Strategy for Japan and how long does it take to drive to moscow.


  • If you are attacking with 3figs you need two AC’s next to Pearl Harbor seazone…

    Incorrect, you only need one carrier. The fighter that starts in Caroline Islands will land in Wake Island (2 moves to get to harbor, one to get out to wake island seazone, then 1 to land in wake island). The other 2 fighters must land on the carrier.


  • The 3 tranny buy helps keep the US a LITTLE bit honest, since it leaves Japan with the ability to land 4 INF and 4 ARM in Alaska and Hawaii.

    And you are right Thamor, Japan CAN’T do it “all” on J1 if Russia stacked Bury.  But they can weaken Bury, take China, will take India also, unless UK is surrendering Africa, and can take out most of the UK fleet.

    Check out the open Japan move I made in the game with Ezto in the Games forum.  I got dice screwed on the UK fleet attacks, and I should have killed 1 more INF in Bury, but shows what is possible on J1.


  • Why not J1 Industrial Complex? 1trans save 7?

    That should work ok too. I’ve actually tried starting with 2 complexes and it’s not horrible either if the US doesn’t try to attack you. Massing tanks brings the Russians home in a jiffy. The thing with transports is that they’re extremely flexible. You can do a lot with them, like island hopping, taking Alaska if the US doesn’t have sufficient forces in West Canada to immediately take it back, defend against an American navy. Plus, you can move already existing troops from islands which in a way “saves” you money, whereas with complexes you have to build armies from scratch. This is especially apparent if the US decides to go after you, since with mass transport buy you can still shuffle troops off your island in safety while your complexes on land aren’t helping you defend against the American threat.

    The thing with buying 3 transports + 2 inf is that you can really make the most of your time. None of your money is saved so you’re getting gear out as fast as possible. You can bring 7 inf 1 art to Buryatia just from the transports, whereas with the complex you’re doing 3 tanks in what, Manchuria? And like 3 inf 1 art from transports into Buryatia?

    Eventually though of course Japan will need to buy a complex (possibly 2-3) because of mobilization limits. After I have complexes down then I send those extra transports to go mess around island hopping and such, which you can’t do that quickly or threatingly with 2 total transports.


  • Without a USA KJF strat in place, the 3 tranny build in J1 (allowing Japan to build to their limit in Japan and offload direct to Bury startign in J2) is the way to go.  Then I build IC#2 in FIC in J2.

    By the time I upgrade my Japan build to 7 ARM and 4 INF (47 IPC’s), I have already floated an “extra” tranny that is tasked to just grab island INF to move to Asia, or to grab UK IPC’s in the South Pacific (supported by BB and/or AC with FIG(s)).  When my IPC count goes above 42, I’ll save the excess to build the next IC…


  • The 3 tranny buy helps keep the US a LITTLE bit honest, since it leaves Japan with the ability to land 4 INF and 4 ARM in Alaska and Hawaii.

    You’re missing another important possible landing zone: Western Canada.


  • Ah, TY, looked at it a hundred times and never noticed…

    Still have that darn Classic map in my head where it has been for almost 20 years…


  • Im still kinda new to A&A but I have some kind of idea on how to win as Japan.  As the person that made this thread asked on how to approach Moscow as Japan, the answer is, you really cant.  The Allies have too many units in the asian area to allow a successful breakthrough.  So what you do is play a defensive roll in Asia……becuase if you try to attempt an offensive roll in Asia it would be a massive waste of units for nothing and also taking away important idustrial certificates to the pacific naval war.  What you have to do as Japan is to maintain naval superiority in the Pacific and simply capture all the islands that are scattered (Australia should be one of the first).  Also, Germany should absolutely keep up the pressure on the UK in the middle east, since most UK players usually place an IC at India, and a massive military build up there wouldnt be good for Japan.  I know how much you guys talk about tactics here, and I do too.  I love discussing tactics, but I also think that simple logistics are important too.  Well thats my idea on how to win as Japan.  Its not as detailed as how you guys like to make em, but its a general strategy.  How you perform it is up to you!  :lol:


  • Mech…

    I would not advise trying that against me.

