• How about if it lands in China after being used to take FIC…

    Now you are down 1 of 3 of your continental territories on J1… China is reinforced… you have 1 TRN left… you have 6 INF in Bury… and you are down to 5 FIGs to start (losing 1 in FIC).

    You can;t re-take FIC, kill China, Take Bury, and block the US fleet with what you have left.  One or more has to give… and which one may mean your doom.

    Leave the US in China, and you risk Kwang or Manch
    Leave the Russians in Bury and you risk Manch
    Don;t take FIC back and you risk Kwang, or an IC in FIC…

    And then of course, the US will be sending ARM and FIGs into Sinkiang with THEIR new IC…


  • @Nix:

    The best KJF that can be mustered from my mind is as follows (in short, the perfect details depends on opposition).

    Russia, stacks 6 inf in Buryatia on R1, allso moves 2 Arm to Yakut. this is done to attack machuria R2.
    2 Inf from Novo to Sinkiang, to defend it.

    UK build factory in India R1, attacks french indo china with 3 inf(india) and 1 fig sz35  (65% succes in wiping it and having atleast the fig remaining)
    DD SZ35 kills Japan Trn, UK trn sail to SZ49 to prevent Japan reinforments to reach french indo china J1.

    USA builds factory in Sinkiang, and build fleet in pacific. (should still put a little cash on a trn or two to send to reinforce UK and make raids on germany.

    Russia will in the begining have to face Germany quite alone, but when japan is pushed back of Asia continent and US navy appears they will be able to get reinforcements from india and Sinkiang (figs, arms, etc).

    this is my thoughts on a usable KJF strat. (Russia will get more income then if you do KGF, and that will help holding germany at bay)

    Some of what was suggested here is pretty much what my US friend did.  An IIC, plus a huge build up in the pacific, plus russia stacking in bury, then ATTACKINg into MAnchuria afterward, taking it.  then a push from the middle, and north and south prongs, pretty much wiping out any  and all ground troops.  Nasty i tells ya, nasty.


  • there is no denying that you can put early pressure on japan with the moves mentioned, but if it is so easy how come none of us see it? simple, against competent japanese play (and german) it doesn’t work.  germany is in moscow and all you have really taken from the axis is 9 ipc along the coast, at the cost of the 9 in africa going to germany as well as any russian territories they are gobbling along the way.  germany at $50? i’ve had 'em there (you guys probably have too) and it is worse than japan at $50 because it ALWAYS means no more russia


  • Both KGF and KJF are good ways of trying to win as allies.

    I myself played as Allies only once and did a hard KGF…
    next time I will try a KJF as Allies and see how this works out.

    I think Russia has to be albe to manage G with only a little help of UK and USA.
    after all, once you spend 15 IPC’s in the first UK round for India. it takes 15 IPC’s every executive round (3 armor?), meaning you have 10 to 15 IPC’s to reinforce Russia…
    USA can use the starting troops to drop in Africa and see what G is doing next. If he loses the idea of Africa, then USA can go Pacific all the way…
    that should to the trick…

  • 2007 AAR League

    US precence in Africa on US 1 in easily countered in G2. (us ships sunk, Algeria retaken.)i


  • who said they should sail to Northern Africa?
    :-P

    if they would sail to Northern Africa, and G has AF nearby, BB in range,… don’t go there!

  • 2007 AAR League

    where do you want to send them? Brazil?


  • Since when is Brazil a part of Africa?

    You can drop USA troops south of the neutral territories as well (I think it is in USA 2…)
    you can prevent G from taking territories there…
    G usually won’t take his AF to counterattack loss of those territories, while he can’t use the AF against Russia that way.

    As for Algeria being countered and retaken? well, at least you gave G something to chew on for an extra round…
    and don’t forget: there has to be German AF nearby (I think only Western will do?) and probably the BB, too (if G wants to wipe out those transports and the destroyer)…
    if these are not present or nearby? then taking Algeria can be a pain in the a** for G.


