USA and Japan



  • I like the response I got from the Russo/German Alliance thread I put up.  So the next question is; what do you think would happen in a game where the US and Japan were allies vs. everyone else at the start?  Remember that there are certain stipulations meant to keep the game interesting, yet simple.

    1)  Keep the set-up the same.
    2)  Change up the teams when one capital falls for good.
    3)  Change the turn order as you see fit to keep it from getting lopsided.

    Extra Credit:  IF the UK gets Colonial Garrison, where do you think it should go?  :mrgreen:



  • UK has to go for India for Colonial Garrison in that game… No choice, Western Canada falls too fast, as does Australia.  Russians have to pour everything that can reach into India.

    Germany has to 100% change gears and become a NAVAL POWER.  The good news is that they can spend every dime on Navy, they are 100% secure, and they have plenty of forces available for transport for many, many turns.

    I want UK, Germany. Russia in this game…
    :mrgreen:



  • What would be funny about this situation is that Germany would be making a 4x4 system instead of the US, lmao! Instead of the US shucking into Germany from Canada, Germany shucks into Canada XD


  • 2007 AAR League

    Besides the Naval battles the areas where the battles will occur will be very small. I imagine Russia will be defending the North/Central Prong of Asia with UK defending the South leaving a deadlock there until someone breaks through and Germany would be having just Naval battles until the game is basically over with a landing in E Can which if US can’t beat I think they are losing.



  • AJ, you are being too narrow with your German thinking there…

    Brazil, Panama, Cuba…  HAVE FUN WITH IT!  :mrgreen:



  • In the aforementioned Germany/Russia game, I was Japan.  It took place while I was on leave.  During that two-week leave period, the game progressed pretty far, but it was not finished by the time I left.  As far as that goes, I would say that I actually have played that set-up, but not this one.  If/when I do play A&AR with a tweaked set-up again, I’ll have to try US/Japan.


  • 2007 AAR League

    @ncscswitch:

    AJ, you are being too narrow with your German thinking there…

    Brazil, Panama, Cuba…  HAVE FUN WITH IT!  :mrgreen:

    As America I would make sure I have my borders secure and then basically go all Navy/Air until I can start making landings … I would be making sure Germany couldn’t do that!



  • US+jap is never gonna work. They would certainly lose.


  • 2018 2017 2016 '11 Moderator

    I dunno, USA/Japan has a very nice navy and without the need to sink the American navy, Japan can certainly destroy and keep destroyed the British fleet in the Indian and Pacific oceans.

    That’s security in and of itself.


  • 2007 AAR League

    @Jennifer:

    I dunno, USA/Japan has a very nice navy and without the need to sink the American navy, Japan can certainly destroy and keep destroyed the British fleet in the Indian and Pacific oceans.

    That’s security in and of itself.

    Yeah once they clear out the British Naval threat in Pacific/Indian Ocean and take Aus/N Zea they can either blockade India or shuttle troops into Africa once India is capture



  • Fleet is useless by itself. It’s what the naval units are used for that makes ppl buy boats in the first place.
    Naval units cannot take land TT’s. Sz’s don’t have any ipc value.
    Thats why US+jap will surely lose.
    They will never gain any production based on the revised/classic maps.
    About R+G i dunno….  :?
    But the US+jap alliance is very easy to figure out.
    Turn order would be Russians, Japanese, Germany, US, UK.

    I will play anyone who challenges me with a US+jap alliance vs. UK, Russia, Germany  😄 🙂 8-) :lol: 😉


  • 2018 2017 2016 '11 Moderator

    Correct, they are useless in and of themselves.  Their ability to let you invade the entire world in one round like a death blossom is why people buy them in the first place. 😛

    Also, they prevent you from losing your capitols in Japan and E. USA because they have to be destroyed before you can land significant forces.



  • @Jennifer:

    I dunno, USA/Japan has a very nice navy and without the need to sink the American navy, Japan can certainly destroy and keep destroyed the British fleet in the Indian and Pacific oceans.

    That’s security in and of itself.

    Very true.  The ability to “blockade” as AJ pointed out is also very nice.  A well-balanced navy is helpful when bringing ground forces against your enemy because carriers can bring fighters, which otherwise might not have that range, and BBs and DDs (with Combined Bombard) can shell coastal territories during the assault.  In some of the games I’ve played (we prefer to have them last awhile) I’ve seen some ridiculous fleets with like, 3-5 BBs, 5-10 DDs, and 3-5 full carriers, all escorting 5-10 full transports.  That’s a LOT of mobile firepower.



  • 3 powers in A&A must buy navy, because navy is better than IC’s, except for Japan, which should buy both
    navy and IC’s.

    In revised, naval warfare is very important.
    We don’t disagree on that.
    My point in this discussion is that even if US+Jap have a big navy, it’s not gonna do much good becuase
    they would have big problems in using it to take land TT’s.
    If G+R don’t have to worry about UK, then there’s not much US+Jap can do, even if they have the most powerful navys.



  • @Jennifer:

    Also, they prevent you from losing your capitols in Japan and E. USA because they have to be destroyed before you can land significant forces.

    I still haven’t seen Tokoy or Washington taken.
    Atleast not in revised.
    Frankly, I cannot remember the last game when Berlin or Moscow didn’t fall first……


  • 2018 2017 2016 '11 Moderator

    AgentOrange,

    I LOVE FLEET GAMES!!!  To me, no game is a real game unless the Japanese and American navies go at it like titans playing with lives like little pawns on their Axis and Allies board!

    Seriously, my brother introduced me (in classic) to the Battleship/Fighter purchase with America followed by a battleship every round until Japan was crushed.

