STRATEGY - PACIFIC 1940
“UK and ANZAC: Slowing Down the Japanese Assault”
Dab Brill
Pacific 1940 is in many ways an expansion released before its base game. Of the six major powers in global only one has its capital on the Pacific board: Japan. However, it is still a very interesting game to play in its own right. These articles will serve to give a feeling for the depth of strategy and breadth of options available to each power. I intend to show the options at each point. I have my own conclusions, though, and to these I will dedicate the most time and space. You are welcome to disagree with them, even encouraged. Please. Write me to tell me how wrong I am.
My play group always divides the Allies into US/China and UK/ANZAC, and the articles will be grouped accordingly. I’ve heard of groups that split it as US and UK/ANZAC/China. I can see the logic behind this. I am also writing assuming a house rule which forbids an attack on the first Japanese turn. I am considering writing a fourth article (after one for each power) on how to deal with a turn 1 declaration of war as the Allies.
Axis and Allies: Pacific 1940
United Kingdom and Australia & New Zealand
Intro:
Pacific 1940 will eventually become a clash between two titans - Japan and the United States. In the middle of this, the UK and ANZAC can get a bit lost. A successful ANZAC player will make around 20 IPCs. A US player will have a difficult time making less than 55, and if successful can be producing 70. The UK may be able to crank out around 30, but it will plummet by the time ANZAC reaches 15. It is all too easy to fall in to the trap of feeling irrelevant when playing as the British Empire in Pacific 1940. However, this is a mistake.
Your centers of industrial production - India and Australia - are much more strategically located than the Western United States. If you purchase a minor complex on Queensland you can move ships from Australia to any space in the East Indies the turn after they are purchased. As the US, it takes a minimum of three turns from Western US to Celebes or Java, and that assumes ownership of the Carolines and no hostile presence. Your forces will get there first. You are also right in the middle of the fight in a way the Americans just aren’t. Japan is going to be going after your territory, not the Americans, most of the time. America has the Philippines, Hawaii which is too hard to defend to be valuable to Japan, and a few islands like Guam and Midway that aren’t worth any IPCs to either side. Between the UK and ANZAC you’ll have Kwangtung, Malaysia, Borneo, Celebes, Java, Sumatra, Burma, New Guinea, not to mention India and Australia themselves. You are really in the thick of things. You may have to rely on America coming to rescue you, but you’ll be the one fighting the war long before they get there. Using these tactics, you can maximize your resistance and the amount of time it will take Japan to take India and Indonesia.
Overview:
Your goal isn’t really to win in the sense that you aren’t really going to be pursuing the Allied victory conditions. You aren’t going to be the one invading the Japanese home islands. Your goal, instead, is to keep the Japanese from winning. You want to make every space captured be as expensive as possible to the Japanese, and force them to spread their force thin. When they take a space, you take it back. In this manner, you slow their advance to a crawl and give the United States time to arrive and obliterate their navy. When you do your job right, Japanese industrial production will be insufficient to repel the Americans and they will loose. When you do your job wrong, Japanese industrial production will climb until it rivals and eventually exceeds that of the United States. For the US to even matter, you have to be on your game.
As the UK the name of the game is force maximization. Attrition is your enemy. You’ll only have the opportunity to buy a few units before Japanese bombing and the loss of most of your valuable territories leave your industry in tatters. That said, you start with a reasonable amount of force. You have a reasonable navy, and quite an air force with 5 planes. You need to make those units count as much as they can. Japan would love to force you into a casualty-heavy pitched battle where both sides take heavy losses. Japan is far more able to replace those losses than you. The best strategy you can take is to mass your forces but leave them in positions that are inconvenient for the Japanese to attack. If you put all 5 planes on Malaysia, it will be very hard for the Japanese to attack. But beyond that, it will mean that every Japanese naval task force in the Indies will have to deal with the possibility of being attacked by 5 planes. Even if you don’t strike with those planes, it will mean the Japanese constantly will be forced to deal with the possibility of you attacking. Keeping ships near India is also good. They’ll be too distant to be worth Japan’s time, but with your naval base you’ll be able to strike at any time. Also as India you will want to focus on holding the Indies as long as possible, and that means a focus on naval power rather than land power. It may seem strange as the Japanese push through Burma and toward your capital, but Java is worth twice as much as Shan and Burma put together, much less all four Indies which are worth 20 IPCs to you all together. Eventually, though, Japan will eliminate your forces in the Indies, and at that point, you want to turtle with as many infantry as possible. But you want to delay that point as long as possible.
As ANZAC you’re usually, but not always, in less immediate danger than the UK. Your first goal is obviously to take New Guinea, but after that you want to focus on the Indies as much as possible. They are valuable, close to you, and can seriously help out your embattled British brothers. Your goal should be to take and retake the Indies, forcing the Japanese navy to keep fighting for them long past the point where the UK has given up resisting. If you take Celebes, say, from the Japanese it denies them 8 income because of the objective and give you 3. 8 income is more than a thorn in the side, they will need to dedicate force to taking it back quickly. As the game continues, you can be a very big help the US, providing cleanup and valuable air-support. If the US takes a valuable space that may be taken back by Japan, fly in planes. You can give the Japanese player all sorts of headaches in this manner.
Objectives:
UK:
* Keep Malaysia and Hong Kong: Barring a J1 attack you’ll keep these only your first turn. Hong Kong always falls the turn Japan declares war. Malaysia may fall quickly, or you may hold it quite awhile, depending. Even with Malaysia, taking back Hong Kong is next to impossible.
* Take all four Indies (Celebes, Java, Sumatra, Borneo). This only happens in a game where the Allies are winning, and usually only with help from ANZAC. Still, if you hold those four islands its a very powerful boost to your industry.