  • if you go algeria usa 1 then the air in both western and lybia pound your 1dd 2 trannie fleet :-(

    i often go brazil usa1 then sub-sahara usa2 with another link in the trannie fleet moving to brazil, then in usa3 you have (as i previously mentioned) a 2x2x2 movng 4 units into africa and as soon as algeria does open up (german forces going east) then you can move all 6 into it dropping off 12 units.  after a one round hiccup that those 12 units cover for you then have a 3x3 going into north africa.  how is this related to the topic again :?

    anyway i think i can link it to a KJF this way; get the atlantic shuck in place with the northern fleet a 2x2 and the southern one 2x2x2 and you don’t need as many screening capital ships (do DD’s qualify as capital ships :|) and the rest can go pacific.  this is MUCH slower than a tradtional KGF obviously but if usa goes after japan too early they are just tossing boats to davey jones (imho)


  • Ok, so I just had my fleet wiped out again by the Americans, who went KJF again!!!  :|(Yes, I know what you are all thinking: boy, does this guy ever suck at playing Japan).  But the thing is, I was trying to play a bit “smarter” compared to the last time i played, which was when I kept building up my naval forces and few ground forces.  THis time, it was pretty much all ground forces and little naval forces, and I paid for it dearly.  In the end, in the Pacific, there were 2 American BBs, 3 ACs, 6 ftrs, 4 destroyers, and a couple trannies.  I was only able to put down maybe a sub and a trannie before being wiped off the ocean.

    Is there a happy medium when it comes to knowing how much to build in terms of ground and sea forces?  If so, where, or what, is it?  Because I’d really like to keep my Jap fleet alive and be able to protect my precious precious islands that got taken away.  I realize I sound like a bad player, but I’m more a Germany kind of guy who knows what should be done using Japan.  Unfortunately, I can’t seem to balance the naval and ground forces part of it.  Please be kind.  thanks again.


  • OK… when the US is building in the Pacific, they are TWO moves away from Japan, that gives you time.

    Start off with a superior DEFENSIVE fleet.

    That means building an AC if you have lost both starting AC’s.  Then keep your FIGs in range to land on them.

    US goes after you, but whatever they build is TWO moves away.

    If the US builds to be superior to your fleet, then build another AC (and move 2 more of your FIGs to where they can land on it when needed).  And AC build adds 11 to your defense roll for only 16 IPCs (adding your land based FIGs).

    If the US builds subs, then Japan should build a sub and a DST.

    The thing is… Whatever the US builds, you get TWO moves to counter (did I mention that already?) before he can strike.  And even at STARTING income, Japan could drop 2 AC’s, 2 NEW FIGs, and a sub.  Add in your land based aircraft, your surviving initial BB’s, the TRN’s you had bought for your land assault on Asia…

    The US can out economic and out build Japan on fleet  IN TERMS OF UNITS.

    BUT… Japan is in the DEFENSIVE role here.  If the US is investing all of its money in the Pacific then they HAVE to attack, or the Axis wins.  And defensive navy is CHEAPER than offesnive navy…
    AC on defense are 3’s instead of 1’s
    FIGs on defense are 4’s instead of 3’s
    TRN’s are 1’s instead of nothing

    And what is Japan’s starting advantage?
    More BB’s, more FIGs.

    That is more free shots that you can absorb, and lost of FIGs to load up 16 IPC’s AC’s.

    So the US moves in and wipes out your TRNs. BIG DEAL.  You wipe out TURNS of USA economics, and Germany gets to fight only 2 nations instead of 3… actually 1 1/2, because the Japan TRN’s are STILL sending forces to Asia while they are waiting for the US to move across the wide expanses of the Pacific…


  • ok, don’t get me wrong, I see your (excellent) point, but what happens if he starts island hopping?  Am I supposed to let him do that or do I try and stop him?  I see where you are coming from, and I’m gonna have to re-think my Japan strats more, but he just seemed to take me out piecemeal.  ANd really, I don’t mean to whine if it sounds like I am, but i’m just frustrated by inexperience and (seeming) inablity to counter.  I play this game infrequently but monitor these boards frequently, looking for advice and and interesting strats to use or add to my own.


