Like Bunnies, I’ll go with 3 trns and then either add in an arm (or rt) depending on what I think I might need in Asia on rd 2 and how much cash I’ll earn at the end of rd 1.
**Yeah, I never explained the J1 tank build.
Early artillery build means an artillery in at the kill, right? But no, I don’t think that’s the case. I think an artillery built on J1 is not going to reach near Moscow until well into the game. At LEAST, I think, Japan has to wait for it’s J2 build to hit the shores. (That is, on J1 you have maybe 3-6 infantry in China and 1 inf 1 tank elsewhere; that’s probably it for ground units. On J2, you drop 8-10 more ground units into Asia, probably at different locations, which will reach the battlefront on J3-5 probably used for trading. But Japan has a lot of air, so you might as well use infantry for this early trading. Only by the J3 drop do you start seeing the Japanese units that will really start initiating the push deeper into Moscow territory, and that J3 drop means J2 production of artillery, not J1.)
But you will STILL produce artillery instead of a tank given that you need to solve the logistics problem of getting units to the fore, right? Where is the ADVANTAGE in a J1 built tank?
It is my opinion that early in the game, the Allies have a very weak hold on the Asian coast, and a single tank can mean either Soviet Far East or India.
To explain -
Early on, the Allies have more forces near India than Japan probably will (if Japan sent a lot of infantry to whack China). So the Allies can build up without a lot of advance notice, particularly with reinforcements from Russia. It IS expensive to do this, and there ARE disadvantages, but stalling Japan at India means 1 more UK infantry every turn and 1 less Japanese infantry every turn, as well as possibly forcing Japan to build infantry at French Indochina for a while, other small advantages.
So you will probably want to move units to that area.
Thinking for a moment, you know that four transports a turn (plus probably 1-3 more transports) can empty Japan. If you empty Japan quickly, you only need four transports to empty Japan. Given that I mentioned Japan has great flexibility along the coast, where should those four transports go?
Well, my thought is that Japan DOES have flexibility, and Japan can THREATEN to USE that flexibility, so any Allied buildup along the coast can be hit by 4-5 transports worth of ground plus Japanese air. But in general, you want to get into the routine of 2 transports at French Indochina and 2 transports east or west of Japan (probably east given Alaska/Hawaii/E. Canada, but there are certainly situations in which Manchuria is far better suited). The 5th transport probably serves dual duty of emptying Okinawa, Wake, and the surplus infantry on Japan into Burytia, and pulls infantry off Phillipines next.
Why like this?
The two transports at French Indochina, on the next turn, sail east of Japan, pick up four infantry, and drop them in Burytia (or west of Japan and drop in Manchuria). The two transports east or west of Japan pick up four infantry and drop them in French Indochina.
If you want to play the tank game, you can produce tanks to drop at Burytia/Manchuria. Those tanks can either head south towards India (they’re fast, and add to the hitting power there, but you DIDN’T have to buy another expensive transport to get them to the battlefront quickly).
But anyways - the idea is that you keep following up at each site with 4 plus ground units. (The north, even if bleeding tanks south, has the 5th Japanese transport feed). That means if the Allies attack, Japan has more infantry just waiting to smack the Allies back. Four ground plus 5-6 fighters plus bomber is far more than the Allies can easily handle.
What happens if you instead take the four transports and put them ALL at French Indochina on J2 (say)? Then you have a pretty good force at French Indochina. But unless you’re going to USE them all next turn to grab India, they’re just going to sit there - right? I mean, okay, obviously! And if they are NOT going to be used to grab India next turn, then those ground units are going to sit there NEXT turn too! Because at this point the four transports have to return to Japan to offload units, and with all the movement used up, no more reinforcements can arrive at French Indochina that turn. (You could use the 5th transport, but that means the islands and the Japan surplus won’t be moved off).
But let us say that perhaps you are worried that if you split transports that both the northern and southern Japan forces in Asia will be weak? Perhaps you are worried that the Allies will attack? YES, LET THEM, they are marching TOWARDS your rear infantry reserves, TOWARDS your fighters and bomber, TOWARDS your battleship bombardment, their infantry is NOT as effective attacking as defending.
But what the heck does all this have to do with a J1 tank, you say?
If you ARE setting up 5 Japanese transports this way (and note that the 6-7th should probably head to Caroline/New Guinea/Solomons/Borneo/East Indies possibly grabbing Hawaii/Australia/New Guinea/Madagascar/points in Africa, but that’s not until rather later) . . . but if you ARE setting up 5 Japanese transports, note that you are NOT dropping units into Soviet Far East! And the Allies may still resist at India!
So what this MEANS is that a J1 produced tank can head south to India, joining transported infantry at French Indochina in an early “bleed out northern tanks to support the south” plan as described above.
