. If you use one in an aircraft that gets scrapped, you have wasted 18 HI. I would much rather Halt production on a Nate and have the extra engines for later Franks, A6M5's, etc. Build your pools of engines early in the war while your industry is safe. Halt engine production when the islands are under threat and use your pools to produce the latest aircraft models.

Third Principal of Aircraft production:

Get bang for your buck when you do research. Make sure the Total Build Out of the aircraft type is large enough to merit the resources you put into it and make sure the aircraft type is not a Self Starter.

Researching aircraft is expensive in terms of factory usage and the returns are somewhat underwhelming. Choosing wisely is important. What makes a wise choice? The first thing to consider is the upgrade's Total Build Out. Choosing an aircraft that only has a few airgroups totalling only a hundred aircraft (like the Myrt) is simply stupid when compared to researching the A6M5/A6M8/A7M2 series (approx. 1900 TBO). An early war research priority should probably be the Oscar, since it has the next largest TBO at roughly 1200 a/c.

One thing to be wary of when it comes to research is "Self Starters". Self Starters are aircraft that are never an upgrade path for another aircraft. Let's say you manage to get the Frances to production status 4 months ahead of time. Great, where are the airgroups you can put them into? Does researching an aircraft move the arrival date of reinforcements for that aircraft up?

Fifth Principal of Aircraft production:

Better planes = fewer dead pilots.
The problem in this game is not really limited Japanese production of aircraft, but rather training of pilots. Towards that end, putting your pilots in better planes asap is a priority. A better plane is no guarentee of keeping a pilot alive, but producing and upgrading aircraft should be done as fast as you can. This argues (again) for a large factory capacity that is Halted when pool sizes and upgrades are sufficient.

Sixth Principal of Aircraft production:

Big is not better.
Large plants are risky for two reasons:
1. Limited HI, etc. can shut down a large plant more easily than a small one.
2. Small plants are easier to repair and harder to damage than large plants.

Therefore, increasing production capacity should be accomplished by focusing on fewer aircraft and procuding each at multiple plants.

Self Starter - an aircraft that is not an upgrade of another aircraft. The Total Build Out of a Self Starter is the total of the OOB plus replacements. An example of a Self Starter is the P1Y Frances - nothing upgrades to it.

Terminal Upgrade (TU) - an aircraft type that does not upgrade to anything else. The A7M2 Reppu is a Terminal upgrade - it doesn't get any better than that.

Total Build Out (TBO) - the total number of aircraft in the OOB for the aircraft type, including air groups upgraded to the aircraft. For example, in Scenario 15, the Ki-43 IIa enters the game from replacement airgroups totaling 468 aircraft. However, most of the the Ki-27 aigroups upgrade to the Ki-43 IIa. Airgroups totalling 504 Ki-27 start the game in play and reinforcement airgroups add another 252 a/c for a Ki-27 TBO of 756 a/c. The TBO for a Ki-43IIa is 1224 a/c (468 + 756).


First, engines.

By now, everyone should know that Ishikawajima and Nissan engines are useless for aircraft production. You should definately change all of these to Nakajima. So,

Tokyo has Ishikawajima (0) x 20 xfer to Nakajima
Hamamatsu has Nissan (0) x 9 xfer to Nakajima
Shimuzu has Nissan (0) x 7 xfer to Nakajima
Tokyo has Nissan (0) x 10 xfer to Nakajima

Now, Hitachi has a single plant in Tokyo producing 120 engines per month. Short version: On or about 1/7/42, convert this plant to Nakajima.

Long version: The planes that can use that engine are the Ki-36, the Ki-54, and the Ki-32. I am going to be charitable and say that these planes suck only a little worse than a two-bit hooker.

- The Ki-36 has 2 air groups with 39 total aircraft in game. Thirty-seven aircraft are in that squadron and there are 45 already in the pool. The Ki-36 upgrades to nothing, is slow, rickety, and suffers from very short legs. Usable early in the game, but you should probably not waste the pilots and VP later. There is absolutely no reason anyone would want to produce more of these trash heaps. If you even keep them around, 45 of them will replace every one in your squadrons with extras to spare. If you are stupid enough to waste pilots out of your pool to put them in these death traps, I want to play you.

- The Ki-32 is not currently being produced and in any case is replaced by the currently producing Ki-48. So, no need for engines for the Ki-32.

- The remaining type that uses this engine is the Ki-54 Hickory. Technically an upgrade to the Ki-59, it has half the range of the aircraft it replaces. The Ki-59 has 4 squadrons of 12 with 27 AC in those squadrons and 11 in the pool. The Ki-54 has one squadron of 36 that arrive in 404 days. Ideally, we would go back to the Ki-59 and forego the upgrade, but game mechanics do not allow it. So, I plan produce enough Hitachi engines to produce approximately 60 Ki-54. With the 28 I have in the pool to start, I will have 88 aircraft. I will then consolidate the Ki-59's into three squadrons by upgrading or withdrawing one squadron and giving me 36 a/c in three squadrons and 2 in the pool. I will then use 48 of the 88 for the squadrons of 12 and 36. That leaves me 40 a/c for the pool, etc. Once the engines are produced, I will xfer production to Nakajima. Once there are no engines left, the Hickory plant will be retooled for something else.

