You cannot take out India prior to round 4, period. There is no possible way to do so. You cannot use the old 1940 method of having a Major IC in Malaya since Malaya is not orange. The only major IC you can have is in Korea.
You cannot take out China prior to round 4 because it is a waste of manpower and time. You would be FAR better off taking out all the fleets and securing the islands (and thus denying all your opponents their national objectives.) It is superlatively easy to accomplish this, if you strike early and strike hard, it is nigh impossible to do this if you allow your opponents to collect their forces and marshal their strength, for it is you who must attack and it is they who can choose to defend on the ground, or water, of their choosing to set you up at the greatest possible disadvantage.
It is far wiser to destroy them before they have a chance to move, thus destroying their ability to marshal their forces, and deny them the power. China is an after thought. It has always been an after thought, it most likely always will be an after thought. The allies would ADORE it if you wasted time in China. That is more time for them to gather islands, gather their forces, and put you in a significant disadvantage.
Let us look at what China can do to Japan: Nothing. There isn’t a darn thing China can do to Japan. It can liberate some territories and it can turtle. It can do no other thing.
Let us look at what Japan gets from China: +12 IPC a round, great, but hardly outweighs the losses listed below:
Let us look at what Japan loses in China: At the very least, 24 Infantry, 6 Artillery and 1 Mechanized Unit. It is safe to say, you will lose at least every one of your starting ground units in SE Asia going after China. So for +12 IPC a round, you are giving up 100 IPC in ground units. Hardly a wise trade, in my opinion, but if you choose this trade, then it is your choice, is it not?
Meanwhile, while you are dithering in China, England/ANZAC have increased their power significantly collecting the Dutch East Indies and unifying with the Americans. America is a powerhouse because you did nothing to twindle their forces and Japan is well on its way to being kicked out of the Pacific entirely.
I have participated in and seen more games lost by Japan and America because they failed to strengthen their naval prowess early enough in the game to maintain naval supremacy. From the instant they lost naval supremecy, the game was lost. Islands count for: 29 IPC + 20 IPC in NOs (am counting Australia as the island it is, realistically in terms of game play.) You have also denied 20 IPC to your opponent, not including lost land income.
For the investment of a few transports, Japan has kicked America out of the Pacific, consolidated all the islands in the Pacific and sunk every surface ship the enemy has in the water. Now it is only a matter of time before India goes (after all, against 100+ IPC, India’s 15ish IPC isn’t going to do a heck of a lot) and then it’s a matter of tackling the China that cannot leave its shores to do anything to you.
I will gladely, GLADELY, trade you an unrestrained China for no Allied warships, or even no Allied surgace Warships in the Pacific!
As for your game request:
Forum Play
Alpha +2 Rules
National Objectives turned on
Non-Aggression as described in Alpha +2
Low Luck except round 1:
Round 1 Results:
Germany:
- Normandy taken with Artillery, 2 Armor
- France taken with 3 Armor, Fighter, Tactical Bomber
- SZ 111 cleared with Submarine, 2 Fighters, 2 Tactical Bombers, Strategic Bomber
- SZ 112 cleared with damage to battleship
- SZ 91 cleared with Submarine
- Mutual destruction in SZ 106 (British transport remains, Destroyer/Submarine destroyed)
- Yugoslavia taken with 7 infantry, 2 artillery, 3 armor, fighter
Other battles run Low Luck as needed. Results assume Britian does not scramble the fighter in Scotland, there is no point, odds are significantly in German favor anyway, all England will do is trade fighters 67% of the time.
Finland/Bulgaria activated of course.
Italy:
- SZ 93 cleared with loss of submarine
- Greece taken with Infantry, Armor
- British fleet attacks and is completely destroyed in SZ 97, along with German Fighter, Italian Fighter, Italian fleet in SZ 97 and German Tactical Bomber
Japan:
- Philippines taken with Infantry, Artillery remaining (fighter defends the land)
- SZ 35 taken with damage to battleship
- SZ 37 cleared without loss
- SZ 26 cleared with loss of Tactical Bomber (Fighter from Japan lands on 3rd carrier)
- FIC/Sham State twol, mt
- Cha/Anh twol, mt
Sometimes I toy with taking Amur, usually I do not. For the sake of ease, assume Amur falls and 3 Japanese infantry are lost. Sometimes that works out better, if Russia is one of those players who stacks in Amur.
Allied Attacks, round 1 (except SZ 97) are Low Luck.
From Round 2, all game play is Pure Luck as the dice fall except extremely large battles (any battle with more than 200 IPC worth of ground/air units or 300 IPC worth of naval/air units. To prevent the ridiculous to happen.)
If you accept, and I don’t see why one would not accept, as those are the stastically probable results with the most likely outcomes and a gift of SZ 97 which takes 3 british fighters, tactical bomber, destroyer, carrier and cruiser with it, we can start a thread. I’ll upload the most appropriate map, of course, I do not know how you will wish to use your nations, so I can only adjust the Axis powers.
Below is how I envision the end of Round 1, give or take some NCMs to avoid issues from England with Italy. (Perhaps the 5 infantry stay in S. Italy, in case England goes to SZ 91/92?)
envisioned.AAM