Well the important thing to remember is that there is a huge difference between how the game is played under KGF conditions, versus how the game is played under Pacific or KJF conditions. If you try to apply the strategies and tactics from one set of circumstances to the other, you’ll usually end up failing. That’s why it’s important to pick an opening plan with USA and then stick with it, regardless of which direction you end up going.
Some the strategies discussed above sound more like an Allied Pacific feint to me, sometimes called “Contain Japan First” or “Stall Japan First.” In a game like that you have a bit more flexibility as Japan than you would under a full scale KJF, but even under a hardcore commitment from USA, you can still turn the Pacific game to your advantage as the Axis. You just have to be smart, and conservative about what you do as the Japs. There are a number of slight variations on the same basic Pacific patterns (Jennifer outlined some of them earlier) but all share similar theme of confusing the Jap player and forcing them into making bad purchasing choices. If you play it smooth though, you want to call down as much Allied money into the Pacific is possible, so G can just go nuts and run the board. As the Japs all you have to do is stack the home island for as long as possible, conserve your fleet, and prevent the USA from setting up enough production in range of Tokyo to seriously threaten it. The UK needs to start doing the same early on with London, (basically as soon as the battle of the Atlantic is won), if you want to hold the Germans at bay during the endgame. Really the only reason why KGF is preferable to KJF in my view, is that it provides for a more favorable end game set up. From a cutthroat game mechanics standpoint, its just much better for the Allies to have the UK/USA in Berlin with the Japs in Moscow, than it is to have the USA in Tokyo with the Germans in Moscow and still controlling Europe. That’s not to say that you can’t win out of the KJF endgame, but its harder to pull off once you get into that 2 vs 1 situation. Pacific games are more entertaining, but are harder to bank on and require more set up.
If I was setting up for KJF I would open like this…
Russia:
3 tanks, 3 inf
Summer Offensive (take Ukraine), or Tank trap (strafe Ukraine, risk Caucasus)
Both are high risk openings, but if they work as planned, then:
Russian stack to Bury
Forward position on India and Sinkiang
Fighters land in Kazakh (Novos/Moscow optional)
UK:
Couple Options for the UK build depending on which kind of Pacific strategy you want to adopt.
1 fighter, 1 destroyer to sz 59
If Borneo/New Guinea attack, then land the fighter in Bury, with the option to send the Carrier to block at Philippines should Borneo go well.
-Or stack India and land the fighter there, retreating the rest of India fleet to Africa and Evacuating the ANZACs to sz 42.
-Or merge the fleets in sz 30, with 1 inf to threaten (baits Japanese into poor position, but somewhat high risk.)
-Or send the fighter to attack sub in sea zone 45, landing on USA carrier (sub par I think, but can pan out with a luck at Pearl.)
Bomber to Novos or Caucasus depending on what happened with Russia and Germany.
Whether you decide to buy a Factory or not, depends on what sort of game you want to play. If you just want to Contain or Stall Japan you don’t need a factory in the first round, and you can always buy one later if the opportunity presents itself. It’s very hard to out-and-out Kill the Japanese (eg take Tokyo) without investing in Asian production though. A factory will commit you to full KJF, whereas all of the rest of it up until this point can be backed out of at the last minute by USA if things go terribly on J1. That’s why I still prefer a Carrier or Fighter build with UK over a factory.
Japan:
This sort of game is the reason why it’s a good idea to save 1 or 2 IPCs of the Bid for Japan. If you get more than that in a pre-placement bid, you might consider 1 inf in Borneo, or 1 art in FIC. Other options are also available, depending on how much of the bid went to Japan. Germany usually needs at least 4-5 ipcs of the bid for pre-placement units, so its rare to see Japan with the whole purse, but some will give the whole thing to J.
-Bid 1 ipc (build 2 transports and a Factory)
-Bid 2 ipcs (4 transports, or possibly 3 transports and a sub.)
-Bid 3 or more pre-placement ground unit
If Japs build a Factory at East Indies, it can throw a major kink in the plan, usually forcing USA to either abandon the Pacific or re-double the commitment. The other option for the Japs is to go heavy Naval. A mainland factory on the first round, usually just invites disaster. If you can sink the US fleet, then that is always advisable, but priority number one is to conserve your forces whenever possible.
USA:
Depending on what happens in Japans first turn, you have basically 3 options as USA. Continue in support of a full KJF, abandon the KJF at the last minute (having forced a somewhat undesirable first round purchase by Japan), or you can mess around with a two front engagement and see how things pan out. Of the three options available, that last one is the riskiest, but it’s also one of the more entertaining. Most players agree that you need to pick a direction and go all out in the beginning though, so it’s pretty rare to see the USA splitting the difference. I don’t use bomber strategies, or rely on SBR to steer the course of the game, but its possible to set up on Japan in fairly short order if you’re that way inclined. I think you’re better off focusing on ships though, because you usually need at least 2 carrier decks (and probably 3) before you can safely support a campaign in the South Pacific or the Soviet Far east. If Japan doesn’t buy a Factory in East Indies, then you can go island hoping with 1 transport, but if they do, then you’re going to need more than that to have an impact down there. I favor a solid Fleet with a healthy number of transports over a Facility (in Sinkiang or Alaska), just because it gives you a little more flexibility. Its always possible to buy factories in round 2 if the war on the mainland goes well, but if you buy them in the first round, then it locks you in to somewhat one dimensional strategy. You can say much the same thing about a Jap factory on the mainland in the first round. Usually they just end up tying you down and causing more headaches than they’re worth. Unless you’re prepared to fill them with tanks every round, you should always think twice before buying a new IC on the mainland.