The method we have stuck with that gives us 2-3 submarines surviving onto turn 2 is as follows:
G1: Attack z110 with 2 subs, 4 ftr, 4 tac- 10 units discourages a serious scramble due to sea lion threat.
Attack z111 with 2 subs, 2 bmbr, bb - go one combat round (both sides lean towards 3 hits if they scramble
a ftr) retreat 2 subs, damaged bb to z112, remove 1 or 2 bombers depending on if UK hits 2 or 3 times.
Worse case scenario: if you hit 4 times and win, remove the subs and save the bombers as UK counter attack
will be brutal.
Noncombat Canadian sub to Greenland: Should be left alone, or draw a dd and maybe a bomber out of theater. if not sunk: can return to z106 next round. If you roll poorly, you may leave UK with a ca and bb in z111 (this can be addressed by fighting to the death with the bb if desired) This is the biggest gamble of the strategy, and it may not ultimately be needed as we test out other scenarios. (i.e. we just lose the 2 subs we are trying to save and move on)
Results: by leaving UK a damaged bb in z111, some players may try to save the bb by blocking two zones with dds. This disperses the fleet from the optimal z106 and permits a German counter attack of the last 2 dds with 2 subs and air units; opening up submarine convoys of UK. If they ignore the bait, you can sink the BB with 1 or 2 subs if desired.
The reason bombers are being traded is that they cannot support the USA convoy strategy long term. 2 subs adds to the convoy fleet capacity and strength.
Pacific observations: (Spoiler Alert! There is an allied move that prevents the below plan from working, I hate that it may be legal, but I won’t spill the beans as most players will never think of it. It delays Japan by one turn and forces different naval moves and must be done with immediate foreknowledge of Axis plan before this players 1st turn.)
For a turn 5 capture of New South Wales, I have added the capture of French New Hebrides on turn 2; just east of Queensland and south of Solomon Islands. This French Island is open to capture without offending the US/UK peace. Furthermore, It maintains the 10 IPC NO for Japan as war with France does not matter, you are only restricted from attacking French Indo China specifically.
Why do I want New Hebrides? Answer: For an airbase to capture New South Wales
Turn 2: I seek to redeploy air force from Kwangsi to Caroline Islands sea zone, landing Caroline islands sea zone planes on Caroline- giving us 12 air units in theater turn 2. Remaining air force lands on Paula island.
Turn 3: Land Caroline island and sea zone planes in New Hebrides, Palau planes on carriers.
Build an air base on New Hebrides (turn 4 may prove better) (may not be needed ultimately, still running scenarios) Now you can scramble to protect a few transports if you want to stage a couple here (this is nice if Anzac has only one blocker), it would require a few naval ships as casualties depending on Anzac fleet disposition.
Turn 4: drop off 22 of the 25 units available at Caroline Island on Queensland: accomplished using 11 transports (3 starting 3 built turn 1, 5 built turn 2) during combat and noncombat from a total land force staged on Caroline: 1 arm, 17inf, 3 art, 4aaguns (these are the 24 starting pieces (plus 1 purchased art: see note at bottom) I had to chose from, I chose to leave 2 infantry and 1 artillery on Caroline to assist on the turn 6 capture of Hawaii). This is the ideal turn to build the New Hebrides air base.
Also capture Philippines and Kwangtung as well on turn 4 using turn 3 transport build and starting pieces staged at Kiangsi (the spot in the middle of both VCs). Begin building turn 6 Hawaii forces (air base at Hebrides/transports/men)
And don’t forget to land air force on New Hebrides this turn if you have not already done so.
Turn 5: redeploy fleet to Caroline or Hawaii (using Queensland naval base) for turn 6 capture of Hawaii, use the air base on New Hebrides to strike New south wales and land in Queensland, this gives you 21 or 15 air units to use with your 22 land units for the capture of New south wales depending on if you want fighters on your carriers for the Hawaii assault. Best guess for Anzac defenders is: 15-25 pieces by their fourth and final build vs Japans 37-43 pieces. I suspect that Queensland’s 22 piece land force dropped on turn 4 will endure any counterattack by anzac. If Anzac is a push over and they did not attack Queensland bring some land units from Queensland back to Caroline or Hawaii for turn 6. I really suspect that 22 land units is overkill, if 4-8 units can be sent to Hawaii, I really feel good about this plan.
