You have all presented good plans that were well thought out but here is something for you all to think about.
6. Initiative Stage
In this stage you work out which side has the initiative. This affects who has the first impulse and who goes first in various other activities. Once you have the initiative, you keep it until this stage of next turn.
6.1 Determining initiative
Each side rolls a die. The space the marker occupies on the initiative track will give one side or the other a modifier (except in the middle space).
The side with the higher modified roll wins the initiative. If tied, the side that has the initiative from the previous turn loses.
The initiative track will indicate if you can demand a re-roll. If any active major power on a side demands a re-roll, move the marker one space towards the other side’s end of the track. Both sides now re-roll (with the new modifiers). The re-roll stands - there can be no further re-rolls.
Turn the marker to the side that has won the initiative.
9. Declaring war
9.3 Compulsory declarations
Germany must declare war on Poland in the first impulse of any game that starts in Sep/Oct 1939. No major power may make any other declaration of war in that impulse.
France and the Commonwealth must declare war on Germany on their first impulse after Germany has declared war on Poland. No major power may make any other declarations of war in that impulse.
The Axis has the initiative (Axis initiative modifier is +2) so the Axis must set up first.
Does anyone want to present a Japanese plan of attack on the USSR without the USSR setting up first?
Japanese Force Pools
1 (0) x MECH (5th Arm MECH 6-6)
1 (1) x MOT (2nd MOT 5-5)
1 (0) x MTN (1st MTN 5-4)
2 (2 and 1 division) x MAR (Imperial. Guard MAR 6-3, SNLF MAR 4-4, and 2nd SNLF MAR division 1-4)
9 (6) x INF (INF 4-3 ~ 18th and 27th
INF 5-3 ~ 2nd and 20th
INF 5-4 ~ 12th and 23rd
INF 6-3 ~ 6th and 11th
INF 8-3 ~ 25th)
1 (0) x PARA (1st PARA division 1-3)
10 (4) x MIL (China ~ Nanking MIL 4-2
Formosa ~ Taihoku MIL 2-2
3 (3) x GAR (28th GAR 4-1, 29th GAR 3-1, and 33rd GAR 4-1)
Korea ~ Seoul MIL 3-2
Manchuria ~ Harbin MIL 4-2
Japan ~ Fukouka MIL 4-2, Hiroshima MIL 5-3, Kyoto MIL 3-3, Nagoya MIL 5-2, Osaka MIL 5-3, and Tokyo MIL 6-2)
1 (1) x ENG division (1st ENG 1-3)
3 (3) x GUN (40mm AA 2-3, 70mm ART 2-3, and 105mm ART 3-2)
Yamamoto HQ-I (8-(4)-3)
2x MAR (Imperial Guard MAR 6-3 and SNLF MAR 4-4)
Terauchi HQ-I (6-(2)-3)
1x MOT (2nd MOT 5-5)
China or Hainan
Umezu HQ-I (5-(3)-3)
2x INF division
3 (2) x FTR 2
3 (2) x LND 2
1x MAR division (2nd SNLF MAR division 1-4)
2 (1) x NAV 2
1 (1) x NAV 1
Aircraft Carriers ~ Akagi, Hiryu, Kaga, Ryujo, and Soryu
Light Aircraft Carrier ~ Hosho
Battleships ~ Fuso, Ise, Kongo, Nagato, Haruna, Hyuga, Kirishima, Mutsu, Yamashiro,
Heavy cruisers ~ Ashigara, Chikuma, Chokai, Furutaka, Haguro, Idzumo, Kumano, Kako, Maya, Mikuma, Mogami, Myoko, Nachi, Suzuya, and Tone
Light cruisers ~ Abukuma, Isuzu, Jintsu, Kinu, Kiso, Kitakami, Kuma, Nagara, Naka, Natori, Oi, Ping Hai (Ch), Sendai, Tama, Tatsuta, Tenryu, Yubari, and Yura
Aircraft Carrier ~ Shokaku
Light Aircraft Carriers ~ Chitose, Chiyoda, Ryuho, Shoho, and Zuiho
Battleship ~ Hiei
Heavy cruisers ~ Aoba, Asama, Atago, Kinugasa, Takao
Aircraft Carrier ~ Zuikaku [fd]
1x Submarine [fd]
1x Offensive chit
Light cruiser ~ Katori [fu]
Light cruiser ~ Kashima [fu]
Battleship ~ Yamato [fd]
9. Declaring war
9.6 Calling out the reserves
Each major power (exception: Vichy France, see 17.3 Units) has reserve units that you can call out when it goes to war with another major power.
You can always call out reserves that have ‘Res’ on the back of their counter. If a reserve unit has a particular major power named on its back, you can only call it out when you go to war with that major power.
You don’t have to call out all the eligible reserves at the first opportunity. Any you don’t call out are available while you are at war with a major power.
When you call out the reserves:
Move your eligible reserve units from the reserve pool to the map immediately in the same manner as reinforcements (see 4.2 Reinforcements) except that they are set-up face down; and
Put your eligible reserve units that have previously been removed from the game back into your force pools.
From now on, treat these reserves just like any other units.
Where do reinforcements go?
MIL must be placed in the city or port named on the counter. If you lose control of the city or port, then whenever the unit is in the force pool, remove it from the game instead. If you retake the city, put the unit back in your force pool. If it could arrive but the city or port is fully stacked, put the MIL unit back onto the production circle to arrive next turn (exception: option 15 ~ Off city reinforcements, see below).
All remaining reinforcements must now go into a city you control in the unit’s home country.
A major power calls up its reserves during step 9. Declaring war.
Now lets look at the USSR vs. Japan including the USSR reserves.
Zhukov HQ-A (8-(5)-4)
1x CAV division
2(1) x FTR 2
1(1) x LND 3
Reserve vs. All
INF (1x 4-3 and 1x 7-4)
MIL (Kuybyshev 3-2 and Vladivostok 4-3)
University of Science Music and Culture (USMC) class of 71 and 72 ~ Extraneous (AKA Mziln)