It’s a shame that SZ 5 touch about a full half inch of Korea… a pretty big oversite I think.
Latest posts made by Col Hajj
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RE: Naval Base in Alaska wins the game
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RE: Naval Base in Alaska wins the game
Well, it was a good plan before the huge earthquake that realigned the map! lol
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RE: Naval Base in Alaska wins the game
@WILD:
By the way Col Hajj, welcome to AA.org. Keep on posting your thoughts and strats. This idea could be helpful along with other tactics and planning. The timing would have to be right for success, just like anything else. I feel that Japan could counter, but could prove to be beneficial in the right circumstances. At some point the allies will attempt to liberate Asia, this is another way in.
Thanks for the welcome Bill. I’m sure I’ll post more thoughts as I find them, this one was just staring me in the face!
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RE: Naval Base in Alaska wins the game
@WILD:
Say the US had a build up on Alaska, and a port. As Japan I would see this as a threat to Tokyo. I would also be building, or transferring units to Japan (a home island force w/air cover) same as I would if there was a build up on Hawaii, to at the very least match them.
This is one of the tactics this strategy is counting on. In order for Japan to match the US fleet wise up here, they are going to have to be spending quite a bit of money. In our games, Japan is still needing quite a bit of money directed to the mainland and UK at this point and forcing Japan to spend 20 or so ICPs a turn back at the homeland is huge.
I would still have two other fleets lurking about w/air cover to threaten India/Anz/Hawaii. Of coarse Japan would still have an Asian ground battle going as well. As Japan you know the US can’t attack you until rd #4, unless you provoke war. This would give you time to follow your agenda, then set up def for home base. You could also use DD’s to block them off. You also have the option to attack them in Alaska as well. The Japs can mount an attack just about any where.
If the US is not brought into war until turn 4, that gives them 92 ICPs (if my memory is correct). That means they could drop that entire invasion force on turn 4 (minus one Inf.) just buy not buying anything during those turns. And, if they are left alone, they will not have lost anything they need to replace with that money. How much pressure would you feel as a Jap player if the US could strike the mainland on turn 5?
I could see this tactic working more as a decoy, so the allies can get the upper hand and exploit weakness that Japan might have in other areas due to having to tie up units at home. As Japan if the US used its Alaskan force to invade Korea (I didn’t realize sz 5 was connected thanks), then yea, I would be a little shocked. Shocked that they put 10 ground units there that will take 2-3 turns before they can get off the coast w/no air cover. The turn after the US lands on Korea, I would go after the US navy with the Jap units I have there to defend Tokyo (I would have a ton of air power) + what ever I could spare in the area. If I didn’t have ground units or transports for some reason, I would leave the US Korean ground force alone for now, because they can’t get off the coast (even tanks).
In the US turn they do one of 3 things.- Stay put and build an IC/maybe fly in some air if they planned for it (could be a though nut to crack), but still doesn’t get China liberated yet, plus your on the coast (very dangerous place to be).
- Move all ten ground units 1 space to Manchuria (easy prey w/o air cover), but could start popping up Chinese to make your force larger, and bring in the notorious flying tiger if for some reason its still alive.
- Run your tanks to Jehol, and leave your inf behind. This would only split your forces making it easier to take them out, and your tanks are still on the coast (could have a few Chinese with them though). By this time unless Jap is taking a nap they would surly be able to bring in enough ground/air to finish off the US units.
The whole point of this strategy is to divide Japan’s income and make them less combat efficient on all fronts. If the invasion force survives in China, then the money is taken away and Japan will fall.
I’m not saying this tactic can’t work. In the latter part of the game when Japan is beat down some it could be effective. Even early on it could have a shot if for some reason the Japs don’t build up forces around its home base (most will always have a reserve at home). It is something to look into that’s for sure, thanks for the tip.
Thanks for looking at this idea with open eyes and not just condemning it out right like many others.
I was wondering if you would be better served to station every thing in the Aleutians w/AB instead. Its only two moves (wouldn’t need a NB) and you could get the air cover from the islands while you are building. In the right circumstances you may be able to fly those ftrs based there (Aleutians) to Korea or Manchuria to better establish your self. Of course your Asian ground units would have to survive one turn for that to happen. Of coarse if you were planning on also building an IC on Alaska (to help def it) then the Aleutians AB may or may not fit your plans.
I had originally not used the Aleutians as a staging point as they are within bomber range from Japan. It might be worth it dumping all those fighters there first for protection, although it would considerably raise the cost of the invasion force. Something to think about.
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RE: Naval Base in Alaska wins the game
I would not put a IC on Hawaii, to much of a risk. If you could drop and keep one in Korea, that would be a different story.
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RE: Naval Base in Alaska wins the game
If you can plant and keep a factory there, even better!
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RE: Naval Base in Alaska wins the game
Joe, that was the first thing I noticed about this site… people are not even willing to test a strategy out before they denounce it as having no value at all. I’ve seen this work in more then one game… and against me playing Japan. I’m by no means the best player out there, but I’ve been playing strategy games for over 20 years, so I’m not a retard when it comes to these things. lol
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RE: Naval Base in Alaska wins the game
You can not make it from Alaska to SZ 5 in one turn with out the naval base… unless your map is different then mine. Sure, you could just take two turns to get there, but that leaves your invasion force vulnerable to both air and fleet attacks by Japan when they are stuck sitting for a turn in SZ4. It also means there is less pressure on Japan since they have an extra turn to deal with it.
The objective is not to take and hold Korea. In order for Japan to win the game, they really have to increase their income and put lots of pressure on the UK/China while controlling the DEI. In the early stages of the game, Japan has plenty of ships and aircraft to deal out a lot of damage. What they lack is the ground forces to take and hold a lot of territory and the income to rebuild the lost aircraft and ships while pumping ground units out from a factory in the mainland.
If you happen to get a foot hold in China, just drive your tanks around taking money away from Japan. Sure they can come take it back, but that requires them to divert land units from the advance on India and takes up some of the, now hard to come by income.
By setting up this move with the US, you limit Japan’s ability to heavily control the DEI since a large portion of their fleet and/or aircraft are sitting up north defending against the invasion of either Korea or Japan (they have to think about both since you can hit both in one turn once your fleet is parked in AK).
After the US wartime economy kicks in Japan can not trade ships and aircraft with the US and come out on top. The biggest problem I’ve seen with the US is getting that economy turned into combat effectiveness in the south pacific. Set this move up in the early stages of the game so Japan has to keep a watchful eye and counter measures tied up there. Then setup a decent fleet to head south which really puts Japan in big trouble.
All I’m saying is try this and see how much it cripples Japans ability to advance quickly.
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RE: Naval Base in Alaska wins the game
What would be genius is if people actually read what others typed. This move only takes 2 turns of US wartime economy income and 2 turns to setup.
1.Turn X the US enters the war.
2.Turn X+2 the US spends 95 ICUs (or breaks it up into two purchases over two turns to disguise what it is doing some what) on 5 Transports, 5 Tanks, 5 Inf and a naval base.
3. Turn X+3 the US moves the invasion fleet to Alaska
4. Turn X+4 the US hits Korea.That leaves all the income from every turn before X as well as the income from turns X+3 and X+4 to do whatever you want with.