@kungfujew:
Your plan stated that you’re leaving your fleet based in Malaya.
Never said that I’d keep it there.
@kungfujew:
If you’re using your airforce to take India on turn X, then they are well out of range to threaten an American fleet in sea zone 6 that just landed 7 units and an AA gun in Korea also on turn X.
Never said I’m using my air force to take India. I’ve seen India go down mostly with CV air, bombers, off shore attacks and a fair amount of amphibious and land units. Depends on the game though…
Last game-fest we played, one game saw India go down on J5. Normally this doesn’t happen until about J7 or later.
J1 Japan takes the PI & Celebes
J2 they take the rest of the DEI (they’re at 60+ IPCs at this point)
J3 they take Singapore
J4 they build a major IC there
J5 the first batch of stuff shows up, with a lot just to consolidate gains (worse case)
J6 the first load of troops exclusively headed for India shows up (worse case)
J7 they move to Shan State
J8 to Burma
J9 the Japanese will have combined an amphibious assault (sometimes mech inf. follow up the first wave of men headed to India) and India is done, at the latest turn 10.
Then its Japan 78 IPCs, Allies 70 IPCs.
But like I said, it depends on the game. The Allies have enough strength to attack, but not enough to counter attack. The Japanese do, so they can take advantage of Japanese won battles (and Allied won battles) by having enough left the next turn to develope what ever the situation happens to be.
We’ve had plenty of games where the Allies have taken Truk, but were so weakened in doing so that they effectively lost the game.
Both sides have to be able to win a major battle, and then have enough the next turn to take advantage of the situation.
In the DEI, as soon as the Japanese get a major IC in Singapore, they can get reinforcements to that region way before the Allies, who are relying on them to come all the way from San Fransico, 3 moves away.
The Japanese can exchange fleets with the Allies, build a new one the next turn in Singapore, right where the action is. San Fransico is a long way off, and the US come in piecemeal.
A good Japanese player will screw with the ANZAC bonus income by taking one of the Solomons too from time to time. They can hit either side of New Guinea from Singapore. Sometimes a DD will move down to Truk with a suicide transport bound for New Britain and take advantage of the air cover from Truks airbase and planes.
The Japanese have enough, and are able to build enough as the game progresses, to move steadily toward India, defend Truk & Japan (SZ6), squeeze out China, and screw with the Allies in the Solomons (the ANZAC bonus islands).
@kungfujew:
Plus, assuming a balanced American fleet
@kungfujew:
Then, assuming there are also subs and your returning fleet
Don’t assume, you know what happens then…
@kungfujew:
Assuming the Americans stay out of trouble (which they probably won’t)
Yeah…
But there’s just too much assuming going on here.
You know as well as I do that the game takes on it’s own personality after just a few turns.
@kungfujew:
As the allies, always try to set up a 1-2 maybe even 3 punch with India, ANZAC and the US.
You can try what you want as the Allies. It doesn’t change the fact that the Japanese start the game way air heavy over the Allies. That the Japanese can take the PI, the DEI, Singapore, and on to India smartly without taking heavy casualties.
It doesn’t change the fact that Japan can go 26 IPCs J1, 40 IPCs J2, and then be at 60+ IPCs J3 & on.
It doesn’t change the fact that Britian will go 16 IPCs B1, 13 IPCs B2, 9 IPCs B3, and then be at 5 or less IPCs from then on.
It doesn’t change the fact that Japan can take out China and only need to divert a few fighters and/or dive bombers by using their strategic bombers smartly.
It doesn’t change the fact that Japan will be able to match the US and ANZAC buys early on, and then out buy them after India is done.
The biggest factor for an Allied win OOB is a poor or ineperienced Japanese player. Against a good Japanese player, it just ain’t going to happen unless there is a blue moon. :-)
Or unless the Japanese player has drunk too many Blue Moons. :-D
@kungfujew:
P.S.
Go out and find the game TACTICS II. It’s awesome.
Tactic II was a good game for it’s time, which unfortunately was a little before my time (but not by much). By the time I got into Avalon Hill hot and heavy, Blitzkreig had been released, which was the “upgrade” or “revision” to Tactics II. I did however, buy Tactics II (and just about every other A_H WWII game I could lay my hands on) and owned it a long time ago. I played a few games, but like I said, Blitzkreig just blew it away, especially when you used all the optional rules (like the air rules, and the upgraded naval rules that came out in The General).
I traded most of the the old games I didn’t play anymore in at the local gameshop here in town a long, long time ago though. A buddy of mine kept all of his, he still has Tactics II!
@kungfujew:
P.P.S.
I don’t know how you guys play China, but I can’t figure out how people think it’s a pushover. I always make them do extremely well or make the Japs spend way too many plastic lives on taking them out.
Depends on what the Japanese do, but it doesn’t matter either way. Defend Yunnan or go north. If the Japanes park their strat bombers in Hong Kong, Kwangsi or Vietnam, they can reach out and touch the Chinese (and the British and anyone else who strays too near). That, along with 2/3 fighters and or dive bombers is enough to do in the Chinese.
I even built a minor IC in Hong Kong, or was it Kwangsu (doesn’t matter) one game as insurance, and didn’t even need it. It was a 12 IPC win for the Allies as it was 12 wasted IPCs for the Japanese, who won the game anyways.
The Japanese are going… or should I say, they can start building fighters on J2. Truk gets defended with…again… I should say, Truk can be defended by Japanese air units. If the US moves on Japan, these air units are available to return to SZ 6 and attack any US ships there after an attack on Korea and land in Japan. The Japanese are…dang it!!… They can defend Japan with fairly numerous air units as well with just a modest amount of new fighters being built each turn.
I never said the Japanese fleet stays in SZ37. They go there when they’re ready to take out India sure, but the PI is where they go if there’s nothing else to pounce on at the moment.
Hell, I’ve seen the Japanese with 5 CVs by J4 before. When they are spending 60+ IPCs by J3 (that is a given), you better believe they are going to have something to say about the US making a move into SZ6, AND have enough to be getting ready to trottle the British in India.
And that’s the main problem with the game. The Japanese start out heavily advantaged in units, then zoom to an equal income level with the Allies in just two turns, as the Allies collective income is dropping like a rock in China & with the British.
By the time the US have collected up enough strength to throw a single punch at the Japanese, the Japanese are waiting with a double combination counter punch. Then it’s downhill from there.
There is a reason why there are no effective Allied Strategies being discussed on here, or on any forums.
It’s because the Japanese can counter anything the Allies can do.
And once the Japanese player gets the hang of what he/she is doing, then it’s hopeless for the Allies.
The Allies may out dice the Japanese once in a while. Or catch them making a bad move. But when the Japanese progresses to the point that they know what to do to win, and go about it smartly, you’re just wasting your time as the Allied player.
You take two equally skilled players and have them play a number of games, and you’re going to see the Japanese side start to dominate the win column.
Not the mark of a good game, or at least one that was well play tested anyway…