J1
J1 strategy: 14 IPC of transports moves up to 4 units from islands to Asia (as opposed to a 15 IPC industrial complex that can only produce 3 units). Transports let Japan hit any number of targets on the Asian, and later African coast, making it very hard to defend against Japan’s attacks. As a final dealbreaker, Japan’s infantry on its islands are pretty useless, and it has 10 of them - that’s 30 IPC worth of unused material, that Japanese transports can bring into the game. For all these reasons, transports are Japan’s answer to pretty much anything and everything.
J1 short term goals: Whack the US fleet at Hawaii. (The US carrier gives US fighters a tremendous range boost; those fighters can be used to threaten Japanese transports). There’s an annoying US fighter to swat there too.
Mid-long term goals: Depends entirely on Allied responses. Japan has to be sure to watch carefully for any enemy subs and/or bombers; even bombers that seem far away can swoop in and smack Japan up. Even “impossible” attacks may become possible when, say, Russia claims a territory, and UK lands a bomber on it later. If U.S. builds a lot of subs, Japan will need destroyer(s) to hunt them down. Not hunting down US subs lets them run all over the place, forcing Japan to either keep the fleet in one place, or to build multiple defensive fleets. Keeping the fleet in one place means either stopping moving ground units into Asia (awful) or never getting to use Japan’s infantry on its islands (horrible in opportunity cost terms). Building multiple defensive fleets is so expensive, Japan might as well build a couple destroyers and just fend the Allied subs off.
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The board at beginning of J1:
Germany lost 2 fighters, UK kept its battleship, and UK built navy. Clearly, Germany’s in for interesting times. However, U.S. could still drop a load of units in the Pacific and force Japan to fight for its life. So Japan should keep that in mind.
UK did NOT capture Borneo or New Guinea, which is a plus.
UK did NOT fortify India, which means it can be captured quickly. (Allies fortifying India is almost always completely useless in the face of a determined Japan onslaught anyways. J1 transport build, J2 eight units to French Indochina, J3 10 ground units (2 infantry from East Indies) plus 4-5 fighters plus bomber plus 1-2 battleship support shots rolls right over Allied resistance. At best, you have 5 UK infantry in the area to begin with, plus possible UK1 industrial complex, UK2 build of 3 units, UK3 build of 3 units for a total of 11 ground units plus up to four fighters (UK1 build, plus 2 starting UK fighters at London, plus India fighter) and UK bomber. Sounds good, right, but this means a quick German victory in Africa, and Russia being horribly drained, so Allied resistance at India is almost always less. In practical terms, Japan usually lets Allies hold India, and smashes any Allied attack into French Indochina, while it builds up forces and pushes on Moscow through China/Sinkiang and Soviet Far East/Burytia. In fact, India is completely open.
UK has a lone transport carrying 2 infantry near the Solomons sub.
The Allies have no bombers in range of the sea zone east of Japan. This gives Japan a huge advantage; if Japan can put its transports east of Japan on placement at the end of J1, its fleet will be able to grab infantry off islands immediately.
There is a stack of 6 Russian infantry on Burytia. If at all possible, Japan wants to crack that stack open, but not at the cost of too much Japanese air.
J1 purchase: 3 transports 1 destroyer. With the sea zone east of Japan not subject to easy Allied attack, a minimal defense fleet allow Japan to build transports there. From there, Japan can grab infantry off various islands quickly. Initially I would have built 4 transports, but after considering Japan’s possible attacks, I changed my mind.
J1 combat movement:
Lots of good choices. Japan can attempt to completely wipe out the US Pacific fleet by hitting the US battleship with sub and fighter (60% odds of destroying the battleship, considering sub and fighter expendable), and by hitting the Hawaiian fleet with only air, making the US sub useless on defense. Hitting Hawaii with air means landing fighters at Solomons, though, where they will be out of the fight in Asia for a while. Meanwhile, Japan must keep some mind to defense; the UK destroyer and sub are a significant threat, as is the US sub that will survive Hawaii.
In a KGF strategy, the US Pacific battleship/transport does not become a problem for Germany until US3/4 (when it can reach Algeria and Norway, respectively). The US Pacific fleet can become an almost immediate annoyance to Japan when teamed up with a US1 build. So I decided to take a chance on destroying it. I don’t care at all about my submarine, and my fighter’s a small price to pay for an odds-on attack against a battleship - with a transport thrown in for good measure.
If the fighter being sent to attack the US battleship DID survive, I would have to move a carrier to Hawaiian islands, which could immediately be destroyed by up a sub, 2 fighters, and a bomber. So it’s better if I can arrange for the Japanese fighter to be destroyed.
This being all I could hit the US Pacific battleship/transport fleet with, I turned my attention to the Hawaii Islands attack and the planned Japanese fleet at the Solomons. Any Japanese fighters surviving Hawaii would have to land at Solomons, where they could be hit by 1 US sub and 1 US bomber, followed by 1 UK sub. Considering the forces in the area, Japan should send a battleship or cruiser to keep the Solomons carrier relatively safe.
