Yea, KAF is the sole reason people started building infantry in W. USA and walking to E. Canada. Slower assault into Europe, but Japan has no real ability to do anything to N. America.
KJF - Now what do I do???
-
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 nothingAnd 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? -
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…
-
But the main think is that US will only be “screwing around” in the pacific ocean if he isn´t able to keep the Trn´s…. (he should build facory in Sinkiang in addition to this.
-
@ncscswitch:
Depends on the dice…
That’s always true :-P
but I get the picture…
-
Ok, so I’ve “still” got a problem with being battered around in the Pacific by the freakin’ USA. How exactly can I get ground forces onto mainland Asia (in large numbers no less) if I keep having to build trannies and ACs to play defense with? Those two along leave me with only 2 or 3 inf or art to buy. At teh same time, I can’t help Germany as much as I’d like. Can someone explain that to me?!
-
Is the US buying in the Pacific?
If so, Germany will be the major player in Europe. Japan just gets a few forces to Asia as it can.
Also, if the US is sending fleet against you, STOP building TRNs and land forces until you can protect them (AC’s, FIGs, a BB, perhaps a sub or 2)
-
The US is going hogwild in the Pacific. And if Germany is supposed to be going crazy in Europe, I am obviously playing Germany poorly. Very poorly. Because one time agains my friends, I got pushed back to the three main Ger territories, got bottled up, and then Russia just focused tank divisions upon tank division upon my meagre Japanese men, all the while US is building up, attacking, building up, attacking……
-
There are some older threads on killing the KJF.
Main items are:
Build AC’s to load with existing FIGs
Consolidate your fleet for defense.
Have a few SUBs for fodder and attack
Have at least 1 BB (preferably 2) to absorb hits and provide punchYou need to be sure you are killing the Pearl Fleet on J1, and whatever units UK sent to sink your TRN off Kwang in UK1
Then start with a TRN build off Japan in J1 (protected by a BB) and you can definitely offload 6 divisions to Asia on J2 (and 2 on J1).
Then, if the US keeps coming, build an AC and a SUB, and 2 INF (or more land units if you ahve the funds) to keep offloading to Asia
If US is still building up, another AC, and more land units.
If the US is building SUBs, be sure there is at least 1 DST in the fleet.
Then wait for him to come to you…
while you are sending 6 divisions per turn into Asia to boost your income.That is the short version. It may need tweeked for specific strats (India IC, Sinkiang IC, etc.)
-
Some thoughts and numbers on the naval KJF game.
As Japan you have to buy the 3rd carrier only after a US ‘offensive’ fleet moves within striking distance of your fleet (most probably in the Alaskan sz).
Your basic fleet of 2bb 2ac 4ftr 1dd 4trn has Dpunch 37 Count 15. The third carrier group will bring that to Dpunch 48 (8 hits in the first round of combat) Count 18. Pretty decent defense for the US to overcome. Normally a US attack against your fleet can’t happen before US5 so you’ll have 4 rounds (J2 to J5) to unload (a max of 32) land units in Asia.If the US will go hopping they’ll build a defensive fleet and you’ll have to attack it to kill the transports. Probably you’ll have to attack after they go to the Solomons.
Again your basic attacking force is 2bb 6ftr 1dd 1bmr 4trn (2ac) has Opunch 35 (almost 6 hits) Count 18. Also, it can sustain 6 hits without loosing Opunch meaning it will probably hit another 5-6 times in the second round of combat killing a 10-12 boat/ftr fleet in 2 rounds.
Also, against island hopping you should probably build the airforce up to 8 ftrs because each carrier can bring 4 ftrs to battle.
Finally I think that you have the option of not attacking the US fleet in the Solomons but after it conquers one of it’s target islands.I know that some things such as an Indian factory, the UK fleet, a Russian stack in Bury, the UK bmr threatening Japanese sea zones, UK ftr reinforcing PH and a Sinkiang factory (although it weakens US naval builds) can give Japan additional problems but the Japanese player should have the basic numbers in mind when organizing his naval defense against KJF.
-
It seems that you aren´t doing so well back in Europe.
In a KJF game Germany normally can take Egypt on G1 and then whole Africa and Tr.J. and Persia in the next 2 rounds without the use of big armies.
Meanwhile you can also threaten Caucasus and later on Moscow and don´t forget about London, because Uk sometimes forgets itself,
In many games you can also easily outbuild the UK navy if Uk isn´t putting much into Eu. waters and threaten London, Brazil or force the US to protect Eastern US with more soldiers, pulling pressure of Japan.