I will try to keep up with the AAR, but I am bad about it, so there might be some gaps. If I get questions and/or suggestions I will be more inclined to post - I hate it when I feel I am just posting for myself.
This is a scenario 1 game with limited house rules:
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These were from Gary
1. Issuing orders on turn 1: In order to simulate suprise, Japanese player will have the freedom to issue
any orders he wants on turn 1 except where they conflict with other house rules. Allies OTOH can give no
orders of any kind on turn 1.
2. Turn 1 Port Attacks: Japanese player may attack simultaneously in only one time zone of the map on turn
1. In other words if you choose to port attack Manila you can't port attack Pearl but you can also port
attack Singapore. If you port attack Pearl then you can't port attack Manila or Singapore.
3. Japanese player cannot knowingly go after Allied carriers on turn 1. However, after turn 1 game is open.
I proposed the following:
1. Max aircraft altitude is the second best maneuver band. This seems to be the best I have seen and tried.
It limits the worst of the high altitude sweeps and such and yet allows the different aircraft to be
different.
2. No strategic city attacks in or out of China before 1/1/44. It is too easy for the Japanese to completely
eliminate the Chinese supply and thus the Chinese.
I guess the first thing to be decided when playing the Japanese is just what goals do I have and what is the overall style and direction I am expecting to take the game in.
I have two games as Allies now and both of my opponents have basically just taken what I would consider the pre-war Japanese expected conquests and started defending. Since neither over extended themselves, I have found it hard to find a way to attack early. Both games are in April 1943 and even though I am preparing massive offensives for the very near future now, there has been no good way to attack before this. Neither is moving KB to a location I can see so I have to wonder just where their assets are. It is a bit frustrating.
So, at least one idea is to secure Burma, DEI, New Guinea, and Solomon Islands. A base or two in the Aleutians would be useful too.
The counter idea is to go all out and try to take either India or OZ. Either is an intriguing idea but which one and with what resources? If I invade one or the other, do I go for the entire country or stop short of the reinforcement line? My feeling is that I would want to go for the entire country, the reinforcements arrive mostly at off map locations so really the Allies just have a little bit more that the normal massive LCU strength.
Something in the middle is also attractive, Burma, DEI, NG, Solomons, New Caldonia, Fiji, Tonga, and Samoa. Coupled with a reinforced China force that would try for a China elimination. This has the advantage that the Islands could be protected with smallish forces and the presence of KB to discourage Gary from trying to take back the South Pacific islands too early. Mostly this is somewhat of a delaying tactic. I would be hoping to inflict some serious losses on his forces when he makes those invasions. Of course, he might decide to attack from somewhere else ( Java or Timor area or possibly into Sumatra).
I will have to make a decision soon, before I complete my turn one. I have a lot to do and most of it will be somewhat conventional. I will put about historic strength into Luzon, but will leave Mindanao until later.
Attacks into Ambon, Kendari, and Koepang are top on my list along with Northern Borneo. I will need to find troops to take Rabaul, Port Moseby, and Lunga along with engineers and aircraft. Palembang is also high on the take early list. Lots of decisions to make and only a few more days to make them. I have given myself until Sunday morning to finish my turn 1. The major decisions have to be made in the next couple of days. I have made a mistake before of starting a game as Japan without a clear plan and it was a disaster. I do not plan to do that again.
i am open to suggestions if anyone wants to make them.