Aichi engines I plan to leave alone. The engine is used in the D4Y, the best dive bomber Japan gets. The TBO for the D4Y is 393 a/c and can begin production in 11/43. If I produce 20 per month, I will have enough engines stockpiled by 11/43 to completely replace my Vals and have a pool of 60 or so as cushion. Since the D4Y is a Terminal Upgrade, I don't need to be concerned about the number that end up in the pool. Depending upon losses, I might increase production by converting an additional small plant later (10 or fewer engines).

Kawasaki engines are used only in the Ki-61 Tony. The TBO for the Tony is 432 a/c beginning around 8/42 and not upgraded again until 2/45. Current engine production is at 160 engines per month. In 8 months, I will have stockpile of 1280 engines, far in excess of the 432 a/c TBO. Also, better than half the Tony squadrons do not appear until '44. Fortunately, the Kawasaki production is split up into several factories, so I plan to keep 40 prducing per month at Maizuru and convert the rest to Nakajima:

Maizuru produces Kawasaki (0) x 40
convert Osaka Kawasaki (0) x 10 to Nakajima
convert Kitakyushu Kawasaki (0) x 10 to Nakajima
convert Hakodate Kawasaki (0) x 10 to Nakajima
convert Nagoya Kawasaki (0) x 40 to Nakajima

I am still pondering what to do with Mitsubishi and Nakajima. I have converted the Mitsubishi plant at Shimuzu ( (0) x 50 ) to nakajima as well. When the Hitachi plant is converted and all changes take effect, I will have

Mitsubishi (0) x 815
Nakajima (0) x 646
Kawasaki (0) x 40
Aichi (0) x 20

I may expand the 3 10 engine Kawasaki plants that were converted to Nakajima to 40 engines each.


Production thoughts:

Transport Aircraft:
In general, transport aircraft should have the lowest attrition level of any aircraft in the game. They don't get shot down very often, and you should be able to minimize operational losses. In other words, you shouldn't need to have a very big pool of these guys sitting around. You should produce what you need, with a reasonable cushion, then convert production to other types. If it was possible to convert all transport production to the MC-21, L3Y, and H6K2-L, I would. Unfortunately, the only upgrade path available is one that makes little sense, so your job here is to get a big enough pool and use the factories for something else. Specifics follow:

1. Change production of L1N1 Thora
The TBO for the L1N1 is 84 a/c, yet you already have 34 in squadrons and 111 in the pool. Building 5 more a month seems like a pittance, but that is 10 Nakajima engines and 270 HI saved.

2. Convert Ki-54 production to researching another type after producing approximately 60 of them.
You need 48 a/c to upgrade one squadron of Ki-59's and bring your replacement group into play. Adding 12 more gives you a replacement pool. One month of Hitachi engine production then convert to Nakajima, and two months of Ki-54 production, then convert.

3. Produce another two months on the MC-21, then convert to another type.
You have one fully equipped squadron of MC-21's and get no others. You are only producing for the replacement pool here and you don't need that many for it. Producing two more months gives you a pool of 12 for 12 aircraft that should never see combat. If you run out, you run out. Meanwhile, same reasoning as on option 1 above.

4. Double production on the H6K2-L
The H6K2-L has long range, can deliver to dot bases, carries more than any other transport, is durable and armored. The tragedy is you only get two squadrons of this one - 24 a/c with only 8 a/c in them to start, a pool of 8, and production of 2 per month. With no operational losses, you will get your squadrons to full complements in April or May. Personally, I'd rather have this capability sooner and be able to sustain some losses, so I will double the production (to a whopping 4!).

5. Double production on one Ki-57 II Topsy plant and convert the other.
You get 168 Topsy's and 10 per month seems like a decent production rate for them. However, that production is split between two plants. I would double one plant to 10 and convert the other to diversify production on another aircraft or use it for research.

6. Leave the L3Y production alone for the first 6 months. Multiply your operational losses in the first 6 months by 12 and add 36. Stop production when you get to that number.

Torpedo Aircraft
1. Research the B7A.
The B7A is the best Jap torpedo plane. With a top speed of 352 mph and a TBO of 543 a/c, getting this one a few months early can make a difference.

2. Increase the production of the B5N.
At 20 per month, you can replace the aircraft losses of a days operations from KB every month. Granted, KB will not be losing 20 a/c everyday, but 20 is nowhere close enough. I plan to increase production of the B5N to at least 80 a/c.

Recon aircraft
Recon aircraft are important - as important as the skill of your fighter pilots. Nothing is more deadly than information and nothing provides more information than your recon planes. The better they are (and the better their pilots are) the better your strikes will be, the better your warning of invasions will be.

1. Halt the H6K4 plant and let it convert on 1/1/42 to H8K, then restart it and increase production to 16 or 32. You can halt the H8K later when you have a large enough pool.
As good as the H6K4 is, the H8k is better. It is faster (fater even than both the Claude and the Nate), has longer range, is more durable, has more defensive armament, and is more manueverable. Personally, in Jap shoes, I would have considered creating a bomber version of it. That aside, I highly recommend getting your H6K's replaced with H8K's asap. Remember, if you can see it coming, you can react. This guys can give you 2 extra turns of warning on an invasion fleet and that is priceless.

2. Double Ki-46 Dinah II production
The Ki-46 is a big upgrade for the Ki-15 Babs - 77 mph faster, 10 more durability, and a hex longer range. At game start you have 20 of these guys, but putting your *starting* squadrons at full strength will require 186 aircraft, then another 117 for your upgrades. Oh, and you have air-to-air losses and operational losses on top of those. With 31 a/c producing, you will take 6 months to get all of them operational with no losses. That is too slow. Double production to 62.

