I don’t do this move as the Soviets because Japan starts with too many units in Korea/Manchuria and too much aircraft in range of Amur.
I think it’s a mistake for Japan to use its fleet/transports to attack Amur J1–they can still attack without any transports and divert a strategic bomber to Yunnan and still have 100% odds with an average +25 tuv swing. If they send their fleet and transports south they’ll be in good position for a J2 or J3 declaration, but if Japans’ transports/fleet are stuck in sz6, Japan will have to put off its declaration till J3.
But I’m uncertain about it because however good this attack looks for Japan on paper, it will divert alot of troops from China. The extra 6 inf in Mongolia help make up for the Allied tuv loss. But the Soviets will also lose out financially because Japan will conquer Siberia quickly.
Massing Amur on R2 seems like the better move because the bulk of Japan’s airforce is usually out of range of Amur on J2.
Question: can I buy something but not place it on the board until my next turn?
My buddy bought 3 transports then proceeded to attack me with his navy but I wiped him out. Placing the transports on the board will just lead to me sinking them easily on my next turn since nothing will be able to defend them. Can he hold them until next round?
No. He has to place them. Hopefully there’s more than that one IC to place them so they are not destroyed before his next turn. But he cannot “hold” them. They must be placed on the board. At least that’s how we’ve always played it.
Tragically, there are not enough japanese roundels to do this (later in the game).
What’s even more tragic (or fortunate depending on how you look at it) is that I have 10 differe A&A’s so a lack of control markers for the big 5 is never an issue. A lack of ANZAC markers on the other hand…
I stand corrected. However, they (USSR) could declare war upon Japan and then attack a neutral such as Turkey, right?
No again, sorry:
Due to its separate treaties with Germany and Japan, the Soviet Union is in a unique position in its relationship with the
Axis powers. As a result, if the Soviet Union is at war with Axis powers on only one map, it is still under the restrictions
of being a neutral power (see “Powers Not at War with One Another,” page 15) on the other map, and Axis powers on
the other map are also still under those restrictions regarding the Soviet Union on both maps. For example, a state of
war with only Japan lifts the neutrality restrictions from the Soviet Union on the Pacific map only, and allows Japanese
units to attack or fly over Soviet-controlled territories on either map. However, the Soviet Union is still restricted on
the Europe map, …
So I just played my first ever game as Axis - to date everyone has been willing to give a 9-15 bid, but an opponent last night bid 8 so I let him have it. (He added a sub to the Med and pocketed the other 2 IPC).
He spent US IPC in Atlantic (perhaps in response to my standard G1 fleet buy) and pulled Pac ships back to western US and put initial UK focus on Italy.
I DOWed him J2 and the situation for Japan couldn’t have been better. At the end of J2 I had every IPC/objective-relevant island in the Pacific except Celebes already in hand; could hold Yunnan; was two full levels deep into China; was immediately threatening India (forcing ineffective turtle by UK Pac); and there was not a single opposing transport between western US and the horn of Africa. This was later followed up by two factories in Asia each of which pumped out 3 tanks/turn by turn 5 builds; and a full-on strat bombing of India facilities, effectively taking UK-Pac out of the game before UK4. By the time the US switched to all-Pac (turn 4 or so), he was so far behind he couldn’t advance past Hawaii (and only got that far because I was still prioritizing Asia for Japan’s air force). The tank/air force just needed to mass in order to smash the remnant of China and then UK Pac, and I could then spend 40+ IPC/turn on fleet with a pullback of a few fighters to counter the US buildup.
I did lose the game but only because I messed up the tactics on the German side, which was more a result of my inexperience with Axis than anything. But there I was, first time Axis player and let to its own devices I was able to leverage Japan to take them to the house. I made lots of mistakes too, so it’s not like I had to play it perfectly - I was basically imitating all the things that I had seen others do from the Allies’ perspective to see if my opponent had answers that I didn’t.
I know some people automatically assume that having those units from the Far East in Russia proper is the best course, but if Japan does its job right those units make it west of Mongolia just in time to be confronted by a mixed Japanese stack that can overwhelm them. I would argue that those units are compelled to mass in the east in order to give China/UK-Pac a chance to survive. Taking 10 Japanese land units out of the equation in those early rounds makes a huge difference. Also allowing Japan control of the Mongolia situation by allowing it to trigger the intervention at its leisure (when it has had the opportunity to move in 4 extra inf to clean up the new Russian units) and collecting the northern Russian territories by running tanks around empty space instead of having to knock out at least a picket every space for the whole march.
It’s because of this that I believe that a) Russia can’t abandon the east, they need to put those 18 units on Amur at some point to force Japanese units away from China/UK; and b) UK/ANZAC/US need to play an aggressive counter-game to force Japan to spend to defend its Pacific territories while eliminating as many land units on the ground as possible. If you don’t, there are few good answers to a J2 where J1 is pounding China and staging naval units and transports in complete safety for a mass J2 attack followed by a J3 cleanup. Yes, you bring the USA into the war early, but they’re not really positioned to do much that early anyway. I prefer J2 to J1 because having that first turn to move in safety and stage units is a powerful asset and allows you to see Allied 1st turn buys which tip off your opponent’s strategy before you commit to your own strategy and maintains the option to delay further if there is advantage to be gained by it.