Jennifer’s Basic Japan Strategy Guide for 1941:
When you are first looking at the board with Japan, things look bleak. First off, you have a piddly little 17 IPC to spend, you cannot even afford a new Battleship! But a closer look reveals a lot more.
For Japan there are a few ways you can go, but I think the optimal solution is a bit more clearly defined. As far as I can tell, there are 5 major goals that Japan has to accomplish during the game.
1) China has to be eliminated. This is mostly done in Round 1 and the attacks include an attack on Suiyuan, Hupeh and Yunnan. (Note, I used to also hit Fukien, but have altered and used those forces instead on Kwangtung, I’ll explain why later.) The most important of these three attacks is Yunnan because that fighter has to be destroyed. Honestly, I see no reason that the fighter should ever survive until China gets a turn outside of really whacky dice.
2) SE Asia and India. India is nice to get eventually, just don’t go crazy. It does not take away England’s national objective, which is hilarious, and while it gives you one, you can also get it easier in other parts of the world. I do like to hit Kwangtung on round 1 because it is one of the territories needed for our second National Objective. (I also hit Philippines, Borneo and Sumatra finishing off the second NO, more on that later.)
3) South Pacific: Philippines must fall first round. You cannot afford an America with 3 National Objectives. It’s also part of our National Objective. Borneo and Sumatra are empty and if you send a pair of fighters to SZ 35, you can put your transports down there without protection safely.
- After the first round you may want to consider hitting Solomons and either Midway or Wake, just to remove another National Objective from America. (Hawaii is good too, gives you a National Objective, but honestly, now’s probably a good time to take out Australia which removes a British National Objective and gives you one.)
5) From here you can worry about Northern Russia and maybe fortifying yourself in China/India. Honestly, step five is the catch all phase. America’s probably making boats to threaten you, but if you sank his transport in Round 1 (and you did, didn’t you? And the battleship!) then he’s going to have to buy a transport to really do anything to Japan. Most players have forgotten to do that, instead they buy warships which you can ignore! If he did, no reason you can’t throw out some submarines. Sure, he can drive past them on his turn, but if you scatter them around, he’s going to eventually get attacked with them!
Also, as with Germany, I do recommend technologies. It’s one of the reasons I race to get all the NOs as soon as possible. With 2 or 3 dice a round going in, you’ll get something. And when you do, I recommend Chart 2 for Japan. Chart 1 can help you on land, but honestly, Russia’s gunna be busy with Germany and you’re going to need those naval and air power technologies to send at America.
Key Territories for Japan:
Chinghai: This territory locks up China preventing Russia from coming in.
Evenki: This territory locks up the Siberian territories preventing Russia from coming in.
Burma/India: Again, locks your south up. Good choke point.
Philippines, Hawaii, Australia and Wake, Solomons or Midway: These take away America’s and England’s national objective income streams
Kwangtung, Philippines, Sumatra, Borneo, New Guinea, Hawaii, Australia, Solomons, Manchuria: These keep your National Objective income streams running (note, some NO territories not listed since you normally don’t need to worry about losing them.)
Most useful units: Destroyers, Submarines, Bombers, Fighters Carriers