3. Convert the Ki-36 to something else.
I posted already about the Ki-36 being a dog. With a top speed of 216 miles per hour, this is just a death trap for pilots against any location with CAP. Use them til they are dead since they don't upgrade to anything else. If they can be used for ASW, do that.

4. Halt or convert C5M production to something else.
The C5M upgrades to the J1N1-R Irving in October 42. The pool on this aircraft is small, but you only have 27 TBO on them. If losses mount in this squadron, draw it back until the J1N1-R is available.

5. Don't research anything in recon.
Despite the importance of recon aircraft, there aren't enough of them to get bang for your buck here and the upgrades that can be researched are not significant enough. The best recon aircraft will be the Ki-46 III and TBO for it is only 303 a/c. In the meantime, the Ki-46 is a more than serviceable stopgap until you get the Dinah III in 1/43.

YOur current LBA is fairly good compared to your future LBA. The improvements are noticeable, but you are in okay shape. Given the upgrade paths in place, no model is a big enough upgrade over it's ancestor to warrant accelerating arrival dates.

1. Halt Nells and let them convert to G4M1 on 1/1/42, then restart.
You save 20,000 supply and the HI. Let the game upgrade you for free in return for delaying production a bit. Pools for both the Nell and the Betty are very large and you can let the Nells and Betty's range against naval targets early without fearing CAP as much, so it isn't really critical to convert G3M's to G4M1's early. You definately want these guys fully stocked, but they are overstocked with big pools to start with. Only when the G4M2 comes in should you try to build large pools of aircraft, since it is a terminal upgrade.

2. You might want to halt the Ki-21 for a while and see what happens.
With a pool of 401 a/c you can lose alot of a/c before you need to think about restarting. If losses get too large, you can restart the plant.

Float planes
1. The E7K2 Alf should be halted.
It has 140 in the pool already and 140 in operation. Evaluate the need for replacements after 6 months and look at what will be needed for new construction, then convert or restart as appropriate.

2. Consider cancelling the F1M2 Pete.
With a tiny range, the Pete is not all that useful for naval search. I plan to put every one on ASW. Given that, I am going to evaluate the need for replacements, build up a pool of them, and stop when I get the number I think I need. Since the majority of losses from this plane are going to be operational losses and going down with the ship, I do not plan to have much wiggle room in my stockpiles of it.

3. Consider canceling the A6M2-N completely.
I have never seen anyone extol the virtues of this aircraft. I probably need to look at it's mission options, but unless I can be used as an armed naval search, recon, or ASW, I probably will never have more than the one operational squadron I can get from the pool I have at start.

Fighter Bombers
There are only 3 Jap FB's and the A6M5c has no upgrade path. The only candidate for action is the Ki-102a Randy (TB0 = 468 a/c), which is the upgrade for the Ki-46 II KAI Dinah (60 a/c), the Ki-45 KAIb Nick (36 a/c), and the Ki-48 Lily (336 a/c). Another 36 a/c come as a reinforcement. The biggest hit on the Randy is a smaller bombload than the Ki-48. It is faster, vastly more manueverable, more durable, armored, longer ranged, and better equipped with guns. The Ki-48 can carry a torpedo, but the Randy can't. I would be tempted to research this one if I felt I could afford it. I put a premium on aircraft that give aircrews a better chance to survive. and the loss of bombload, while significant, is offset by the far superior ability to deliver it to a target. I dont't know if I will actually upgrade it or not, but I definately will give it some thought.

This is the most complex category of aircraft, the place wehre you will research the most, and the place with the most opportunity for an impact upon Japan's fortunes in the war. Put simply, the faster you get better aircraft into your front line squadrons, the fewer pilots you will lose. Get the best fighters you can as fast as you can.

1. Increase A6M2 production.
There are 239 a/c operational now, you need replacements for them. Another 330 Claudes need to be converted to A6M2's. I plan to at least double my production of A6M2's.

2. Do hard core research on the A6M5/A6M8/A7M2.
It is all about pilots and numbers of aircraft. By the time you are done, you will have 1910 aircraft in Claude/A6M2/A6M5 squadrons. The faster you get upgrades - any upgrades - the more pilots you will preserve. If it is possible to upgrade a squadron from the A6M5 to the A7M2, then skip research on the A6M8. (I haven't been able to determine if you can skip an upgrade.)

3. Do research on the Ki-43 IIa Oscar.
No, I am not nuts. If you look at the upgrade paths for the Ki-27 Nate, they mostly go to the Oscar - and then nowhere. Unfortunately, there are around 1000 Nates that upgrade to the Oscar. The Oscar is not a bad aircraft, but by late 43, it will suck. It has *very long range*, more guns than a Nate (though still undergunned), is faster, more manueverable, and can carry a bomb. The sooner you get it, the more opportunity you will have to exploit it's strengths - and in more numbers than any aircraft other than the Zero series.

4. Ignore the Shinden
No. Again, I am not nuts. The Shinden is an upgrade to the George and the Jack - both of which are comparatively good aircraft with longer legs than the Shinden. You are better off upgrading 1900 odd A6M's early with A7M2's than you are if you upgrade 465 Jacks and Georges.

