I think optimal KJF play involves moving an Air wall (as many fighters/bombers as possible) to the center of the board immediately. If you can’t hold India against the Japanese, then your KJF is pretty much hosed.
This sort of opener would include things like moving your UK bombers as far as possible towards the east, so they have a strike potential in the coastal sea zones of 36, 61, 62 (with a landing spot of course) and then positioning your UK fighters (to whatever extent you can manage without screwing Russia) over several rounds, so that they can attack into sz 36.
I find that it’s extremely risky to build anything other than max ground in India, especially during early rounds, but every now and again, you can squeeze a single round of subs out of it, if you want to provide some extra fodder for an air strike against the IJN. This only works if you have a large fighter wall already parked on India with bombers to back them up, if Japan has no destroyer in range of sz 35, and if Japan cannot directly threaten India on amphibious. Otherwise you should always be buying ground at the Indian IC (not ships or air.)
The USA is likewise better served by having air already in place at the center of the game board “before” they move against the South Pacific.
For example, lets say you have 3 fully loaded carriers moving against Japan. That’s 6 fighters at the ready, parked on decks off the coast of New Guinea, or Borneo, or East Indies. If you have another 6 fighters already in position on the ground (like India say) then you could conceivably bring a dozen fighters into an attack against a Japanese controlled sea zone! 6 fighters taking off from the ground and landing at sea. The 6 fighters taking off from carriers landing on the ground. This is the old “fighter switcharoo” that can often be exploited to bring project more attack power off your carriers than you’d otherwise be able to.
Equally important to a successful KJF, is the purchase of blocking destroyers by USA. To take the money islands and actually hold them for an entire game round, it is often necessary to sacrifice a bunch of destroyers on blocks, simply to keep the IJN off you. This is critical if your plan involves a production expansion for USA (which it should), at least if you want to have any hope of actually taking Tokyo, or holding the Germans in off the Asian coast, after they capture Moscow (pretty much a foregone conclusion in the KJF). This is because it is very difficult for the USA to outpace Tokyo production simply out of W. USA.
A multi-round SBR against Tokyo may also prove necessary, top actually pull this strategy off, you know where USA and then UK both hit Japan’s home factory with their bombers in a decisive round of gameplay. Yunnan is the best staging ground for such a play, but this requires that you’ve already broken the mainland, which itself requires that you’ve already broken the money islands.
KJF is harder to set up and usually a longer endgame (and a less advantageous one for Allies) than the KGF, though it be extremely satisfying when it works. I think for Allies to really have a prayer at pulling this off, the Russians need to just murder G with their opening! or else Allies need a pretty cleverly deployed and fruitfully exploited bid. It’s not as hard as say, Germany trying to pull off Sea Lion, but it’s definitely the more challenging of the two Allied “kill first” strategies. The advantage you’ll have, is that many Axis players will have less experience facing this sort of gameplay, and may be more likely to goof or mess something up.
As an Axis player my suggestion for a counter would probably be a sub/bomber spam, or an IC build on one of the money islands. An early IC on one of the money islands can really screw with the Allies, and sometimes force them to move out with the USN much earlier than they’d prefer, for fear that you’ll just stack the territory beyond they’re ability to take it, if they wait any longer. This is mainly defensive posturing, if it’s clear that the Allies are going to go full bore KJF no matter what, then you might not want to take that approach. But if it seems like the Allies are still on the fence, an East Indies or Borneo build can sometimes push them back over onto the Atlantic side of the yard.
To be effective after the IJN is crushed, Japan needs 10-12 ipcs per round on average, so they can still buy aircraft. So as the Allies your goal should be to knock them down below this amount as soon as you can, either by sweeping their territories or bombing the hell out of them. And be careful of German breakthroughs across Szech! which can often happen if Moscow is crushed/contained by G.
One difference between the KJF and the KGF is that, after they pass the tipping point, the Japanese empire tends to collapse more rapidly than Germany does under KGF conditions. The key to this is crushing the IJN, and to pull that off you really need aircraft more than anything else. Bombers and Fighters will still do you more good in the long run than most naval units (though you definitely need the latter to get the ball rolling.)
Usually, if Tokyo falls, it falls to an all-out airblitz, rather than a large numbers advantage on the ground. Just something to keep in mind, with your purchasing decisions.
;)