I ended up deciding to attack all the priority targets - Burytia, China, the Hawaii fleet, and the West USA fleet. This ended up with a plan leaving the East Indies battleship and carrier at Solomons and the Japanese battleship east of Japan. The Caroline Islands carrier could end up having to go to Hawaii if the Japan fighter attacking the US battleship survived; to give the odds maximum possible chances of success, the fighter would have to be the one chosen to survive any initial round. Since I sent the Jap cruiser to Hawaii, this left the Japanese battleship east of Japan vulnerable to a UK attack of sub/destroyer. I decided at this point to do 3 transports 1 destroyer rather than 4 transports.
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J1 combat movement:
Solomons sub, Caroline Islands fighter to US battleship/transport. 41% fighter survives. 20% everything dies (perfectly acceptable, even preferable)
Caroline Islands cruiser, 2 East Indies fighters to Hawaiian Islands sea zone, attacking US sub/carrier/fighter. The odds here are pretty awful (58% win), but the goal is to destroy naval units, not the US fighter. As soon as the carrier is destroyed, Japan can run. This would leave 2 fighters on Hawaii, making the threat against any Japanese Solomons fleet VERY strong, but if the battle went badly, the Japanese fighters would be dead, meaning the Japanese carrier could retreat. At most, Japan would lose 1 carrier, taking the survivors of Hawaii and the US West attack.
Japan transport picks up infantry from Wake Island, tank from Japan, drops in Burytia, defended by 6 Russian infantry. 2 Japan fighters and Japan bomber to Buryatia. 2 Manchuria infantry to Buryatia. Battleship support shot from battleship east of Japan. The purpose is not to claim Buryatia, but to destroy the 6 Russian infantry losing at most 1 fighter in the process. Odds are around 75% of doing so.
2 French Indochina infantry and French Indochina fighter, plus Kwangtung infantry, to China. This leaves India in UK hands, but UK could have reclaimed easily anyways.
J1 combat results
Hawaiian island attack 1st round had US inflicting 1 hit (not by the US sub), and Japan hitting nothing. I dropped the cruiser and stayed, US sub submerged. Japan sunk the US carrier and suffered no hits in return. I decided to finish the 2 Jap fighters vs 1 US fighter battle, and killed the US fighter at the cost of 1 more Jap fighter. Results: 1 Jap fighter survived.
East Coast attack first round, everything missed. Second round, Jap fighter hit, US battleship missed. Third round, Jap fighter hit, US battleship hit. I dropped the Jap fighter. Keeping the fighter would require parking a Jap carrier at Hawaiian islands, without any reinforcements, where it would probably be sunk by up to 1 sub/2 fighter/1 bomber.
Burytia succeeded with 1 infantry 1 tank plus all air remaining.
China failed with 1 Japanese fighter retreating. 1 US fighter and 1 US infantry survived. Awful, awful fail.
Comment: 79% chance of capturing China with at least 1 Japanese infantry and 1 fighter. The result left 1 US infantry and 1 US fighter alive, a huge, huge swing. This is why a lot of players complain about dice. But really, experienced players will know that MOST battles go better or worse than “average”. As it is, Japan did extremely well in all its other attacks, and can be thankful for a turn that generally went quite well. Blowing up the US Pacific fleets at a minimal cost in Japanese air was very lucky for Japan; there was a good chance both attacks would have failed, and that Japan would have had to retreat to the Solomons.
Comment 2: Some people say things should be “average”. But by “average”, it’s like they’re thinking - "I flip a coin and it comes up heads sometimes and tails sometimes. So if I flip an AVERAGE coin, it should never land heads OR tails, because either one would be different than the “normal” result of “half the time heads” and “half the time tails”. Therefore, the coin should either land on its edge every time, or end up spinning in the air endlessly, never landing. Nonsense! Sometimes it comes up heads (good). Sometimes it comes up tails (bad). (Or vice versa, your preference). The A&A player that manages risk the best and plans the best attacks, that manages to compensate for poor luck and take advantage of good luck, is the one that should win!
By “managing risk”, I don’t mean only engaging in 90%+ battles. Sometimes, you can gain a decisive advantage if you strike with multiple attacks, each only having 60-80% success probabilities. Though it’s likely some of such attacks will fail, the advantage you gain by the attacks you win may be enough that your failures are completely offset.
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J1 noncombat
East Indies battleship and carrier to Solomon Islands. Fighter at Hawaiian islands to Solomon Islands. 1 fighter from Burytia to Solomon Islands (to help stop the long-odds US sub/fighter attack)
Caroline Islands carrier to east of Japan. Fighter from China, remaining fighter from Buryatia to sea zone east of Japan.
Bomber to Japan.
J1 placement: All units east of Japan.
Collected 31 IPCs (have 32 IPCs total)