Dive Bombers
1. At least double production of the D3A Val
See notes on the B5N. Same deal.

2. Research the D4Y
See notes on the B7A.
Same deal.




WITP FAQ – by Kid


Q - Are the "Special Rules" the only rules that affect the PBEM staring conditions (i.e like we have in UV under "Japanese Submarine Ops ON/OFF", "Ship Commitment %" that determine PBEM and once set can not be changed)?

A - No these rules are in effect all the time

Q - But, are there any other PBEM options that are selected ON/OFF (i.e. like we have in UV and I descirbed above)?

A - There will be several - Auto Build On/Off sets all bases to expand (airfields, ports, fortifications), Accept replacmets On/Off, Upgrade On/Off and maybe others.

Q - I presume that "Manpower" means targeting people in a city rather than a specific industry. Are there victory point for killing people as was the case in PACWAR?

A - Any production items that are destroyed (only via fire bombing or A-bombs) will score strategic points, including killing manpower.

Q - What does "amphibious value" mean for ships? What effect does it have?

A - This represents how efficient they are at landing troops. It affects the amount of disruption your troops will get when landing.

Q - If the British ships have been sunk, do you still lose political point for not being able to send them back? If you don't, you may as well use them as "rogue elephants". If you do, than you had better get them out of the action immediately.

A - If you mean what if all your ships are sunk it will not ask for a type that is unavailable. So if you've gotten spanked and have no warships left then it should never ask to send them back. IF it asks for a BB and you have 1 and it gets sunk in route then you're losing the Political Points at the end of the month unless you get lucky and get a new BB in theatre and can send it right back.

Q - Is this a one off payment/forfiet of political points for those ships or do you keep loosing points every month until you do send them back ?

A - All withdrawals are per month. If it asks to send ships back you have the rest of that month to send them back. If you don't you lose the points. The next month there is a new withdrawal generated and it starts all over. Losing the points the previous month has no bearing. Keep in mind you're not going to be dealing with this every month. I check on the 1st to see if any are there but it's random and more than likely you'll not have a request. It'll just say none. I've played several games where the first withdrawal wasn't until March and only once have I seen back to back withdrawals. But that was when it first went in. I think the code changed since then because it was happening too often. I haven't seen the British get sapped of strength with this rule as you can always spend the points to keep them.

Q - I thought that the Allies did a lot of troop movements in the early part of 1942 while trying to first bring troops into the DEI, then trying to get them out. Are you saying that the troops that are there are stuck in their bases? What about movement between bases?

A - They can move in-between bases that have a land route. You just can not load them on ships or air transport. There are enough ships in the PI to move the entire allied army out on the first turn. This is not realistic and would never have been allowed politically in real life. This is a way to limit the players from using historical knowledge that in the real world would not have been available. I also believe it make for a more exciting game. now you have to make some hard choices, who to save and who to sacrifice.

Q - Are political points expended to "activate" an LCU, as was the case in Pacwar? What about LCU movement - in Pacwar if you had enough "points" (what was the term in Pacwar anyway?) you could move an LCU with minimal loss of readiness, but if you didn't, the LCU would lose most of its readiness.

A - No

Q - Also, do you expend political points to move units between bases controlled by the same HQ? E.G. moving troops or planes between different bases in the Phillipines.

A - No, you spend them to reassign units, bases, and air groups to different HQs, or to reassign leaders.

Q - When you change the HQ for a base, do the units in the base automatically now belong to the new HQ, or do they stay part of their old HQ.

A - They keep thier original HQ.

Q - Do you have to change the HQ of LCUs that you send to different bases to match the base HQ, or do the troops remain part of their original HQ? E.G., if you send some Auzzie troops to Timor, do they stay under Australian command or do they go to ABBA?

A - They keep thier original HQ. The only way to change is to use PPs.

Q - If you divide a unit into A, B and C sub units it can never receive replacements?. The player will have to re-combine the sub units to get them?

A - No, A/B/C units are not considered sub units. They should have their own TOE (1/3 of full unit TOE) and they will try to keep to that TOE. Sub units are the /1, /2 units.

Q - Is there a first turn load rule? I've noticed that even the US on the first turn gets to instantaneously load troops and supplies. All ships load out to 100%.

A - All players get this on turn 1 of all scenarios.

Q - The message delay settings have odd values. It use to be in increments of .5 and start at .5. It still in increments of .5, but you are offset by one. The settings are .6, 1.1, 1.6, 2.1 so on and so forth.

A - A left mouse click increases or decreases the value by 1.0 and a right mouse click increases or decreases by 0.1.

Q - Is there a Port size limit to filling up AVGAS/Ammo?

A – No

Q- Are the number of A-bombs limited to only two?

A - I think they can built

Q - Are both Fat man and Little boy modeled?

A- They are generic

Q - How do you order a Atomic bomb Strike?

A- You have to use the City attack option, no naval attack.

Q - Is it a B-29 Mission?

A- A-bombs may only be dropped by the 393rd NBS unit (B-29s)

Q - Can the Plane flying Atomic Bomb Strikes be shot down?

A - Yes

Q- Does the bomb have to be dropped on a city or can it be droped on a naval taskforce?

A- You have to use the City attack option, no naval attack.

Q- Is there a polictical point cost to drop one?

A - No

Q - What amount of Damage does the Bomb do?

