• @ncscswitch:

    I am not going to post full blown counters here.

    I would rather “shock and awe” someone trying this against me :-)

    I always tell my opponents exactly what I’m thinking of doing (including branch possibilities and contingency plans) if they ask.  I even volunteer information if I think I have the advantage.

    (exception:  tournaments and ladder games, but I will go into anything at length after the game is over)

  • '18 '17 '16 '11 Moderator

    Here, since there are so many questions, this is what the board looks like on Japan 1:

    ***** Country: 1 *****

    *** West Russia (Wru)
    1 Arm
    7 Inf
    1 Art

    *** Caucasus (Cau)
    1 IC
    1 AA
    1 Art
    2 Ftr
    3 Inf

    *** Russia (Mos)
    1 IC
    1 AA
    2 Inf
    1 Arm

    *** Yakut S.S.R. (Yak)
    2 Inf

    *** Buryatia S.S.R. (Bry)
    6 Inf

    *** Sinkiang (Sin)
    4 Inf

    *** Greanland Seazone (GRN/Z2)
    1 Sub

    ***** Country: 2 *****

    *** Western Europe (Weu)
    1 AA
    7 Inf
    2 Arm
    2 Ftr

    *** Southern Europe (Seu)
    1 AA
    1 IC
    1 Inf

    *** Germany (Ger)
    1 IC
    1 AA
    8 Inf

    *** Balkans (Blk)
    1 Art
    2 Inf
    2 Arm

    *** Eastern Europe (Eeu)
    3 Arm
    2 Inf

    *** Karelia S.S.R. (Len)
    1 Flag
    1 Inf

    *** Ukraine S.S.R. (Ukr)
    1 Inf

    *** Belorussia (Bel)
    2 Inf

    *** Anglo Egypt (Egy)
    1 Arm
    1 Flag
    2 Inf

    *** Libya (Lib)
    1 Ftr
    1 Bmb

    *** Algeria (Alg)
    1 Inf
    1 Art

    *** Baltic Seazone (BAL/Z5)
    1 AC
    2 Ftr
    1 Trn
    2 Sub
    1 Des

    *** East Mediterian Seazone (EMD/Z15)
    1 Trn
    1 BB

    ***** Country: 3 *****

    *** Eastern Canada (Eca)
    1 Arm
    1 Inf

    *** United Kingdom (Gbr)
    2 Inf
    1 Art
    1 Arm
    1 IC
    1 AA
    5 Ftr
    1 Bmb

    *** Persia (Per)
    1 AA
    3 Inf

    *** Union of South Africa (Saf)
    1 Inf

    *** Australia (Aus)
    1 Inf

    *** New Zealand (Nze)
    1 Inf

    *** New Guinea (Ngu)
    1 Flag
    2 Inf

    *** Borneo (Bor)
    2 Inf
    1 Flag

    *** Hudson Bay Seazone (LAB/Z1)
    1 Trn

    *** Greanland Seazone (GRN/Z2)
    1 BB
    1 Trn

    *** Borneo Seazon (BOR/Z48)
    1 Trn

    *** Kwangtung Seazone (ECH/Z59)
    1 Des
    1 AC

    *** Hawaiian Seazone (EPO/Z52)
    1 Ftr

    *** New Guinea Seazone (MEL/Z47)
    1 Trn

    *** Solomon Islands Seazone (SOS/Z45)
    1 Sub

    ***** Country: 4 *****

    *** Manchuria (Man)
    1 Ftr
    2 Inf

    *** Kwangtung (Kwa)
    3 Inf

    *** French Indochina (Fic)
    1 Ftr
    2 Inf

    *** Solomon Islands (Sol)
    1 Inf

    *** East Indies (Sum)
    2 Inf

    *** Philippine Islands (Phi)
    2 Inf

    *** Caroline Islands (Car)
    1 Inf

    *** Okinawa (Oki)
    1 Inf

    *** Wake Island (Wak)
    1 Inf

    *** Japan (Jpn)
    1 AA
    1 IC
    4 Inf
    1 Art
    1 Arm
    1 Ftr
    1 Bmb

    *** East Indies Seazone (JAV/Z37)
    1 BB
    2 Ftr
    1 AC

    *** East Japan Seazone (EJS/Z60)
    1 Trn
    1 BB

    *** Carlonine Islands Seazone (MIC/Z50)
    1 Ftr
    1 Des
    1 AC

    ***** Country: 5 *****

    *** Eastern United States (Eus)
    1 IC
    1 Art
    1 Ftr
    1 Arm
    2 Inf
    1 AA
    1 Bmb

    *** China (Chi)
    1 Ftr
    2 Inf

    *** Sinkiang (Sin)
    2 Inf

    *** Midway Island (Mid)
    1 Inf

    *** Hawaiian Islands (Haw)
    2 Inf
    1 Ftr

    *** Alaska (Ala)
    1 Inf

    *** Western United States (Wus)
    1 AA
    1 IC
    1 Ftr
    2 Inf

    *** Central United States (Cus)
    2 Inf

    *** Eastern US Seazone (ECO/Z10)
    1 Des
    2 Trn

    *** West Panama Seazone (GLP/Z20)
    1 Des

    *** Western US Seazone (WCO/Z55)
    1 Trn
    1 BB

    *** Hawaiian Seazone (EPO/Z52)
    1 Ftr
    1 AC
    1 Sub

    ***** Japan: 31 IPC *****

  • 2007 AAR League

    @Jennifer:

    Well, you have to make him choose. :)  You can do a lot of real, significant and important damage to Japan with the allies on round 1.  And you can set up a bigger threat to Japan on Round 2.  By Japan Round 3 you could be looking at a decimated fleet 9 times over (decimation is the reducing by 10% so that would be 90%), no mainland holdings, and some of their islands already owned by the allies.