Or, if the Japan tank dropped into Asia on J1 headed south, the J1 produced tank can blitz Soviet Far East while still being free to retreat to Burytia or join any Japanese forces from Japan’s first turn that hit Burytia on J2 in an attack on Yakut. This means that the J2 infantry drop is freed to go into Yakut on J3 while the tank supports or stays back (depending on whether the Russians are putting up resistance, any forces at Yakut might be clobbered, so the Japanese can save their tank). Of course, with a tank stationed permanently at Yakut, Evenki becomes blitzable (probably the Russians will have at least moderate holding forces at Novosibirsk, but defending Novosibirsk AND Evenki is too much to ask - so that’s another cheap Japanese IPC. The Russians get it back, but WITH a Japan tank at Yakut, it’s a free IPC for Japan. WITHOUT a Japan tank at Yakut, there’s a good chance Japan can do nothing without bleeding out its infantry reserves - an acceptable loss if the Allies bleed out too, perhaps, but with a tank, Japan has a CHOICE; without a tank, Japan does NOT.
The early game is delicate for the Japanese, with a single tank very possibly meaning the swing. The tank that is dropped into Asia on J1 can help ONE of the above goals (probably Soviet Far East) But not both. That’s why I prefer a J1 produced tank; that second tank can come in pretty handy.**
If India and Bury have been vacated I’ll probably go armor, but if I might have to fight through one area/or more I’ll go rt since I won’t need the blitzing ability until later.
The EI IC is interesting, but I’ve never pulled the trigger on it, been close a couple times though. It needs to be bought early b/c you never want to back track your ICs, that is buy one for Fic/Ind, then buy one for EI. You should buy the EI first. But outside a strong Allied Push in Asia I don’t think Ind (or Fic) plus EI is better than just Ind plus Fic. You only lose 1 unit in difference but you save on needing the 2 trns to get units to the mainland.
**Honestly, I’m just not that good with the Axis. But I don’t think I would go for an East Indies IC. As described above, you probably want 6 transports just to grab infantry off the islands. (Note - an 8 IPC transport “makes back” 6 IPC pretty fast when it moves infantry that would otherwise NOT be used into Asia). Make it eight for East Indies, and add in the cost of an industrial complex, and you have 79 IPC worth that’s going to transports and industrial complexes; that’s 79 IPC not helping in Asia. Sure, you get a lot back transporting infantry off islands, and an East Indies IC helps in claiming Australia quickly, but you’re quickly in a situation in which you have six transports “locked down” for transport duty with only two transports for discretionary use.
Besides, note you’re spending 31 IPC (industrial complex plus two transports) to get 4 units to the mainland. Compare with 15 IPC to get 3 units on the mainland, or 30 IPC to get 6 units (with two industrial complex). Sure, an East Indies complex offers flexibility, but THAT MUCH? I don’t think so. I think it far more likely that you would build an East Indies complex only after emptying most of the islands and the Japan surplus, and have the Axis controlling Africa, so Japanese transports above four are left without any duty - throwing in for extenuating circumstances Allied forces contesting Africa and/or an Allied fleet approaching the high-IPC islands in the western Pacific.
Oh yeah, note - I do not see that DM DOES advocate an East Indies complex. I am simply stating my reasons why I would probably not go for it in most situations. (Barring extenuating circumstances which there could very well be.)**
If you’re looking for extra push on Moscow, then you want to move forward so I look to place on Sin or Novo or better yet taking Cauc with Japan.
Late, late game. I think in a KGF game Japan hits the eight unit limit far before advancing that far. Probably DM is talking about a SECOND Japanese IC. ((edit) - I see reading on that I was right)
I suppose my perfect plan would probably look like, 1 IC for Fic in Rd 2 or 3, 1 IC for Sin on rd 3 or 4, then taking the Cauc IC sometime after that.
So you prefer a Cauc IC with JAPAN? So you’re producing 8 units a turn at Japan, 3 units a turn at French Indochina, 2 units a turn at Sinkiang, 4 more at Caucasus? 18 units a turn! I’m guessing you don’t build more than 5 transports and around the time you capture Caucasus, you switch the focus from emptying Japan to gathering infantry from the Pacific islands and messing with Africa/Australia/Hawaii/Canada, hence producing not 18 units a turn but perhaps 14 (four at Japan, not eight)
But still, you prefer to capture Caucasus with Japan? Not Germany? So I suppose that you are using Germany’s forces to fend off the Allies at Karelia/Archangel and to defend against Allied invasion of W. Europe/Germany, and I imagine that you’re talking about a game that has the Axis going until at least round 7, with the Axis trying to gain economic superiority in Africa as Japanese forces build up in Asia to the point that it is JAPAN that is doing the bulk of the work in threatening Moscow while the Germans try to stall out reinforcements? Resulting in perhaps a round 8-10 Axis kill?
Like I said, my Axis game is relatively weak. Perhaps you would elaborate a bit or at least let me know if my string of suppositions is right.