    Japan IS a powerhouse in Asia, they just need trannies in J1 to make it happen.


  • since most UK players usually place an IC at India

    As far as I’m concerned, an IC in India is a losing strategy unless you reinforce it with a lot of Russian infantry and fighters, as well as US support in the form of a navy. Japan can bring a ton of forces to bear on it in round 3. Start with a buy of 3 transports and attack China with all land forces. Round 2, move all Chinese infantry into French Indochina and bring 3 transports of gear into French Indochina and get all your fighters/bomber into position (purchase 2 bombers in round 2 if you’re really paranoid). Round 3, attack India full force, remembering to grab additional troops from East Indies/Philippines as needed. That’s something ridiculous on the order of 11 + infantry, 1 tank, 1 artillery, 6 fighters, 3 bombers, 2 battleship bomardments against 5 infantry, 6 tanks, and 1 fighter and 1 AA gun (all the UK stuff that moved there and was built by round 3). I can’t remember exactly the numbers but I think Russia would have to send about 9 infantry and 2 fighters to make the fight less than favorable; I do not think Russia can spare that many men against the German menace by turn 3.

    It is true that most UK players do start with an IC in India; I have been talking with a guy who went to the tournaments and saw this in every single game played. It does work well against low to mid level players, but against advanced players who really know what their forces can do and exploit weaknesses, it isn’t a good idea unless you do a number of other moves to reinforce it, which is suboptimal as it lets the pressure off of the Germans.


  • If you buy IC in India you buy IC in sinkiang as well, there is no middle ground in that, India IC alone is more foolish than sinkiang alone.

    And turn 3 would see 7inf 3arm 3figs + 3-4 soviet inf 1fig + US 1 fig

    So it would be more like 11inf 3arm 4-5 figs in India and if possible leave a ship in india coast to prevent support fire. Some lucky AA rolls could decide that battle for UK win, but most likely only very lucky rolls on dices could keep it from falling. But that amount what you are throwing to India is really hard to stop, maybe strafing with the UK french indo-china. UK turn 2 would be taking FIC for itself, because all japan troops are in China.

    I have been messing with the idea of attacking FIC on UK1 3inf 1fig, that would put some pressure on J1 more if you can succeed in it.


  • I have tried the strategy that you guys keep talking about, the having trannies in J1 (thats the sea zone beetween Japan and Manchuria correct?)  Although that strategy helps out the mainland asia cause, it takes away from the war in the pacific against the US.  One game I did succeed in sending troops to Asia slowly while I concentrated 80% of my IPCs to buying naval units.  I did very well in that game until my Germany fell.  I just need to find a way to break the Soviet, British, and American lines in Asia.


  • Actually, SZ60 is the one on the Pacific side of Japan that borders directly to Bury…  Keeps your whole fleet in a forward position to defend against US while still ferrying troops.


  • Yeah you have your transports on the wrong side of Japan lol.


  • A couple of extra points to consider:

    You can try something which I call “fast-hopping.” That is, don’t use your initial Japan tranport to offload into Buryatia; instead send it to french indochina with 1 inf 1 tank. On turn 2, take Madagascar. On turn 3, take South Africa. Then you can work your ways upward with that tank blitzing. To compliment this maneuver, start with 3 tran 2 inf as your purchase, and on turn 2 send 1 transport to indochina, and then on turn 3 take Australia with that transport. That means by turn 3 you have taken Madagascar, South Africa, and Australia, which is 5 IPCs from the UK! Not a bad haul, in addition to India probably.

    Also consider lending your German buddy your Japanese fighters. In a KGF game, one of the weakpoints of Germany is Egypt. The Allies are destined to retake Africa unless Germany tries too hard or has lucky dice. On turn 2 usually the Allies drop around a total of 4 inf, 2 art, 3 arm into Africa, and have fighters floating around. Germany has to give up Africa soon or is just wasting units defending Egypt.

