A friend of mine and myself have been putting this new game through its paces ever since it came out, we’ve played just under 100 hours now, and here’s our latest thoughts on how the Allies should go.
I don’t know if maybe we’re slow learners, and everyone else has already gotten on to this, but in our last game session, we discovered Guam as the key to the Allies, along with a naval base on Wake Island (US 1).
We’ve played through zillions of the J2 & J3 opening attacks, but I will say this up front, that we haven’t yet tried any of the J1 attacks. So maybe this isn’t a good counter to a J1 attack?
First off, we started many games with the Japanese buying 3 transports J1, then we moved to the Japanese buying 2 transports and a minor IC on J1. We found ways for the Allies to block Japanese transports in SZ6 on J2 to some extent by moving the British BB up to Guam and the American DD from the PI up to, I think it’s SZ19, to screen off the PI from transports originating in Japan.
Then we got on to Japanese putting the minor complex down on J1, and the Allies just couldn’t afford to lose the ships early on like that in blocking moves. The Japanese could always opt to go for a J3 attack and sail through the blocks on J2 anyways, leaving those units sitting in the breeze on J3.
Last game session, we tried something I haven’t read yet on any of the forums, although I haven’t really been going through them in the first place. So like I said earlier, it may be what I’m posting here is already widely known by all.
But last game session, we started out with an American naval base going into Wake Island on US1, along with both the US infantry units and the fighter going from the PI to Guam on US1. The entire US fleet, and all of its at start air units go to Wake Island.
The idea is kinda to make Guam like the Japanese use Truk. You get lots of air units on an island with an airbase and it’s pretty tough to root them out. The airbase acts like a force multiplier, so an attacker may have to commit twice the forces to root out a base like that.
Anyway, the whole goal is for the US to get, or to be going after Guam. If they can do that, then they threaten not only Japan, but the whole Asian coastline from Korea all the way down to Vietnam.
If on US1, they have their at start fleet at Wake, a naval base, and the 2 fighters and two dive bombers on Wake plus the 3 bombers, then they have the most options as to what to do on US2. They are in position to possibly counter attack Guam if the Japanese took it (two transports with three infantry and one armor: 1CV w/ 1ftr & 1Tac, 1BB, 1CA, 1SS along with 3 bombers if you want to risk a landing on New Guinea available to clear the SZ), they can move to Australia and SZ54, and they have two routes to attack Japan if there is an opening there. The fighters from Wake can reach Guam if still held by the US on US2, and the ANZAC fighters can fly up from Queensland on ANZAC 2 as well. This is especially important if the US had to counter attack Guam and were able to retake it on US2. The 4 ANZAC ftrs can fly up from Queensland to bolster the defence after the assault.
The prospect of having a large force of Allied fighters and dive bombers on Guam by turn two is enough to make Japan react to it, one way or the other.
I don’t know if taking Guam on J1 is part of the whole J1 attack thing or not, but if Japan leaves Guam in US hands by the start of US 2, then they are in serious trouble. In that case, if the US can send in the two transports to Guam from Wake on their own, they do, along with every air unit they have, even carrier air. Like I said, the 4 ANZAC ftrs come up too at the end of the Allied turn, and now Japan is looking at Guam with at least 4 land units, 3 US ftrs & 3 tac air, along with 4 ANZAC ftrs. If the US fleet moves to Guam as well, then the Japanese are going to have to mount one super serious naval effort to get at Guam.
From Wake, the US can keep putting in more air to Guam, and ships can reach Guam as well with the naval base being on Wake.
Is taking Wake part of the J1 attack deal? Is taking Guam? The PI, on J1 I mean?
If the Japanese take the PI on J1, and skip Guam, then the ANZAC ftr from Queensland is free to move to Guam…anything to make the Japanese fight for Guam. I would think a J1 attack on the PI would include 2 transports as the US fighter can stay in the land battle. Maybe not, I’ve read that the J1 attack includes a lot of risky fights.
Anyway, from Wake with a naval base, the US are in position to go after Guam and/or keep the pressure on there too; and at the very least force the Japanese to defend it if they take it early on. That’ll tie up Japanese transports and fleet that would otherwise be running amok in the DEI.
The US buys for this game were transports and troops along with air and subs.
We’ve had so many Japanese wins so far it isn’t funny. We played 3 games this past weekend, and didn’t fully realize the value of the naval base buy for Wake on US1 at first. We’ve been playtesting strats into about 6-8 turns to see if we could get on to any type of Allied strat that would keep them in the game. Then we quit and retry another strat.
Once we realized also the 1-2 punch from Wake and ANZAC air moving up from Queensland, and the lightbulb started get real bright (for the Allies). Then we got early US buys away from fleet units and more toward transports, troops, air & subs, and the lightbulb got even brighter yet still.
The whole picture came into view, and we started to see that the US doesn’t necessarily need any more carriers early, as it can us the isl;ands of Wake & hopefully Guam as unsinkable carries. If they have enough air, they can shield ships and transports.
One game, the main portion of the Japanese was off tearing into the DEI as usual. Japan sent most of what was left of the rest of it’s fleet to Guam including 3 transports. I think this game we were into like turn 4 or 5 on. Anyway, Japan took (retook?) Guam, suffering some csualties in the process. I think there were some air units on Guam, and they stayed in the land battle. The Japanese had little, if any air units that could reach the land part of the fight, so they wound up taking Guam, but only had 1 or 2 land units left after the battle.
Anyway, the US attacked from Wake with everything it had, which was mostly it’s at start fleet, but also the bombers came in to help with the clearing of the SZ (land on New Guinea). The fleets wiped each other out, but the SZ was cleared by and large with the aid from the bombers, which the Japanese did not anticipate. The troops landed and took the island with two surviving land units, then the ANZAC fighters flew up from Queensland. The Japanese player realized that he had no other units or transports in range to counter attack his next turn, and the US had two more transports loaded at Wake, with a couple more air units.
The ANZAC fighters kept the US transports alive at Guam, then the two US transports and air arrived the next turn from Wake. Japan had a large part of each of it’s turns buys tied up with buying units for it’s major complex in Singapore, and couldn’t touch the Americans at Guam the next turn either.
So the US then moved and took Manchuria. Korea was wide open, and we played this game a few more turns before we realized that had the US bought a major IC for Korea, which it took, that Japan would have been in deep trouble. By that point in the game, Japan’s forces had swept through China knocking it out of the game (well, with 4 IPCs sitting on the track), and were no where near Manchuria and Korea. Japan was only held lightly too, with the Japanese having not wanted to pull back air units from Truk yet.
Anyway, we were just happy to have had a game in which Japan didn’t stomp the dog snot out of the Allies!!! :-D