I have been trying to find time to post a detailed counter to the Japanese Fighter Gambit (as I call this strategy), but I ran into Christmas and haven’t had time to go over the details like I want. I still hope to post this at some point, but I thought I would offer my thoughts based on what I have done so far, which is to play a couple of solo games trying to implement Michael Tan’s strategy as best I could while defending against it as best I could. I would go back and change things if I later realized they were sub-optimal, so this was not a “game” at all. I also tended to use “low luck” rules for resolving battles. My conclusions are:
(1) The strategy is not “unstoppable.” Michael himself admitted as much, noting that luck can ruin even the best plans. I do believe that the strategy is not beyond the reach of Lady Luck, as poor dice rolls early could easily turn the tide and allow Moscow to hold on (given an expert Allied defense of course).
(2) The strategy is a very good one. Japan’s sacrifices in giving up her fighters and her bomber(s) do not cripple the Rising Sun and these fighters give Germany a great advantage in securing forward ground against Russia (and later, if they survive, in making it hard for the Allies to take France or Rome or Berlin or Warsaw).
(3) The optimal Allied counter to the Japanese fighter gambit seems to mix offense and defense. Sending Allied units to Moscow, especially fighters, is probably critical to saving Moscow, but if the Allies only worry about defense, they won’t be in a position to take advantage if Moscow does indeed survive Germany’s push. Allied bombing raids and amphibious assaults targeting vunerable Italy seem the best bet.
The Bottom Line: Against all but very experienced players, I would imagine that the Japanese Fighter Gambit would lead to the collapse of the Soviet Union by Turn Four. Even against experienced players prepared for the strategy, I see Leningrad and Stalingrad falling very early into Axis hands. However, I do think those experienced players can save Moscow while simultaneously preparing a modest invasion of Europe. Together, this offense/defense strategic response to the Japanese Fighter Gambit seems to put the outcome of the game back up in the air. The key moment to me is Round Four. If Moscow can survive that Round, her Allies should be in position to take territories in Europe such as Rome that would minimize, though perhaps not completely make up for, the fall of Moscow on Round 5 or later. One final point is that, unlike some posters, I don’t see the failure of this strategy to lead to Axis collapse. I think the Axis players can push forward with this strategy, easily steamrolling Moscow if the Allies don’t respond just right. If the Allies do respond appropriately, the Axis aren’t doomed but have gained valuable ground and can pull back before committing suicide. So, I think this is a very viable Axis strategy even if it isn’t unstoppable.
Is a house rule needed? My feeling on this is mixed. No, a house rule is probably not needed because the game isn’t truly broken. However, I don’t like the strategy because it is ahistorical and threatens to either lead to a quick (but cheesy) Axis victory or a long drawn out game. As a fan of the five hour game, those are not good options. If it were me, I would try to use the National Objectives to limit the Japanese Fighter Gambit. In my eyes, these objectives reward strategic play that aligns with political factors. It would not have been politically viable for either Germany or Japan if the entire Japanese air force was moved to Germany. Therefore, I would favor some changes to the Axis National Objectives, perhaps adding language like that which already exists for Russia, that would penalize and hopefully deter players from using the Japanese Fighter Gambit. What exactly that language would look like, I haven’t come up with yet.
Thanks to Michael Tan for posting his strategy (on BGG). I have found learned much from exploring it and attempting to counter it.