@Cmdr:
I don’t know DM. Everytime I see America go full bore after Germany I see Washington DC in Japanese hands before the war is over.
Perhaps more people are not practiced in how to convert Japan from a Russian killing machine to an American killing machine? Honestly, I am the only person I know of that literally had different strategies on how to take out America with Japan in Revised (yea, that would be MORE THAN ONE STRATEGY) that I practiced and actually got to work in Tournaments and League games. Therefore, maybe I am more open to strategies to take out North America and able to see how some of them might work than other people do.
One thing that you must know, however, is that without attacking Japan, the allies are going to be really hard pressed to keep their income streams going.
1) England only has the French NO it can possibly have.
2) America only has the French NO and maybe the North American NO if they can manage to get both territories.
Otherwise, America and England are without national objective income. That’s huge. (UK could have +15 IPC and America could have +20 IPC if America goes after Japan.)
So if you don’t go after Japan, you could be talking a -35 IPC ding to the Allied incomes. Maybe not so bad for one round, but that’s not going to be cuddly and cute after 5 or 6 rounds!
Also, America is going to have to focus on building up troops in North America if Japan switches over. Even if Japan does not win, that alone effectively takes America out of the game.
First, you don’t have the navy now to secure yourself from invasion.
Second, you have to build units for back home.
Third, you will lose units liberating your home
Fourth, whatever is left can go to Europe, but that’s not going to be a lot with only 38-43 IPC income!
First, I like the idea of Japan going after the US, but it is not necessarily dooms day for the US if Japan lands in Ala.
One of the keys to an American European Shuck is the fact that you know how to set it up correctly. In this case it is no different then 2nd Edition.
Second, you ARE ATTACKING JAPAN, you just aren’t doing it via navy.
The UK likely has 5 inf, 1 rt left over after J1. They can form a nice mini-road block in Per while you land in Alg on UK 2 and 3. You also have 1 inf, 1 rt from Aus that can go to Sz 30 (only if safe) or sail to Afr.
Also the US has plently of air and can buy a ftr or 2 or bom on US 1 and this provides the basis for a potential NA defense against Japan. But Japan usually has bigger fish to fry on J1 and J2, they likely will want to finish up their conquest in the SE Pac.
Again, a proper US shuck from Wus starting in rd 1 pretty much deters any J attack. The US only needs 3 trns for the Atlantic, more are great, but not necessary.
Here’s how you set up a basic US Shuck.
Rd 1 - Spend at least 21 on inf the remaining 19 can be spent on more ground troops, 1 trn, or air, or whatever you like.
4-5 inf should be placed on Wus.
Rd 2 - Buy at least 8 inf, and spend the remaining 24 on more ground troops, 1 trn, or air, or whatever else you want.
place at least 6-8 inf in Wus, and move rd 1 buys to Wcan, etc.
Rd 3 - Buy at least 8 inf, the remaining cash is spent on whatever you want.
Is J a threat? Buy more air or go heavy ground, heck you can even drop some subs if J has no DD.
By Rd 4 the US has 8 inf in Ecan, Wcan, and Wus and should have bombers in UK or Alg (which can attack Ala) or Ecan if Japan is making some sneaky fleet movements. Newly bought ftrs get placed in Wus then move to Ecan (if J looks like it could be a problem) so you have a nice cycle of added air defense, mobility, and att/def for Afr/Eu/NA.
Now, if Japan is building up for a US invasion, which should be easy to see, 4 trns in Jap sz or up north and the US gets really concerned you just lay back and work in a lower shuck. You do not have to move 8 inf to Alg every turn just b/c you have 4 trns, so if you hold back 4 inf to reinforce Wcan you can end up like this:
Ecan: 4 inf
Wcan: 16 inf
Wus: 8 inf
Now Japan’s puny landing of 8 ground units in Ala gets slaughtered by up to 16 units + air.
No Japan player in their right mind is going to move to Ala in this case unless Moscow is taking a beating from Ger and they quite honestly don’t need any help. But I find that scenerio unlikely with good Allied play unless they got hammered with dice or something.
Afr NEVER falls to Ger/Ita/Jap. They can claim some of Afr, but never overrun the whole continent. The UK lands 4 units in rd 2 and 3. US lands 4 and 6, and with the above Shuck can follow-up with 4-8 from rd 4 on (dep on J threat), while UK shifts to Sz 6.
At this point Ita/WE/Ger all must be defended at least by token forces.
@Cmdr:
Also, America is going to have to focus on building up troops in North America if Japan switches over. Even if Japan does not win, that alone effectively takes America out of the game.
First, you don’t have the navy now to secure yourself from invasion.
Second, you have to build units for back home.
Third, you will lose units liberating your home
Fourth, whatever is left can go to Europe, but that’s not going to be a lot with only 38-43 IPC income!
No, no, no. :-)
This is the whole key to a good American shuck. If the US player plans for a J invasion form rd 1 on (which they should do by default). The threat never materializes b/c US can successfully detered it. (see shuck scenerio above).
It cost the US nothing to set a shuck from Wus (vs. Eus) on Rd 1, it just takes planning, and anyone who has played 2nd Ed should be well aware of how to shuck from Wus.
Edit:
Fixed some spelling.