  • If he is Island Hoping STRAFE HIS FLEET.

    This will kill his TRNs, and leave him with nothign to “hop” with.

    Then you sit back and wait for him to attack you, or you strafe again in 2-3 turns when he has had a chance to build some more TRNs and move them forward.

    Either way, you keep pouring your forces into Asia as though nothign has changed…


  • Strafing USA good?
    This gets tricky when he has a superior fleet AND some BB’s to take first hits!
    and I think USA can easily accompish such a fleet!
    he is on defense then and gets better rolls!

    so if his fleet is inferior when attacking you, but superior when defending?
    (and of course, he goes island hopping)
    how will you be able to strafe then?

  • 2007 AAR League

    hit the us fleet wit all you got, if the ods are god for mutual destruction if you really want to stop the island hoping, personaly i see island hooping as a late in the game problem…


  • And remember,

    With the strafe all you are going for are the TRNs.  As soon as you sink them, retreat.

    You will probably lose Japan’s TRNs in the process, but your new builds will be where you need them, and then you offload another batch of troops to Asia the NEXT round.

    Then if needed, those TRNs become fodder for another strafe to kill the US’s new TRNs

    On defense, he can;t use any bombers or island based FIGs.  Japan can, since his fleet will be in range of almost your entire air force whether it is on carriers or not.


  • @Axel:

    Strafing USA good?
    This gets tricky when he has a superior fleet AND some BB’s to take first hits!
    and I think USA can easily accomplish such a fleet!
    he is on defense then and gets better rolls!

    so if his fleet is inferior when attacking you, but superior when defending?
    (and of course, he goes island hopping)
    how will you be able to strafe then?

    well, ncscswitch?
    How can you strafe a USA fleet that is inferior when attacking (so, USA will not attack you but will go island hopping), but SUPERIOR when defending?
    and certainly: what if he has 2 or 3 BB’s?
    I believe a strafe is not as easy as it seems then!!!


  • If the US has 3 BB’s, then Germany better be kicking butt in Europe, and Japan better already be heavy in Novo, because several turns have gone by, first for US to build them, then more turns to move them forward.  All of that time the US has effectively been a non-entity in the game.  And in a game of Japan/Germany against UK/Russia, the Axis will quickly decimate the Allies.

    Not to mention a few subs built by Japan, combined with her air force and her own BB’s, can still make quick work of those BB’s… trading Japan Subs for US Battleships.


  • Still,

    you seem to picture it as a piece of cake…
    I’m not so sure about it all!

    Let’s just say Germany is not able to pull Russia and UK off, due to lack of a good strategy from the G player!

    my question remains:
    Starting from which proportions do you strafe a fleet?

    Do you strafe one when you have less pips on attack then he has on defense?
    when do the proportion of pips def/att trigger your sence for strafing?


  • Not necessarilly a matter of pips.

    It is a question of number of hits I can reasonably assume to get compared to the number of TRNs he has, compared to the number of hits I’ll take on the defense roll, and what units I will have to take those hits on.

    If I can trade absorbed hits on my own BB’s, and a couple of SUBs and take out the US TRNs, then I have just made his fleet impotent for taking territory.  And then if I pull back with my BB’s, remaining fodder units, my AC and land some FIGs on it, the US has to attack ME on defense with carriers, fresh BB’s, etc.

    Of course, if I have bomber(s) in range, and enough fodder (like I dropped 2 subs for every BB the US built) and I have the ability to get a large chunk of my FIGs to the battle, I may just go ahead and kill that fleet.

    Depends on the dice…

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