    (Yes, submarines can sink battleships, so?  Submarine 33% accuracy.  Battleship: 66% accuracy.)

    That was eons ago and our games were horrible strategically, but fun as hell!



  • Well Jen, I’m glad that I have a fan/supporter in this!

    Seriously, maybe it’s because I’m a squid myself, or maybe I’m just kinda materialistic, but I love having a huge navy as a symbol of power.  Correct me if I’m wrong, but aren’t the marshalling tokens usually used for navies?  I’ve seen maybe 2 instances where they were used for ground forces, but at least a dozen where they were for a navy battle group.

    Besides, doesn’t it just sound cool to refer to one of those huge battle groups as “The 8th Fleet”?


  • 2018 2017 2016 '11 Moderator

    Or the big Japanese one, forget it’s name.  And yea, it is.

    Anyway, I’ve seen Washington fall, but only for a moment and only because my opponent forgot SZ 12 was close enough to land troops in Washington. (He left it ungarrisoned and Germany garrisoned it for them.  In their infinite kindness, only to be rewarded by having that poor security detail (1 inf) obliterated by 12 infantry + armor and have the transport sunk for their troubles.)



  • I’ve actually been suckerpunched many times by the 1 jap inf in LA  😮
    Strangely, most of those games I’m on the winning team.
    Can’t take my eyes off Berlin, staring myself blind at the 3rd. Reich.


  • 2018 2017 2016 '11 Moderator

    That’s the problem.  No one expects the Spanish Inquisition, or the solitary Japanese invasion force!



  • @AgentOrange:

    I like the response I got from the Russo/German Alliance thread I put up.  So the next question is; what do you think would happen in a game where the US and Japan were allies vs. everyone else at the start?  Remember that there are certain stipulations meant to keep the game interesting, yet simple.

    1)  Keep the set-up the same.
    2)  Change up the teams when one capital falls for good.
    3)  Change the turn order as you see fit to keep it from getting lopsided.

    Extra Credit:  IF the UK gets Colonial Garrison, where do you think it should go?  :mrgreen:

    1.  US/Japan gets pwnt.  US can’t expand against UK/Germany, and Russia’s free to mess with Japan.  Eventually, US/Japan just get outproduced.

    2.  What do you mean, the teams change when a capital falls?

    3.  Turn order won’t matter.  It’s just a question of who can get where.  US/Japan goes nowhere.  Can’t expand.  You get W. and E. Canada, Australia, and New Guinea and New Zealand, but that’s about it.  The US loses China/Ssinkiang, though.  Economic advantage definitely makes it over before it starts.

    4.  Colonial garrison in Anglo-Egypt.  Safe.



  • @newpaintbrush:

    @AgentOrange:

    I like the response I got from the Russo/German Alliance thread I put up.  So the next question is; what do you think would happen in a game where the US and Japan were allies vs. everyone else at the start?  Remember that there are certain stipulations meant to keep the game interesting, yet simple.

    1)  Keep the set-up the same.
    2)  Change up the teams when one capital falls for good.
    3)  Change the turn order as you see fit to keep it from getting lopsided.

    Extra Credit:  IF the UK gets Colonial Garrison, where do you think it should go?  :mrgreen:

    1.  US/Japan gets pwnt.  US can’t expand against UK/Germany, and Russia’s free to mess with Japan.  Eventually, US/Japan just get outproduced.

    2.  What do you mean, the teams change when a capital falls?

    3.  Turn order won’t matter.  It’s just a question of who can get where.  US/Japan goes nowhere.  Can’t expand.  You get W. and E. Canada, Australia, and New Guinea and New Zealand, but that’s about it.  The US loses China/Ssinkiang, though.  Economic advantage definitely makes it over before it starts.

    4.  Colonial garrison in Anglo-Egypt.  Safe.

    Well, I can only really answer your 2nd and 3rd points, so here goes:

    2)  In order to keep the game alive, and not have anyone get totally screwed when their buddy gets taken out, re-do the team set-up so that it is more balanced.  For example, in this case, if America falls first, then it’s Japan left to fend for themselves against Germany, UK, and Russia?  They would quickly get slaughtered, and then the game is over.
    Who would want to continue as Japan then, knowing that they are f**ked?

    3)  The changing of turn order is meant to change who gets the first-turn advantage, so no-one ends up getting screwed over.  Someone mentioned in my other thread about the possibility of US/Germany vs. Everyone else.  If the turn order were not changed to be drastically in UK and her allies’ favor so as to set up a defense of some kind, then the UK would be crushed between the two highest income powers in the game.  Just evaluate the initial set-up, then change the turn order once you analyze everyone’s weaknesses as they pertain to the existing order.


  • 2018 2017 2016 '11 Moderator

    How is the Colonial Garrison in Egypt “Safe”?

    Germany’s still gunna get it and they’re going to prevent you from using it at any point in the game if at all possible.

    However, Colonial Garrison in Australia is safe and India is mostly safe. Especially when coupled with Enigma Decoded.



  • @Jennifer:

    How is the Colonial Garrison in Egypt “Safe”?

    Germany’s still gunna get it and they’re going to prevent you from using it at any point in the game if at all possible.

    In THIS scenario, Germany and UK and Russia are buddies.  Can you imagine, it’s like a German supermodel with British wit and a Russian accent.  Hawt.

    However, Colonial Garrison in Australia is safe and India is mostly safe. Especially when coupled with Enigma Decoded.


  • 2018 2017 2016 '11 Moderator

    Gotcha, forgot that caveat


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