    And you don’t even need to siphon troops from Russia to do it.  Just the 10 already on that front could be used to see this leaving the rest for battleing Germany.  Especially good if Germany buys her cute little aircraft carrier draining her income to the level of Russia’s on R1.

    Jenn,

    If you decimate something nine times over, there will be

    1)    0.9 * 100 = 90
    2)    0.9 * 90 = 81
    3)    0.9 * 81 = 72.9
    4)    0.9 * 72.9 = 65.61
    5)    0.9 * 65.61 = 59.049
    6)    0.9 * 59.049 = 53.1441
    7)    0.9 * 53.1441 = 47.82969
    8)    0.9 * 47.82969 = 43.046721
    9)    0.9 * 43.046721 = 38.7420489

    I’ll happily take my 38.7 men up against your 10.

    Even if we always round down, I’ll still take my 36 men up against your 10.

    With rounding down, you would have to decimate 19 times to reduce 100 to less than 10.

    Without rounding down, it would 22 decimations to get to less than 10 left.

    Try 100 * (0.9)^9 for the equation you specified.


  • the advantage of an aussie complex is that japan can’t really use it against you after they capture it and it could divert japan’s resources away from the mainland temporarily


  • Whats the best way as Japan to counter the Australian complex?

    Would it be to send some attack ships (subs like I usually build in a KJF and a destroyer for air protection) down and destroy any transports before they can fill with land units?


  • @Cobert:

    Whats the best way as Japan to counter the Australian complex?

    Would it be to send some attack ships (subs like I usually build in a KJF and a destroyer for air protection) down and destroy any transports before they can fill with land units?

    If you are facing a big meaty guy with body armor and a big stick, you do not go out and get a big stick, and try to fight the big meaty guy.  That is how you get hurt.

    You either call the cops, or try to run him over with a hamster stampede, or something like that.

    I am so profound, I forgot what I was going to say.

    OR DID I?!!1!


  • So the best way to counter the Australia IC is to b**** out?

    Gotcha.

    No really though, I understand.  Thats kind of a good strategy for any nation though, just a bit hard to execute because Japan is spread out through islands.


  • @Cobert:

    So the best way to counter the Australia IC is to b**** out?

    Gotcha.

    No really though, I understand.  Thats kind of a good strategy for any nation though, just a bit hard to execute because Japan is spread out through islands.

    Mm hm.

    Australia is an awesome naval base that gives the Allies a great deal of freedom in the Pacific.  But either US or the UK must come to the fight with some naval units.  While they build naval units, Japan and Germany press the attack on Russia.

    Japan’s position degrades very quickly after Australia gets going, but it is almost impossible for the Allies to capture Japan itself.  Far before Japan is in any real danger (with a stack of infantry and fighters on it), Germany and Japan should be able to make Russia fall.  From that point, it’s really Japan and Germany vs. UK and US.  In a 9 VC game, that means that Germany and Japan together have a deathgrip on 8 VCs (all in Europe and mainland Asia, probably including India, Karelia, and Moscow), but have probably lost the Phillipine Islands.

    Since Japan cannot be broken, and Germany cannot be broken, the victory should go to the Axis, with a navy and air force fueled by Russian IPCs, and a positional advantage that allows Germany to threaten London itself as well as threatening Africa and Brazil with only minimal IPCs invested.

    Of course, the Allies are not locked into defending Australia, but any IPCs spent there are IPCs not used elsewhere in those important early turns.

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