@sire-fred Caroline is off limits til turn 4 and ql is useful for operations in the far south. That is convenient for the Japanese. They can threaten Calcutta and shield themselves at the same time.
Was KJF really that bad?
-
I have used it before. I’m actually doing a test run right now based on the constraints that you’ve laid down to see if the Pacific Allies can beat a strictly Ground and Pound devoted Japan.
-
@cornwallis said in Was KJF really that bad?:
@thedesertfox can you elaborate on your combineren UK ANZAC fleet strategy?
What do you buy for each country and what are the moves?Currently in the process of doing this strategy that I ended up calling the T.N.N strat, or the Two Nation Navy strategy in a test run. I’ll make another thread going more in depth of it once I’m finished.
-
I don’t see how you can successfully combine the UK and ANZAC fleets in a normal game where the Axis does a normal J1 opener. They capture all of the money islands on turn 2, and recombine into a strong fleet again before the Allies have a chance to do much mischief. I always bring my SZ39 fleet west because they would be obliterated if those ships tried to head east. The med fleet cannot reach the allied pacific fleet until it is too late to be of much use.
Japan always reaches $70+ in my games unless there is a sizable Allied bid spent to reinforce Yunnan on turns 1-3. I am agreeing with Andrew that your strategies make sense because you are playing low-quality opponents.
-
Understandable, and by no means am I doubting Japan’s ability to impose their will. To get something straight, what Andrew was argueing was that the U.S would not be able to deliver an adequate amount of force in the Pacific to fight Japan should they choose to commit to building a floating bridge to fight Germany. I disagree. America has more then enough money to build up in the Pacific while continuing to do their floating bridge.
I’m not saying that you ought to send your fleet in immediately… even I know that’s suicide. I’m not suggesting that the UK is just gonna send in their cruisers and destroyers to try and fight the might of Japan. Moreover, part of this strategy also involves the British improving their airpower. My current testrun I’m using The Good Captain’s J1 that he made and so far it’s going terribly for Japan. Multiple destroyed transports, China is holding in Yunnan and the British and ANZAC aren’t letting up either all the while the Americans have built up a sizeable fleet that’s threatening the homeland. I’ll keep testing J1 openings though to see how Japan can casually make 70 IPCs without any opposition from the Pacific allies. Just know that the Two Nation Navy strategy that I’m developing doesn’t involve the UK China and ANZAC turtling up like most of these Allied players do… I’ve found in multiple testruns that Japan doesn’t have an easy time when the UK and China oppose them, but who knows maybe that’s just a fluke.
-
I’m testing this strategy right now. I’m playing against myself. As someone rooting for the Axis I need some help as Japan.
https://www.axisandallies.org/forums/topic/39806/help-with-axis-game
Things are going very badly for Japan, though some of it was due to very bad luck.
-
@thedesertfox
i’m a bit late to the thread, but when i played, i liked to spend at least 20 IPCs a turn if possible in the pacific to get a 1DD and 2 Subs a turn, it doesn’t take long to have a really annoying naval force to hound the islands and fight over sea zones that you don’t need to control, but if clear for the US, are problems for japan. I tried continually trade a sub for a destroyer. it isn’t a lot, but over a long haul its a real pain for the japanese to manage. -
A good tip for the US is to invest in research. If you’re lucky and get Super Subs and Improved Shipyards, and you only need to contain, not conquer, Japan, the US will have the Pacific in the bag. It’s very hard for Japan to take on so many US ships, each with the striking power of a cruiser. Japan just has to sit there and watch as the US shreds their fleet, unable to produce enough destroyers to matter.
But only if you get very lucky, of course.
-
@superbattleshipyamato
i’m not good for tech, seems like if i get it, i get the cruddy one for the country that rolled it… but, ya, it came be a game changer! -
@aaron_the_warmonger said in Was KJF really that bad?:
@superbattleshipyamato
i’m not good for tech, seems like if i get it, i get the cruddy one for the country that rolled it… but, ya, it came be a game changer!Try to make the techs all good for each country.
-
Looks cool!
-
@general-6-stars Thats a cool board!
-
@aaron_the_warmonger said in Was KJF really that bad?:
@general-6-stars Thats a cool board!
Thank you guys.
We also play with National Advantages if that’s another route to go if no tech.
-
@general-6-stars again, that board is great!!!
-
Ooh, nice.
-
@superbattleshipyamato what? No! Tech doesn’t belong in this game at all. Don’t waste your money. Please please avoid tech at all costs.
-
I play against myself, so there are little stakes. Both sides spend money on it so it’s the same.
I guess deep down I know it’s not a good use of resources (Japan never does it for some reason), but I do it anyway because there are little stakes and makes the game more fun and interesting.
But yes, the original research and development rules are probably not good (Low Luck makes it better though).
-
@superbattleshipyamato ok sorry but why do you play against yourself? A big point of the forum here is to find others to play against. No wonder you’re soo confused about this game. You absolutely need to play against other players.
-
So I can always win and there’s no one in person to play with.
I am playing a game right now against some on TripleA, and I’m getting beaten hard.
-
@superbattleshipyamato
Always win - that’s dumb. It doesn’t matter one bit that you can bear yourself. Duh. Playing against and losing to others is how you learn the game. Best of luck to you. -
Yeah, well, that’s my ego to you. You’e right though.