To your last point, there are two things worth mentioning:
1:
I have personally played but one game as Japan with German bombers in the Pacific, and dear lord, it was mean. That shuts down US destroyer blocks entirely unless they’re willing to commit a respectable little force to do the blocking. If they do put enough to discourage the bomber attacks, then Japan can kill whatever little target you’ve made with hyper-efficient submarines and planes, so the blocking force must be written off either way.
There are other people on this board that swear by German bombers on JP air bases as well. If the German bombers are already outside Moscow and it is clear the slow burn against Russia/middle east is the only viable German strategy, it is not much skin off of Germany’s back to fly 1-4 of their big planes east to help out Japan. In fact, I would always ask for this help as Japan, and I gladly offer it as Germany (assuming the preconditions up to that point allow it).
I didn’t speak about this originally, but if you’ve got a submarine heavy american player trying to be clever with destroyer blocks, then this is what I see in posted games as well in a few games where I’ve managed to get all of my hardcore nerd friends together for a game.
2:
As you can destroyer block Japan, they can do the same to you. “Just out of reach” might not mean 4 sea zones away, but 3, or ideally only 2, with the blocks. Unfortunately, the turn order allows Japan great leeway here, since ANZAC goes after the US, and can’t open up the sea lanes for big brother like Germany can for Japan.
I’ve never done a PBforum or PBEmail game with TripleA, but if you want to go through some of these motions I’d be up for it (or a live one for a couple of rounds every once in a while).
And yes, America can kill a blocker to allow the ANZAC to suicide or to possibly sneak in against some vulnerable transports (and the Pac allies must always be looking for opportunities like this), but we’re assuming perfect play in this thread, so that wouldn’t happen.
I posit that it is very difficult for two very experienced, equally skilled players playing US and JP against one another to find themselves in the situation where the US can, before A6 or even A7, get the drop on the JP fleet. Even on A7+, if you have been fiddling in the Atlantic, it may not yet be possible to begin a decisive move, which will end up losing you the game unless Germany/Italy has already been fairly well crushed.