ANZAC:
* Take New Guinea, Solomons, New Britain. This is easy to accomplish and maintain. Japan may make attempts to slow you down by taking one of the four needed spaces, but its rarely worth Japan’s time to make a dedicate push against this objective.
* Take a Japanese space. This one is nice, and easy to accomplish, but it only works once.
Turn by turn:
Because of varying strategies, differing roles, and other factors no game will exactly match this scenario, but it is given as example of the tactics to use when playing as these powers.
Turn 1:
Japan will have maneuvered itself in a position to attack the Indies next turn, penetrated deeper into China, and have built an industrial complex on the mainland somewhere, probably in Kiansiu. US manuvers its fleet to Hawaii, and China retakes the Burma road.
UK Turn One:
You have time on the mainland. Japan can menace India, but right now, that will be a few turns off. You need to secure the money available in the Indies, and secure it quickly. Naval power is what matters now.
Purchases: 1 Transport. 1 Destroyer.
Movement: Try to establish a boundary by moving your infantry forward from India to Burma and Shan. Leave one infantry and one artillery behind so you can load them on the newly-built transport turn 2. Move all four fighters and 1 tac bomber to Malaysia since you can threaten the Indies from there. Move your transports from Malaysia to Sumatra and Java, bringing 2 infantry to Java and 1 to Sumatra. Move your battleship from Malaysia to India. Those transports will die. You can’t stop this. The best thing to do is to keep your valuable units out of harms way.
Alternate to putting your planes on Malaysia, using the air base on India you can get them to Borneo. The advantage is that you defend Boreno, but you also don’t have any infantry to absorb hits if the Japanese go after your air force. Borneo is a more vulnerable position, and without infantry the enemy can do quite a bit of damage.
Placement: Put them both on India. Now off the coast of India you have 1 BB, 1 CA, 2 DD, and 1 AP. With the Naval Base you can move those three spaces. The Japanese can’t ignore that, especially since your Malaysian air force can swoop in to support.
ANZAC Turn One:
Right now you need New Guinea. Other than that, watch Japan. Most of the time they aren’t going to menace you too much this early, but if they do, be ready for it.
Purchases: A minor complex on Queensland would be great, but you don’t have the IPCs for it. Instead, buy a transport. If the Japanese are looming too close, instead buy a destroyer.
Movement: Move your transport on New South Wales to New Zealand, bringing one infantry with you. Now next turn you move those two infantry to Dutch New Guinea, making use of New Zealand’s naval base. Move all four of your fighters somewhere, either New Guinea, or if the Japanese have more than one transport on the Carolines, Queensland. By going through Sea Zones 33->48->49->54 its disturbingly possible for Japan to attack Queensland, so see if they have enough transports to do this. You can’t plug the hole, having only one surface ship to stop them, so your best hope if it looks like they might attempt this is to leave the four fighters on Queensland. Leave your 2 INF and 1 ART on Queensland in any case.
Placement: Put your transport off New South Wales, as this is the only place you can put it.
Turn 2:
Japan declares war! Hong Kong/ Kwangtung, The Philippines, Borneo, Java, and Shan State fall. Japan moves further into China yet again. Most of the IJN is around Borneo, Java, and the Philippines. Japan also does a strategic bombing raid on India and deals an exactly average 12 damage (see average SBR damage at bottom). The US moves and takes the Carolines. China retakes yunnan a second time to restore the Burma Road.
UK Turn two:
Japan has pushed into Shan, but they don’t have anywhere near what they would need to take India yet. The Indies are in much graver danger, and you must push back now and push back hard.
Purchases: Assuming 12 IPCs on damage have been laid on India then you should purchase 5 IPCs of repair on India, 1 cruiser, 1 transport, 1 artillery. Adjust for higher or lower damage. Your goal is put yourself in a position to strike back and retake the Indies, which requires transports, ground troops to load them onto, and a navy to protect them.
Movement: Consider whether now is the time to strike. If the Japanese have concentrated their navy, it isn’t. Concentration is actually good, it means that it will take too long to actually capture the Indies. If they have split themselves up, pick a tempting target. Choose one of the four Indies, one that has a nice Japanese fleet around it, hopefully a fleet small enough that we can sink it without losing anything too expensive. Bring the navy from India and bring your airforce from Malaysia, leaving one fighter behind. You should have enough power to take them out. Your Navy probably won’t survive the next turn, though. The transport you built should carry 1 infantry and 1 artillery to retake the island (Borneo or Java, probably). You want to send the remaining fighter north to attack Shan supporting the infantry from Burma. That way you maintain a buffer between India and the Japanese land forces. Land the airforce that attacked the Japanese navy back on Malaysia. It will survive the next turn, unlike the navy that it accompanied.
Placement: Put the cruiser and transport off of India. Next turn you can try to take another island back.
ANZAC Turn Two:
Let’s assume the Japanese did not strike at Australia, they usually won’t. If they did, get them off your continent as fast as possible. Otherwise, its time to increase our income by 50% and industrialize Queensland. We won’t be striking the Japanese where it hurts, yet, but we will real soon.
Purchases: Buy a minor industrial complex. Putting a complex on Queensland, which has a naval base, will mean we can send ships built in Australia right into Indonesia, the heart of the fray.
Movement: Move your transport from New Zealand to Dutch New Guinea. Objective accomplished, lots more money to work with! Move the transport you built on New South Wales last turn up to pick up troops from Queensland, and the north again to drop them in (east) New Guinea. Send your submarine west to where the action is. You may be able to pick off a lone wounded Japanese capital ship or transport. If Java belongs to the UK, put at least two of your fighters there. If not, leave all four fighters on New Guinea.
Placement: Put the complex on Queensland. Next turn you can build ships on a space with a naval base.