@Van_Trump:
Japanese player always overprotects Japan against Midway buildup. They have no choice.
Very right you are, sir. :evil: :-D
@Van_Trump:
If US is earning 55 ipcs, and already has a sizable navy(mainly cheap subs), they can funnel 4 TTs, 5 inf + 3 art per turn. That’s 8 ground units + transport capacity landing in Midway each turn. Quite a bit of pressure for Japan to worry about. At the very least, Japan spends a couple of turns buying 10 inf for defense in Tokyo.
Yes, but the trouble here is that the cheap subs don’t help those transports one bit against defending fighters on the Japanese home islands. As we’ve played the game, the Japanese have loaded the home islands and Truk with planes. The planes can jump back and forth between the two depending on the prevailing threat from the Yanks.
@Van_Trump:
Psychological warfare at its finest.
LOL! So true! :lol: That’s the best part of the Midway NB. The Yanks can use it to leverage the Japanese defences on Truk back to Japan, and possibly grab Truk.
@Van_Trump:
Then US lands TT’s only all over the map like a bad rash, retreating the fleet back to Midway or Hawaii. This is not an easy task for the USN. Japan probably has 5-6 loaded carriers at this point.
A bad rash indeed! :-D :lol: We had a game of immediate 40 where the US was able to take Truk with enough force to win the initial attack (Japanese air came out to defend the SZ, 4 fully loaded US transports took the island after the naval battle win) and just barely enough to hold off the Japanese counter attack.
Those transports then went; three to SZ19, landing troops in Jehol, Shantung & Kiangsu. The fourth went to liberate Hong Kong, and the Japanese folded at that point. The deal with that move was that the Japanese were going to have but one chance to counter attack those troops. The next US move would see them move into China and off the coast.
“If you wanna live, get off the beach!”
That’s the trouble with Korea. Even if you see, as the US, that you aren’t going to be able to bring in more reinforcements in to Korea from sea, it’s three turns before you can move your troops off the coast from Korea, giving the Japanese plenty of time to round up a naval force with troops to cut the US force to ribbons.
@Van_Trump:
For a change, Japan has to play with precision. But, with precise play, win they do unless the caveman has anything to say about it.
LOL!!! :lol: :lol: :lol:
Well, the Caveman (whatever happened to that thread? :wink:) says that if you play immediate 40, both sides suddenly have the same feel about them. There’s a little more forgiveness in play for the Allies, and a little less in play for the Japanese, making them fairly close to equal.
As you’ve very nicely stated before, the Allies have to play perfect each move just to stay alive in the OOB games. The other thing that has to happen for the Allies to stay alive in the OOB game, is that they can’t have anything less than average dice, and they also need the Japanese to have nothing more than average dice.
Lady luck has to stay neutral or in the Allied camp. We’ve had many a OOB game end real quick just because the Allies had a run of bad dice in the begining, or the Japanese had a run of good dice. Either one of these is not good for the Allies in OOB.