Wow, vehement disagreement with Hobbes. Smexy.
Considering that with the Axis I’d rather have US destroyer blockers (kill them with subs, +2 IPC gain for J and less 1 unit to defend against the Japanese AF) and keep the entire Luftwaffe in Europe for the UK/Soviets then this point to me isn’t really an issue.
You don’t build Jap subs so you don’t care about US destroyer blocks. I do build Jap subs, so I do care about US destroyer blocks.
As far as killing destroyer with sub, I know better than to think you’re seriously trying to base major grounds on the miniscule IPC gain. The point of the US destroyer block is to basically screw the attack power of the entire Japanese fleet so US can move into a key position. You use a single German fighter to free up the attack power of two battleships, four or five subs, and probably destroyer/2 carriers as well.
You can go both ways - Japan builds subs, US builds subs - again the trick is to keep a fleet capable of defending against the Japanese AF - if that happens, then US can go subs all the way.
Theory, theory. But WHEN are you going to actually start pumping out those US subs? You push destr/carrier/fighter/transport with US! You know it, I know it. You don’t build US subs early because that’s not what you need for the early phase. You don’t build them in the mid because those don’t develop the position in the face of the Japanese threat (if Japan is handling its end properly). You don’t do them late because once you establish pseudo-dominance of Pacific, subs catch up way too slowly - you build fighters on a carrier based at Western US that immediately threaten Japan’s naval position, or you build transports to consolidate and dominate the islands.
Now, yeah, if you went KGF, you can use a couple subs for interference to stop Japan from running unescorted transports around. But in KJF, Japan isn’t leaving anything unescorted.
Japan can always strike first but it needs to set up its navy and AF to properly stop the US from advancing. The question here isn’t ‘range’ (which I don’t understand your definition of shorter) since the range is the same for all units, regardless of their country. (also Kareem Abdul Jabbar was a basketball player for the LA Lakers, not a boxer)
The key issue for J is the ability to mass enough naval and airforce to stop any US naval stack from advancing while at the same time defend its fleet/newly builds from US attacks. Failure to do any of both concedes position to the US and ultimately the Pacific is decided upon these conditions.
The movie “Game of Death” stars Kareem Abdul-Jabbar (among others). It’s not boxing, but the principle is that guy had this huge f*ing range. Yeah, you know, Kareem loses because he’s up against the star (Bruce Lee), but jesus. In boxing, the difference in reach is usually in inches, so it’s a lot harder to see the effect that a difference in reach has. But if you watch “Game of Death”, well, wow.
What I don’t understand is why you would consider that Japan can mass enough naval/airforce to deter US naval stack without Jap subs. I think it’s so much easier to deter US from making an attack when you’re going to dump 6 IPC Jap subs per US hit as opposed to 10 IPC Jap fighters. You preserve your attack power, you have preemptive attack when US runs out of destroyers.
Yes, yes, absolutely correct about Japan massing navy/airforce to push US. But if you know you are going to fight, or at least threaten to fight, do you want subs or fighters? Yes, fighters can push in Asia. Yes, fighters are more flexible. But subs are much cheaper, and you need to pump them early to get them into position in the midgame. The way I figure it, you go sub production early and use your existing airforce in Asia/Europe, then you switch to fighter production midgame. The newly built fighters protect Tokyo on unit placement, and have range to hit the US fleet that’s moving around.
Again, subs don’t defend against planes. Try holding SZ60 with mostly subs against an armada of US fighters and bombers.
Oh come on. Why BOTHER holding sea zone 60 (east of Japan) against a chunk of US air? The whole idea of the Jap sub defense, you shift, shift, shift. If US comes in fast and hard, you smash them with cheap subs. If US hovers outside sub range, that’s fine because by definition they’re not close enough to do anything problematic. I’ve never played a KJF defense in which my Japan fleet stayed in one place, ever. If US backs off, you push. If they come forward, you smash them or (more likely) reposition. Move, move, move! Don’t build industrial complexes that lock your defense down, flow like water, reflect like mirror, etc.
US buying subs on US1 is not a good idea unless Japan badly messed up and lost capital ships on J1. You need destroyers, fighters, cruisers and carriers - the goal is Solomon Islands landing on US2.
Yes, of course. But I thought part of my whole point was that Japan can use subs far more effectively than US can.
Faced it on Revised quite a few times - it’s only a gigantic pain in the a** the first time, turns into a nuisance afterwards: the US will still be limited on advancing on the Pacific, German units in Egypt survive (making Africa harder/impossible for solely the UK to retake) and J’s transport off SZ59 gets out alive.
Unless the UK fighter on Egypt survives G1 to join the UK fleet Japan can sink it, and if it joins the UK fleet, Japan can still sink SZ52 first and then scare the UK fleet to the Indian to prevent it from joining the US Pacific fleet.
One of the Axis bids in Revised that I’m used to is inf/tank in Africa, making for 4-5 survivors at Anglo-Egypt. You don’t counter Anglo-Egypt in those circumstances. You just give up on it, because it’s already gone. If Allies go KGF, you use US tanks to blaze through Africa for the quick reclaim. If Allies go KJF, though, you do something else - usually unification. But in either event, there’s no Anglo-Egypt counter.
If Germany went Euro bid, then you use UK to counter Anglo. But then you’re going KGF to offset the quick German pressure in Europe, not KJF.