• Have had a tough time with KJF. In particular the KJF that takes aim at Borneo for the US. I find it near impossible to keep the US out without losing all of Asia in the process. Obviously as Japan you want some heavy sub buys as well as to sprinkle in a couple destroyers. In doing so you are negating any ground forces so any pushback by the British in India is tough to counter. Secondly how do you beat that US advance towards Borneo. Where do you stage your Navy, where to stage any air force.

  • '12

    @Brian-Cannon The Japanese basically need to hang out in SZ 61 with all of their navy and air force. If the starting US forces in SZ 53 are killed J1 then there won’t be any credible US forces at the Solomons until US3. By that point Japan should have enough parked in SZ 61 that it would be suicide for the US to move in. The magic of SZ 61 is that it threatens both India and the money islands and allows you to shuck in troops from Japan right into Yunnan so you can choose to either march for India or Russia from there. The US player is very limited in how fast they can attack since they have to start by replacing expensive capital ships and then moving them into position. Japan mostly just needs to buy fodder. J1’s first buy should probably be enough transports to get 3 total and then subs. J2 buy a carrier. After that you make sure your transports are always full dropping off troops for Japan while buying more naval fodder or an air unit as the need arises. You may have to buy more carriers later on to keep parity with the US but with massed subs on your side 3 carriers total may suffice and it may be more cost-effective to build bombers to base in Yunnan as they can support Japanese pushes for a long time from that area. All purchases of capital ships by the US make them stronger at the cost of slowing down when they can make their big move.

    Speaking of which, a lot of players promote massed subs + air for the naval game, and this is a good combination but one that only works for attack, not defense (the same IPC spent on destroyers or subs always has a higher chance to defeat the equivalent number of subs). Luckily this works out for Japan since you want the US to be so desperate to save Russia or India they attack Borneo at bad odds, so you’re almost always going to be guaranteed a first strike. In this light you have to be careful since something the US can do is send in just enough to take Borneo while still leaving their main navy camped at the Solomons. Now you may be forced to send in capital ships to retake Borneo since you can’t send in air power to get the island back without giving them carriers to land on and you may be very weak to counterattack if you did nothing but sub buys. If you don’t fall for this trick then you’re sacrificing transports, but that still works out. If you do a big dump of 6 units on Borneo (only if you’re forced to take it back, mind, not until then) then the US player will not take it back again without either taking time to buy a bunch more transports + ground (ok for you, any navy they don’t buy delays the big showdown) or having to move in their navy so they can use air power to get it (same choice Japan needs to make on retaking it).

    Very long-term though (like turn 10+) the UK and US will of course defeat Japan if they refuse to take needless losses since they outnumber Japan in income. So the wiseguy answer to How do you beat KJF? is really win with Germany. Given that it is so easy for Japan to at least tread water in the Pacific even if they can’t expand, Germany should be close to taking out Moscow. If Germany can reliably hold Caucasus then the UK can be forced into doing trades for both Persia and Burma that is not sustainable given the 3 unit production limit, or they have to let Axis units pile up there and let themselves be bottled in. With Japan in SZ 61 and pipe-lining troops into Yunnan every turn it takes a major effort from the UK to keep India in the game- they will be forced to fly in fighters which means their European spending won’t be anything more than an annoyance. Consider making sure the Med transport doesn’t die so that Egypt goes under by turn 2 at the latest and you keep pumping 2 units every turn into Africa to capture it and add more pressure to India. Take Gibraltar so that there is no place for Allied air to land if they try to get air units into the Med to sink your navy. Possibly also start a very slow build-up of men in Morocco so you have a small stack there mid-to late game to discourage the Allies from landing there and taking back North Africa or encourage them to waste a turn cleaning it out. I’ve never tried that personally but it might have a little more value in a pure KJF setup since it might discourage the Allies from switching their strategy or make it far more difficult to pull off if they do switch. Either way make sure that over half your income as Germany goes into infantry every turn and you only add to your supply of tanks and air power very slowly. Based on Russia’s opening moves minimally you would have 9 tanks in Europe which is already a good stack after you consolidate it. I would probably not even buy any tanks at all and just build up the air force which will likely need a few replacements anyway after the G1 naval attacks against the Allies. A stack of German fighters in Caucasus will be able to threaten Moscow and India. Germany has such an income advantage over Russia there is no way they can hold out that long if the Allies literally do nothing in Europe. The most likely players would probably do 2 turns of US buildup unless Japan was so misplayed that they went in immediately. In this kind of a case the US would not have a navy at Borneo until US4 meaning Japan attacks on J5. With 4 turns of buildup I don’t know how Japan wouldn’t devastate any fleet the US could possibly get to Borneo. And after that comes G6, by which point Russia should be doing well just doing exchanges over Archangel and Kazakh. Honestly I think it is so easy for Japan to delay the Allies (notice I said delay, not defeat) KJF seems like an nonviable strategy in this version of A&A between skilled players.

    Side note- with Caucasus in German hands, you could also even consider shucking German fighters onto Japanese carriers in SZ 61 to help shore up the defensive power of the Japanese navy, but from what I understand A&AO doesn’t implement this capability which violates the board game rules.

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