Continue building turn 6 Hawaii force, may need to redeploy units to Asia to secure win with this Japan build as well.
Turn 6: Capture Hawaii with turn 4 build located at Caroline or Hawaii and Turn 5 build located at Japan.
- This assumes USA was tied up successfully by German/Italian fleet in z101….if not game will take more than 6 turns. Showdown in z101 does not occur until turn 4, survivors move to Panama turn 5, Turn 6 they might counter attack Japan fleet at Hawaii (which no longer matters), but will they have the men to dislodge the land forces before Japans turn 7 declaration of a win?
I think the use of New Hebrides air field and bulk of Japan’s air force pretty much rules out any chance of UK/Anzac holding New South Wales, remember turn 4 USA still may not land in Australia/UK zones, Since Japan takes it before USA 5th turn, they are not able to defend, only liberate and this is unlikely due to the German presence in z101 turn 4. With 11 transports available at Caroline plus any in Japans waters a poor ally player may lose Hawaii and Australia on turn 5, giving the axis the win on Japan’s turn6. I really like tying in a fake sea lion into this plan, this gives the allies 1 less turn to counter the strategy…meaning USSR only has 5 turns to save the day in the pacific. Key to this strategy will be UK-Pacific. They will hold the cards and shape Japan’s script.
Initial observations- China will not be able to grab a VC by turn 6 and if game goes longer, just transport from Japan to Asia as needed, you will have a transport fleet of 13-15 transports by then. The only wild card is if UK goes heavy navy extremely early on…Then you may decide to capture India instead of Hawaii as needed. This strategy if set up for a 6 turn win does not require any of the sumatra/java/borneo/celebes islands or NOs for Japan. It is also independent of a serious USSR push as such a plan would require turn 1 builds and early movement for hong kong/shanghai.
Japans first 5 Builds:
26= 3 trn, 1 art save 1 (not sure if I want to save money for 12 transports on Queensland turn 4) collect 40+1=41
41=5 trn, 2 inf (or 5 trn if you saved 5) collect 40
40=4 trn, 3art (this gives 8 units to capture Hawaii, 3-Japan; 5-Kiangsi) collect 38-40
38=1 airbase, 1trn, 1 inf, 1art save 1 (2 inf if 40) collect 37 (excludes 2 IPCs-queensland just incase asia is worse off)
37= 3trn, 1art, 4 inf Collect 26-ish, plus 5 NO-Sidney + Australia IPC plunder ~ 16ish for an estimate of: 43ish
Turn 4 Queensland invasion army: 25 pieces/ 11 transports starting from Caroline to use on Queensland
17 inf= 1 Oki,1 Iwo, 6 Japan, 4 Kor, 2 Car, 1 Pau, 2 Japan (built turn 2)=17
3 art = 2 Japan, 1 Japan (built turn 1)= 3
4 aagun = 3 Japan, 1 Car = 4
1 armor = 1 Japan
Transport Maneuvers: To support this plan
turn 1= 2 sz6, 1 Caroline waters
turn 2= 5 sz6, 5 Caroline waters, 1 New Hebrides waters
turn 3= 4 sz6, 11 Caroline Waters (This is where you return from New Hebrides and grab inf-Paulau Island)
turn 4= 1 sz6, 4 Philippine Waters, 11 Queensland Waters
turn 5= 3 sz6, 4 Caroline (If Philippine not sunk) Water, 12 Hawaii (some go to Caroline if needed) Waters
Alternative: Change build on turn 5 to refill Philippine transports (4) for use in Hawaii as needed/availalbe
turn 6= 2 sz6, 2-3Kwangtung/Kiangsu waters if needed, else all loaded transports of the 19 on the board-Hawaii most are empty and may be sent elsewhere to refill (this is a lot of forcasting-results may vary)