A- A lot

Q - I know we can replace "bad" leaders with Political Points, but if we choose not to, will those leaders gain experience and possibly increase their ratings? Also, I know units can "train up" for operations, but how do they gain experience beyond that? By winning fights or just being involving in combat?

A- Yes they can and do.

Q - Can one of the playtesters explain how to destroy or heavily damage an oilfield or heavy industry location before it is captured?

A- First of all you actually do not destroy anything you damage it so that it stops producing and then the player must expend supply points to effect repairs to get production going again.

If you are specifically asking if the Allied player can pre damage his own HI and resources at a base prior to capture, then no you can not.

Any damage that is done to bases occurs at the time the base is captured, as your forces are retreating or surrendering or being destroyed your engineers are blowing things up to cause damage. One misconception I have seen mentioned here many times is that the player must sacrifice his engineers to cause damage. Unlike UV nearly every unit in WiTP has an engineer component as part of its TOE, so there are already engineers present at every base if it is defended as well as additional independent engineer units in separate units that you may or may not elect to move into a base to help increase the damage. Simply put the more engineers in a base when it is captured the more damage inflicted on HI and resources when it is captured.

I have captured some bases that were totally useless to me as the Japanese player for a long time due to huge amount of damage inflicted; the engineers will also inflict damage on the airfield and port when the base falls.

Q - Does basing carrier aircraft on land bases cost political points?

A- No

Q - Is it true that if an air unit other than the native air unit is on a CV it will suffer higher op loses?

A- The rule specifies that the carrier group must be native to being deployed on a carrier, not to a specific carrier. Thus a "native" airgroup would be any VF, VB or VT airgroup that starts service on a carrier.

Q - How does the player tell if a base is non malarial or not?

A- Lower left corner of base display screen will show what zone it is, example "Temperate Zone" means fair climate, no malaria....."Malarial Zone" means just that and units, (LCU's and airgroups can suffer fatigue and morale issues if left there too long)


Q - What scenarios are provided with the game.

A - Here's what we plan at release:

1 Tutorial
2 Rising Sun: 7 Dec 41 - 16 Mar 42
3 Coral Sea: 1 May 42 - 15 May 42
4 South Pacific (Hypothetical): 1 May 42 - 28 Feb 42
5 Guadalcanal: 4 Aug 42 - 7 Feb 43
6 Marianas: 6 Jun 44 - 29 Aug 44
7 Manchuria: 8 Aug 45 - 31 Aug 45
8 The First Year: 7 Dec 41 - 31 Dec 42
9 The Turning Point: 1 May 42 - 30 Sep 43
10 Campaign 45: 1 Jan 45 - Jun 30 46
11 Campaign 44: 1 Jun 44 - Jun 30 46
12 Campaign 43: 1 Jun 43 - Jun 30 46
13 Campaign 42A: 1 May 42 - Jun 30 46
14 Campaign 42B: 1 Aug 42 - Jun 30 46
15 The War in the Pacific: 7 Dec 41 - Jun 30 46

Scenarios 8-15 are full map with production. Scenarios 2-7 are small map without production.

I fully expect that given the power and relative ease of use of the editor (although it is a lot of data to push) that there will be many more scenarios made, and that some of them will be posted as official scenarios for download. There may even be some of those avaiable for download by the time the game is ready for sale.

Q - Can someone tell me how big the whole map is in hex? (Ie: 200x100 hex size etc.)

A - 148 X 148 60NM hexes

Q - Is there a campaign that runs the whole war from Dec 7 1941 till end 1946. Covering the whole map?

A - The longest full map scenario is scenario 15 which runs from December 7 1941 to March 31 1946


Q - If you cut off a Japanese base, do you get VP's for the losses they incur because they are out of supply, as they "wither on the vine"?

A - Yes all losses are accounted for.

Q - I guess the follow up question is whether the Japanese player will receive victory points for owning the bases that have been bypassed and unsupplied, or will they be reduced somehow?

A - They would still get the VPs.

Q - Would they get less points if the base is out of supply?

A - Supply has no bearing on base ownership or the VP handed out for such. Take it back or Japan continues to get the points. Each side has a VP value in the database (ie: Tokyo = 1 for Japan, 500 for Allies)


Q - How are naval reinforcements in partial map scenarios dealt with?
same as in UV? Do you have more control?

A - Similar to UV, but without the dreaded "chance" of getting it back ... you get what you get ... period. Ships sent for repairs will come back.

Q - In UV if you returned a ship to Pearl or Tokyo, (In this case to the UK or whatever) you had a chance to get another. For instance, I always returned Long Island as soon as it appeared. Now, if as the Brits I return the Rodney, a pretty useless BB, Does it improve my chances of receiving a possibly better BB or another ship, or are the replacements hard coded?

A - The whole ship allotment thing does not exist. Ships show up when they are due and remain until sunk apart from a few Brits getting sent home when asked for.
Get used to the idea of controlling hundreds of ships at once.

Q - In one of the AAR's, it was stated that ships disbanding in a port with a repair facility ships will start upgrades automaticaly if upgrades are availablity. Is this true?

A - Upgrades happen when sticking your ship in a port (generally size 10) with a repair yard. (Japan home islands, Singapore, Diamond Harbor, Pearl Harbor, West Coast ports, Sydney, Bombay, Columbo, Hong Kong)

Q - Does EACH ship of a class need to be upgraded, or just one ?

