I like two fleets (over the course of time).
The first will be the UK fleet which eventually gets moved to sz 6 then to sz 5. I usually have about 4-5 UK trns.
The second would be the US fleet which gets stationed at sz 12. I only need 4-5 trns for the US.
The UK fleet/troops threaten all of Northern Europe, while the US fleet protects Afr for later Japanese landings as well as maintain a threat on SE (even if it is only a bluff).
As the game goes on the US can gradually add more trans and shift troops to Europe or perhaps even create a third fleet and move the one from Sz 12 to Sz 14. Now you can really threaten SE or even Cauc if Russia needs help.
The UK’s job is to get a nice stack in Kar where you can pick off the Germans and/or help reinforce Moscow.
I like to box Germany in then turn the 3 Allies against Japan.
It can be extremely difficult and costly to actually take Berlin using a 1-2 type punch, so I just eliminate them as a threat to Moscow then make sure I can control Japan. After that time is on the Allies side and it doesn’t matter to me if the game goes 10, 15, 25, or 30 rounds because each round that goes by I’m getting more units on the board.
I stand corrected…
LHTR 1.3 under “Step 7: Press Attack or Retreat”
When you designate that an air unit will retreat, return it to the game board battle site. It will retreat as a noncombat move when all other air units finish their moves in the noncombat move phase. Air units can retreat to any friendly territory within their total movement range. A fighter can retreat to a friendly aircraft carrier or to a friendly sea zone, as long as a carrier moves there this turn.
88 knows that I agree with him;
“#1 The most fun you’ll have is by trial and error. There is no perfect strategy.”
The one tidbit that I will add in any thread or discussion in any of the posts,
“What are the victory conditions you have set for the game?”
If you are after a minor victory (8 cities) then Germany can focus on a land war, navy be damned.
However, a major victory (10 cities) or total victory (12 cities) is going to require an Axis navy to reach the 10th/12th city.
IMO, I have a German Navy at the start of the game that is easier to add to and maintain in order to play a role in the 10/12 city VC (Victory Condition).
What you’re saying is all correct. Typically, people do choose KGF or KJF, unless Japan has awful first turn rolls or leaves another opening and the US changes plans.
My Japanese play puts the emphasis on Russia but I also take advantage of my battleships in the Red Sea/Indian Ocean to trade land in Africa and take potshots at Allied soldiers. The UK’s farflung territories like Australia, New Zealand, and Madagascar should be taken quickly. Rarely can Japan not afford these small, early diversions from the Soviets.
If you’re looking for Axis team tactics, I believe the most important is positioning Japan’s fighters well. Early on, I keep my fighters around Frindo to support a German stack in Ukraine or Egypt depending on Allied moves. Later, I like my fighters in z34. From here, they can reach Novo, Kazakh, Russia, Caucuses, West Russia, Ukraine, Eastern Europe, Southern Europe, Western Europe, Germany, and Karelia. They can reach most everywhere that Japan will want to attack or help defend. This tactic also breaks the the UK-US double because if the UK suicides into, say Germany, the Japanese fighters swoop in and turn the odds against a US followup.
One thing to keep in mind about IC. You normally will want to build an IC for 1 of 2 reasons.
1. Your income exceeds your build capacity. This is very common for Japan, they have only 1 IC with a build limit of 8.
2. Your current IC’s are far from battlefield. Also very common for Japan as they move farther west in Asia. This also applies to the US & UK to a lesser degree. Many US/UK players will place an IC in Sinkiang (US) and/or India (UK) in an effort to slow down Japan’s western advance.