@calvinhobbesliker:
With this strategy, what should the UK build? Infantry to delay or planes to escape death and fight on?
Ok, I’m kinda texting right now with my good friend who just joined the boards here as Buckeyeboy, while he gets a break or two at work.
One thing we saw with the J1 attack, aside from the fact that the Japanese player can take the game any which way he/she wants right out of the gate, was that it seems fairly obvious that one good strategy for Japan would be to grab Manilla and one of the DEI islands on J1. Then the Japanese player would be in position to grab the remaining three DEI islands and light the Japanese economy with the bonus.
If the Japanese charge after India on J1, then one thing we’ve seen to put the US in a good position was the following. On US1, buy 2 transports, move the rest of the fleet to Pearl. With the J1 attack, we see the Japanese sub going into Hawaii on J1 and downing the US transport there. So there probably won’t be much need to leave anything back to guard the transports (as the US fleet kills the sub in moving to Hawaii); but you can if the threat is there. The idea here is to build a naval base on Wake island on US2, and have the transports from San Fran join the fleet there on US2. That would give the US three fully loaded transports at Wake available for US3, able to now move three sea zones.
On US1, the US should send its bombers to Australia, at Queensland, to potentially pick off unescorted Japanese transports in the DEI. Basically, it forces the Japanese to escort them, as with only 3 down in the area, the Japanese can’t afford to let them go that way.
I would sent 2 ANZAC infantry to ANZAC New Guinea on ANZAC1, looking to take Dutch New Guinea on ANZAC2 for the bonus.
On turn 2, the Japanese may be looking to grab up the DEI and the bonus. The US bombers out of Queensland can reach the SZs around Guam & the PI, landing back on New Guinea. So the Japanese will have a hard time protecting all of it’s transports if it tries to grab Guam or reinforce Manilla on J2.
Also, for Britain, I would pull out of Singapore and move that whole force to Shan State. The British & ANZAC could take Siam turn 2, giving the ANZAC player a crucial 5 point bonus if they are able to move their infantry into Siam. The British are also in a position to attack French Indochina on B2 as well. At the very least, they are in a position to deny Burma to Japan on turn 2.
I’ve batted around potential buys for the British, like maybe getting 2 subs on turn one in order to form a strike force on B2 together with their air, CA & DD on a portion of the Japanese fleet in the DEI.
Now having said all of this, I read a post a while back that said just because India falls, it doesn’t mean the game is over. The Japanese wins by controlling 6 of the 8 VCs in the game.
Now, here’s the hard thing to get used to. For those who’ve played A&A all the way back to the MB version, it’s kinda been an unwriten rule that you played to the death. That is to say, you played to the point where everyone agreed that the game had reached a tipping point for one side or the other, and you called it.
Starting with AAR, and continuing on with AA50, the idea of victory cities has been introduced into the game. We wound up ignoring them with AAR, and pretty much did the same thing with AA50 (Ottawa never seemed quite right for some reason).
In AAP:40, I’m thinking it’s important to pay attention to the VCs, they may have finally gotten them to the point where they actually work (everyone in the room suddenly gasps :-o).
Now here’s what I’m thinking, if the US is in striking distance of Guam from Wake on US3.
In looking at Guam, it sits adjacent to no less than 3 victory cities. Shang-Hai in SZ19, Hong Kong in SZ20 & Manilla in SZ35.
If India falls, the the Japanese have 5 VCs. If Australia falls, they have their 6, but the US can be in a position to threaten Shang-Hai, Hong Kong & Manilla as early as US4.
Also, by forming up at Wake island, the US should move their bombers to ANZAC New Guinea on US2. The Caroline islands are now able to be hit by the US by 3 infantry, 1 arty, 1 mech, 1 armor, 2 bombers, 1CV fighter and finally 1 CV Tac bomber in the land fight. 2 fighters and 2 Tac bombers can overfly the sea battle portion from Wake and land in ANZAC New Guinea, to bolster the fleet in the sea battle portion, if Truks air comes out there. It’s a threat the Japanese are going to have to watch.
I’m not saying the US should grab Truk, I’m just saying that by forming up at Wake, the US has some really good options to go to, depending on the game situation.
Also, someone in this thread suggested flying the British fighters to Australia, and buying air units for the British buys in order to fly them out immediately. I had been pondering the idea of holding the British air in India until the last possible moment to draw the Japanese as far to that side of the board as possible. Then, just before the Japanese were able to take India, I had the thought to fly them out to Australia.
Taking those lines of thought further, I’m now thinking that the best use of the British air would be to fly them out of India on B1. Either to Dutch New Guinea, where they could join up with the ANZAC air, or to Australia. From Dutch New Guinea, they threaten SZ20(The PI). Dutch New Giunea may be a stretch, but regardless, I’m thinking they should go to Australia. One good combination the Allies have going for them is to have the US take an island or territory, and then have the ANZAC air units swoop in right behind them to reinforce before the Japanese can react. In particular, I’ve always thought that that would be a great combination on US3 with Guam. The US strike from Wake with up to 3 fully loaded transports, then the ANZAC air flies up from Queensland to make immediate use of the airbase there.
Well, I’m thinking that the Allies should be doing the same sort of thing with the British air too. Britian moves after the US, so those 4 Brit fighters and the Tac bomber should be able to be put to goods use together with a US move on an island base, or evem better a territory. Again, I’m thing about Guam. On B1, the Brits fly to Australia, then to the airbase in Queensland on B2. If the US is able to grab Guam on US 3, then not only could the ANZAC air move in, but so could the British air.
Consider this scenario. The US has formed up at Wake as I outline, and move just 3 transport (maybe a US DD too to screen off subs afterwards) to Guam and take it on US3. The ANZAC & British air come up to the airbase there, and suddenly there are 8 fighters and a Tac bomber to provide air cover.
In a situation like that, to start off turn 4, India should still be in the game. The Allies now threaten Shang-Hai, Hong Kong & Manilla from Guam. In theory, a game like that should be anyones from that point forward.
The main idea here is to try to position the Allies for a chance to make a game out of this thing, or in other words, to just get to a good mid game point. There’s a whole heap of things the Japanese can do in response, but the key thing to remember here is that nobody knows just what the other is going to do, so this is kinda just a general strategy to give the Allies some hope of taking advantage of what the Japanese player actually does.
I’m thinking that if the Allies can maneuver into a position to threaten Shang-Hai, Hong Kong & Manilla from Guam, or any island base, then the fall of India won’t be the end of the world for the Allies. The Japanese are going to have to go after Australia or Hawaii while fending off the above VCs from Allied attacks.
**Edit: Correction to the above concerning bringing the British air to Australia on B1. The one fighter in Burma can’t make it, and I believe this fighter should stay with the British in India, in case the Brits get a chance to attack into a weakly held Siam or French Indochina on B2.
Also, the US doesn’t have to place a naval base on Wake, the over all strategy will work running the US out of Hawaii. Just from Wake the US threatens more. From Hawaii I see the Marshall Islands as the US target, which will require a US airbase build ASAP.
One more thing to keep in mind, a US naval base on Midway is great for the US at some point. It allows the US to get into SZ19 thru SZ6, but this is easily blocked there too.**