A - Ships are independant. Damage added from an upgrade is not going to sink you.

Q - So you can lose a ship to an upgrade by accident if you're not careful correct ?

A - Yes

Q - BTW, are there any upgrades for AKs and APs ?

A - Yes

Q - Do the ships have to be in port for a turn before being upgraded ? Or just in port for a second ? Also, I'm assuming docked ships will not be upgraded ?

A - Upgrade happens when the turn runs. You can mess all you want until hitting end turn.

Q - Is there an advantage to sending ships already damaged for upgrades? Is the upgrade damage always add onto the existing damage? or does it say only increase it to a threshold?

A - Upgrades *add* SYS damage. You don't get a discount for already being damaged.

Q - I know we can convert AKs into all sorts of neat stuff (like ARs). How does the game know which class of AR, or sub tender, or other ship to convert it into? Is there only one, generic, AR class? One per side? Or, do we get to pick?

A - It has a generic class for each type of conversion.

Q - Can the game start out with these converted or do we have to wait 180 days?

A - PRINT THIS OUT - REMINDER: TURN #1 Do not forget to convert ships!


Q - If you play PBEM and use either historical first turn, or allow the japanese player to do his own first turn, does it basically run the first turn without the Allied player doing anything ? Basically, is it like PacWar was on turn 1 ?

A - If you use historical 1st turn on then there is no input from either side. If i is off both sides can move.

You can use house rules to vary this as well. Historical first turn off - house rule US player does not move etc..

Q - Do the Japanese recieve the limited supply of 1,760 lb. AP bombs(modified 16" BB shells according to my sources) that the Kates used in the first wave of attack at Pearl Harbor? Is this a one time bonus? and is it limited to a Pearl Harbor attack only?

A - There is a Realism Option that allows the player to simulate the First Turn Surprise rule. This rule simulates this in an abstract way.

Q - Could the first turn move rule allow the ijn to attack the west coast?

A - No.


Q - I was wondering if one (or more) of the Beta testers can give us some information on the costs and time involved in expanding Japanese industries.

A - Factory expansion costs 10 HI+10 Man per point + 100 supply. Repairing costs 1000 supply

Q - What kinda time is involved though? (curious) 3 months per point for example?

A - Expansion is instant but the new section is damaged ... repairs a point a day (ie: 40 point = 40 days, 250 points = 250 days)

Q - If new industry starts damaged, how many damage points does it start wtih?

A - You expand by 100 which is instantly built but starts off all damaged.

You repair 1 per day for 100 days. Until the point is undamaged, it does nothing.

day 1: 100+100 damaged
day 2: 101+99 damaged
day 3: 102+98 damaged

Q - So that is for all industry ? Aircraft, Vehicle, Ship, etc...

A - Thats for all industry thats for all industry

Q - Then I have no clue how aircraft and such are produced. Can someone explain this ? I thought there would be factories like in PacWar where they produce X amount of planes per turn, but this can't be the case if you can expand once and get 100 more planes per turn.

A - Short answer: Heavy Industry feeds factorys. Factories make parts. Parts make planes and units and ships.

Q - Mandaly is an inland city that produces and stores Oil. How is this oil transported and used in the game?

A - Rangoon pulls the stored oil and resources to its port. That is part of the Rangoon production set. Loosing Rangoon is a bad thing!

Q - I'm assuming increasing this will speed up the arrival of new aircraft models ? Is there any way to control which models arrive earlier ? Like put more into new fighters or new bombers ?

A - The Japanese player has complete control over what planes he wishes to produce/research so you can devote factories to said research but you'll be taking away current production to do it.

Q - My question is : In palembang there is 700 oils, how many oils per day is produce and ready to be ship?

A - 1 oil kicks out 6 oil units + 1 fuel unit so thats 4,200 oil a day and 700 fuel a day.

This of course assumes that you get it undamaged.

Japanese TK's come in two sizes: 16,000 and 9,000.

Basically 8 large TK's a month need to be cycled through the place. One also needs to keep in the back of your head that it takes *time* to get there and back and your ships use fuel while getting there and back.


Q - Does pilot exp play a bigger role in air-2-air combat in WITP than it does in UV?

A - Experience does play a greater role in the calculations.

Q - What is the level of experience of the pilots, by nation, when they arrive?

A - Pilot Experience by Nation - The following applies for those 0 groups by year (41, 42,43,44,45,46). V6.2

{65,60,55,50,45,40}, // JA
{80,75,60,45,40,40}, // JN
{70,70,75,75,75,75}, // USN
{55,55,60,65,70,70}, // USA
{55,60,60,65,65,65}, // USMC
{55,60,60,65,65,65}, // AUS
{55,55,60,60,65,65}, // NZ
{55,60,60,65,70,70}, // BRIT
{55,60,60,65,65,65}, // FR
{55,60,60,65,65,65}, // DUT
{45,45,45,50,50,55}, // CHI
{55,60,60,65,75,75}, // SOV
{50,55,60,60,65,65}, // IND
{50,55,60,60,65,65}, // CW
{50,55,60,60,65,65}, // PHIL
{50,55,60,60,65,65}, // COMM
{55,60,60,65,70,70}, // CAN

Q - Is the appearance of the proximity fuse during the war for US and Allied AA guns modeled in WitP?

A – Yes, the proximity shell factor begins in early 1943 and becomes fully enabled by Oct 1943. It does have a substantial effect on Allied AA.