    Now the trick here is to fly most, if not all, of your fighters to Egypt on turn 2-3! Suddenly that 2 inf 2 art sitting in Egypt has a ton of backbone to it. It will be very improbable for the Allies to take your force out there unless they send additional land troops (takes a couple of turns to reach Egypt) or lots of fighters (less protection for their navy, less flexibility down in Africa). Hopefully the Germans landed 1 tank into Egypt on turn 2 in anticipation of this timely backup, so that it can blitz freely into the heart of Africa while the med transport brings more inf to reinforce Egypt. Suddenly Egypt is a hard point which the Allies did not expect at all, and lots of Africa is going to fall unless they really do something about it.

    To fly your fighters there in a timely fashion is not difficult. You should/might have a battleship + loaded carrier off of Egypt after killing the UK fleet on the first round. That’s 2 fighters that are going to Egypt to help your buddy out. After your first round attack on China, land 2 fighters into Manchuria. From here, they can reach Egypt! So you have 4 fighters in Egypt on turn 2, which is exactly when the Allies land there. This means they will be very loathe to try to blitz to Egypt on turn 3, and have to proceed very slowly into Africa at this point. The other two fighters you have might be dead or out somewhere towards the east because you may have wished to attack Pearl Harbor or at least defend your SZ60 navy. That’s ok, on turn 2 you can sail them to Manchuria if you feel you are safe, then on turn 3 you can join them up in Egypt for a massive defensive force there. A 1-2 punch by the UK/US is going to be very difficult as their piecemeal separate forces are going to get chewed up in one round by that many fighters and some infantry from Germany to stiffen it up.

    The problem of course is that you have 6 less fighters to push against Russia. This is significant, but I think it’s worth the loss. Russia may push back a little bit or be able to hold his territories for a little longer than usual, but by and large you still have lots of land troops coming in and experience nothing more than 1 turn of setback while you wait for tanks/infantry to shore up your frontlines. The economic and logistics problems you cause in Africa, however, is priceless!

    And at any time feel free to send your 1 inf 1 tank from fast-hopping up into Egypt to stiffen it up some more while you let your German buddy grab the IPCs, or simply blitz Africa while Germany sits there. You don’t have to over-reinforce Egypt with German equipment, so don’t send too much as Germany won’t be able to push back into Libya without a large investment anyways.

    And when you feel it’s time, you can always simply just release your 6 fighters from Egypt to cause problems in Caucasus or get ready for a Moscow assault, or if Germany happens to be in extremely dire straits, then off to defend Germany.

    Who says there’s no teamwork for the Axis?  :mrgreen:


  • @ShredZ:

    Russians stacking in Bury on R1 are dead Russians. Thats the perfect opportunity to walk all over north Russia uncomtested.

    My play group used to stack everything in Bury until it consistantly got wasted on J1 - now its a general rule that we pull everything back.

    I’m curious, how did you go about destroying everything in Bury? Did you not hit Pearl or China then?


  • Pearl Ultra Light allows this to be done, pretty easilly actually.

  • 2007 AAR League

    And still take China


  • Yep, and you might even get India… but ONLY if it was left vacant.


  • I see how this is possible, but only if the Brit fighter was not sent to sink the Jap sub and reinforce pearl. If that fighter does get the sub and lands on the pearl carrier, what would you do then? I suppose you could do the same thing, but your pearl attack would involve a significant amount of risk.


  • Just a shuffling of forces, and you would probably have 1-2 fewer INF alive in China afterwards.  But China still falls, and the Pearl Fleet (with bonus death of UK FIG) is killed.

Suggested Topics

  • 11
  • 31
  • 7
  • 25
  • 19
  • 23
  • 4
  • 17
Axis & Allies Boardgaming Custom Painted Miniatures

208

Online

17.3k

Users

39.8k

Topics

1.7m

Posts