Q - If put you a non cv capable squadern on a cv and set it to training, will it eventualy become cv capable?

A – No, its hard coded

Q - Have any changes been made to the "Disband" and "Withdraw" options for airgroups? Do returning airgroups still return even when there are no aircraft for them airgroups with 0 planes)?

A – You now get an option when you disband a unit to either reform it in 90 days or to permanently disband it.

Q - When Droping bombs or torpedos what is the best attiude to drop them from?

A – When you set the altitude, you are picking the approach altitude not the drop altitude. The AI picks the best altitude to drop the weapon depending on the type of aircraft and the type of weapon. Dive bombers drop at 2000 feet, torpedo bombers drop at 200 feet and level bombers drop at the approach altitude.

Q - How does one strafe an enemy airfield?

A - You can make and Airfield attack and set the altitude to 100 feet or you can send in a fighter sweep.

Q - Can fighters strafe Land units? is this effective? ie. resulting is many losses or mostly disruption and/or fatigue?

A -
Yes, yes, both. Set your air group to ground attack at 100 feet.

Q - Is there a limit as to how many A/Gs can be converted to Kamikaze?

A - One per day.

Q - Some cats are fully amphibious some are not Sunderland’s & do-24's can only leave the water on beaching gear for maintenance most IJN fling boats are also incapable of landing on land strips, is this model?

A - Seaplanes, float planes and float fighters can only operate from coastal bases, in War in the Pacific and not from inland bases. Some models of some of these aircraft were "fully amphibious" and others not. For game purposes, none are.

Q - If an air field was 100% damaged, could float planes still take off seen as the dfon't use it?

A - Yes. Yes, they could. They ignore air fields.

Float planes do not require an airfield in the hex. You can put 100 float planes in a hex with size 0 airfield and they will fly if you have enough AV support and supply.

Q - Say I have a squadron with 5-6 aces in it (it can happen). Can I pull 2-3 of these guys to flesh out a new green squadron or, for example, pull a particularly hoo-ahh individual to command a squadron that has not yet formed.

A - They stay there, although it is possible to split the group, merge one of the sub groups into another group as a means of doing it.

Q - How would you train up a PBY squadron to a sufficient experience level to do night torp attacks? Do you get experience while searching/on ASW duty?

A - Yes they gain experience with every flight just like every other pilot.

Q - I have been confused since UV how morale was calculated and regained especially for pilots. Can someone please go into some detail regarding morale for WitP?

A - Morale for airgroups will take it's biggest hits from being battered by enemy airpower....this includes "damaging" hits as well as "destroyed" hits. The more of either, the shakier (lower) your airgroup's morale will drop. If morale drops low enough you'll start seeing "elements of [airgroup designation] breaks off!!"

Constant heavy use can also impact morale, such as the beforementioned, 70-100% CAP though it wont drop quite as fast as in UV because fatigue rules have been adjusted downward.

Besides resting them, best way to quickly get morale back in shape is to transfer the air unit to a non malarial area.


Q - Just a question that occured to me. If a sub is based in manila, is out on patrol, and manila gets captured, what happens to the entry under home base in the task force screen of the sub? Do they return to the default base (like PH for the US etc.)??

A - AI will set them to new port if using it. If not, then you are the master of your own demise. As subs require either a size 9 port or a AS in a size 3+ port, you will be pretty much in charge of them anyways.

Q - In UV, there was no sense in operating several subs in one space, since wolfpack-tactics hadn't been introduced just yet. How about WITP? can you use wolfpacks later in the war?

A - Players can still operate more than one sub TF in the same hex. One can also make multiple sub TFs.

Q - The old S-Class subs were slowly but surely phased out during 1943, being used in the north pacific and for training. In WITP, do these subs stay in frontline duty right up to the end?

A - They stay in the game. It will up to the player if they want to keep them on the front line.

Q - Will ss vs. ss encounters happen it WiTP?

A - No, but there is alway the patch.

Q - Is there still the multiple subs per hex pelalty that was added in to UV in one of the patches?

A - No

Q - It sometimes happened that during convoy attack, a spread of torpedoes hit more than one target. Also many ss captains attacked multiple targets with single torpedoes to cause mayhem and finish'em off later. Are such situations possible in WiTP?

A - Its not possible to have a spread hit multiple ships, but it is possible to have multiple attacks on different ships, and on the same ship if it stays in the hex.


Q - How does the user change leaders and commanders and such?

A – Every Land Combat Unit, Air group, Ship, Base HQ, and TF has an information screen associated with it. On this screen you will find the Leader’s name and rank in yellow text. Click on this text to change the leader. There are some restrictions that are too many to list here, but if all the conditions are met, you can pick a new leader.

Q - When transferring Gen. MacArthur of the phillipines, do you transfer the whole HQ like in Pacwar or do you simply exchange the commander? Or do you have to actually evacuate the HQ via sea (sub on a transport mission, for example)?

A - Simply pay the political points and exchange commanders


Q - Do repair ships stack ? If I have an AD and an AR in a port with enough supply, do Destroyers benefit from both ships or only one ?

A - Yes they do stack, but only to 4 ships for the AR's

Q - Same question with AV and AVDs ?

A - For the AV's and AVD's there is no stack limit

Q -How long does it take to convert an AK to a diffrent ship type?

A - 180 days

Q - What size port does it need to occur?

A - Japanese ships must be in Osaka and Allied ships must be in San Francisco

Q - Apart from dedicated fleet oilers, can larger ships refuel dd, des or other?

A - Any ship with fuel can be leached from to fuel other ships. It will bring your move speed down to a crawl, but it can be done.

Q - What is the number between () after gun and ASW?

A - Percentage of ammo remaining.

Q - What is the max ASW a ship can have? As well i like to know if we can upgrade asw on DD's for the jap.

A - The ASW # is an abstraction of the actual ASW weapons. Think the highest is an 8 ... one of the Allied uber hunter-killers with multiple DC racks and throwers.

ASW weapons being upgraded are no different then any other ship upgrade. They are not treated specially. It is just another form of weapon.

Q - I have a question, concerning whether or not the Japanese side in WITP is able to capture shipping? Can anyone confirm if this element is modeled or is it ala UV, where enemy ships are treated as "sunk", rather than capture?

A- You can't capture shipping. It is not in the game.
Any shipping caught in that position will be scuttled.


Q - It has been mentioned that you can minimize your disruption during beach invasion by preparing your men for the invasion. How is this done ? Do you simply prepare for any beach invasion, or a specific target ? And do the troops on japan's turn one benefit from this preparation ?

A - You set a specific target then wait a few weeks while they prep. Each day, they gain a couple of points towards 100%.

Q - What does 100% (or any %) give you ? Just less disruption ? Or less losses over the beach ?

A - Both and every turn after 100% has a chance of increasing the units experiance (a way to train LCUs).

Q - Will training for LCUs exist in WitP?

A - Training of LCUs - You assign a target for the unit. Each turn, it increments the planning value for that target. Once the value is 100%, the unit will start to make rolls for experience gain. It can continue to gain experience, until it reaches 75%.

Q - Why do the Artillery units not have an assault value (always wondered about this in UV also)? How are these units to be used? . . . as AA, CD, Defense only? Always confused about these units because they don't have an associated assault value.

A - They don't assualt the enemy in a hex. they stay back and fight. field guns bombard the enemy causing death and disruption that helps your assualt troops. AA guns shoot at those aircraft flying into the hex that are trying to cause death and disruption among your troops, and CD guns shoot at those bastards that keep sailing up to your island and raining 14 inch shells on your troops.

Q - So I assume that if you have ART units with your troops when you attack, they will increase your chance of success? They shouldn't just be used for defense I guess was my original question.

A - Bombardment reduces the effective Assault Value of the enemy units in that hex for that turn only. If you then carry out an assault in the same turn, it will have a greater chance of success.

Q - Can paratroops be airdroped?

A - Yes, on any base that has an airfield.

Q - Does the IJN start with paras? Could they be used in my burma first strategy?

A - Yes, Yes


Q - Auto Convoy system - What are the primary components of the new system? Do they apply to each side equally, and, if not, what are the different aspects for each side?

A - Simply put, it allows you to dump ships into your main port and assign them to convoy duty. You also toggle bases on or off. The combination of the ships and bases makes the AI automatically generate convoys to keep those bases stocked. The continuous supply thing from UV still exists too, but has nothing to do with the above system.

Q - As a Japanese player setting convoy task groups for Truk and the system decides that two medium AK’s and one small TK is needed to supply this particular base, keeping this base at a 2x supply level is fine. However, what if I were too add another tanker and two or more cargo ships to this defined task force, would Truk receive more supplies and oil, and if no, why not.

A - The auto system aims to fill the base based on the bases *requested* level. Should you go and stick some extra ships in, they will end up there too, they are part of the same TF.

Be aware, the auto system is for *rear* area use. I would not advise sticking any *active* bases in the list unless you assign a crapload of asw ships to the pool.

Personally, I find it easier to do myself with monster convoys with insane asw assets assigned to protect the monster.

Very first thing I do as the Allies (turn 1) is form all AK's & TK's into TF's and start them loading right away in the rear areas. Once they load (thank god for the do not unload toggle), I pull out ships into smaller TF's and send them off. I also funnel all the useless shipping back to Karachi or San Francisco (shipping starts scattered all over the map).

Easy to remember: AK & TK to the rear, AP & AO to the front.

Q - So the automatic convoys are actually on the map and can be viewed unlike in PacWar correct ? Can you also stick escorts in them if you wish for some moderately threatened bases ?

A - Yes, they are real TF's, just computer controlled.

Q - Can I define level of supply I want to be kept by auto convoy system?

A - No, it is fixed.

Q - Do these convoys run continuously, or only when the computer determines the target base needs supplies?

A - The way I understand it the AI checks the base requirements and dispatches TFs are needed. So no they would not be considered continuous.

Q - DO all supplies / Fuel suffer spoillage ? What about oil and resources ? How much spoilage do they suffer ? Is it dependant on base size ? If so, can we get some examples ?

A - Oil and Resource dont suffer spoilage. The rate of spoilage is dependant on port/airfield size in ratio to the amount of supply/fuel being dumped so the more lopsided the figure the greater the spoilage. Sorry, dont have the exact formula on me.


Fuel over 1000 + ( ( port + airfield size ) * ( port + airfield size ) *1000 ) suffers spoilage.

Supplies over 5000 + ( ( port + airfield size ) * ( port + airfield size ) * 3000 ) suffers spoilage.

Any base with combined port and airfield of 10 or more has no spoilage