WITP Strategy (Full Version)

All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> The War Room



Message


sveint -> WITP Strategy (10/1/2004 3:53:04 AM)

(note: I'm getting sick and tired of seeing the so-called "Lawrence of Arabia Gambit" thread as the only strategic discussion thread in the War Room. So I'd like to suggest that we start a serious discussion about WITP strategy. I will starting by posting my thoughts, but let's all agree on one thing before we start: let's keep it strategic. Tactics and tricks are for other threads.)

WITP Strategy - How I see the Pacific War

Japan is the instigator of the war. For us it is a war for resources. The recurring theme for Japan is a lack of resources (materials, oil, ships, planes, soilders) compared to our enemies. Hence our war plans need to be tailored to aquiring more resources while conserving those we have.

The Manchukuo Front is stable and there is nothing we can do here. It still contains valuable resources that we need.

The China Front is our main theatre where we have been conducting a war since the 30ies. Changsa, Wuchow and Yenen are all immeditately obtainable objectives with HI and resources. However careful study of the map should disclose a potential for dislocating or isolating the Chinese Communists in the Yenen-Langchow-Sian triangle. If we can puncture the defenses somewhere along this line while conducting holding operations in the south we should be in a good postions to chase the Chinese to the interior where we can work on capturing Chungking, Kunming or Chengtu. The biggest danger is China is to spread our forces too evenly or worse yet to allow individual garrisons to be surrounded. Sufficient garrisons with larger reserves are necessary to avoid bad surprises. Should the Chinese be sufficiently weakened we can entertain the idea of sending troops from China to Burma and free up troops there.

The Malaya/Burma/India Front is a necessary war against the old European empires of the UK and the Netherlands. Both Malaya and Burma has large amounts or resources that we will need. Special mention goes to Singapore, which dominates DEI and controls the gateway to India. Capturing Singapore should be top priority from the start as subsequent operations depend on it. If you look closely at Burma, the last resources to be had are in Mandalay. Advancing beyond Mandalay will give us no discernible benefit unless we can reach India - and British defenses on the border of India will be strong. However India is such a valuable area that serious consideration should be given to invading it, by sea. Good beachheads locations are Yanam, Madras, Ceylon or even the west coast of India if you have complete domination of the seas. Such a blow would have to be landed with overwhelming force. Should India fall we are close to winning the war.

The DEI Front is where we will get most our conquered resources. Lightly defended, we should have no trouble marching in and taking what we need. The only speedbumps are the Phillipines, where I favor the use of massive force to take is as soon as possible (bring as many divisions as you can), and Java which has a fair concentration of enemy forces. I also favor a trust from the North through Singapore and Palemband as this is safer and will give you the bases you need for sufficient air cover.

Australia is a favorite subject for many would-be Japanese Empire builders. Unfortunately it is heavily defended, contains little oil and reaches across such a vast area as to make conquest extremely hard. Personally I would never consider invading Australia as the cost is almost sure to outweigh the benefit. Only if the Allied forces are somehow weakened would such a venture be possible and even then I would think twice. Cutting Australia off from supply from the US is also a dream (see Pacific Islands below).

The Pacific Islands/New Zealand/Hawaii - many historical battles were fought here, lots of ships sunk and yet there is nothing of value to be had. Not a single resource. Two arguments are often put forward; conquering a defensive line and damaging the opponent. For the first argument, I agree, provided you can advance at little cost. The second argument is dubious unless you sink/kill at the least with a 2 to 1 ratio. Remember you opponent has limitless resources - we are trying to conserve ours.

US West Coast/Alaska - No serious Japanese strategy would propose invading before India or Australia is taken.

In summary for Japan: We need resources and we need to only fight battles where we win by a clear margin. Trading blows is not a viable strategy. I favor going for China/DEI/Malaya/Burma and then an eventual assault on India if we have the possibility. I do not like the idea of trying to sink US carriers offensively - let them come to me. Lastly, I prefer to remain highly opportunistic and attacking where the enemy is weak. Finally, once you hit the wall - which in all likelyhood you will - it is important to realize it, dig in and prepare for the long years ahead. Offensives after you've reached your peak (Midway/Solomons historically) is folly.


For the Allies the situation is very different. We start weak and then grow stronger and stronger over time. Resources are not an issue. Our strategy will evolve around denying resources to the enemy and eroding his forces.

The China Front is crucial. Our starting position is not good and it is important that we do not give Japan any breathing space. If you follow a classical defensive strategy you are doomed. We need to defend lightly, dig forts in rear areas while raiding supply lines and mounting one or two offensives to hurt his forces and even take a city or two. Do not try to hold against his main offensive, but rather frustrate him by attacking where his defense is not. Best case Japan will dig down spreading his forces and we achieve a true stalemate where we are raiding him, worst case we make him fight as long as possible and lose much manpower and supply as he slowly pushes us back. Once defeat looks inevitable I prefer an "insect swarm" approach - spread your unsupplied forces all over the country side and let him hunt you down - it will take a long time before he can mount effective operations against your interior.

The Malaya/Burma/India Front is doomed. You can try to hold on to Singapore and delay him or you can try to evacuate. In the long run, don't try to hold anything by India. Securing India and using it as a base to raid him when possible is the best we can do. Avoid using too many troops in Burma as they will tire and not do much good against the enemy.

DEI is also doomed. I prefer to pull out and save as many forces as possible. Alternatively you can fight a delaying action but invariably your forces will be too weak and lose badly.

Australia should be made secure as soon as possible, and ready as a base for future offensive operations. Australian units start in ackward positions but the rail network should allow you to redistribute them before Japan is ready to probe your defenses.

The Pacific Islands - In the beginning you have virtually no forces here. I like holding Pearl Harbor and the Island chain down from Wake through to Noumea. The objective is not to make them impervious to assault but rather to make them costly to take (bleed his resources). Heavy mining, raider/defense battalions, heavy guns and/or anti-aircraft work well and are worth risking. Larger ground units are not. Patrol boats are also good. Invariably Japan will come and look for a fight (just like in history, unlike me) - having your fleet ready at key locations behind the front should allow you to counter-attack, and even if you don't achieve a Midway you should be able to trade losses at a good rate. Remeber he does not get replacements, you do.

Allied counter-offense: I really think you have to take the approach of least resistance. Quite possibly the Japanese player expects and advance through the Pacific and will have a stronger than historical defense. If so, you can advance from Darwin through DEI to the Phillipines or even mainland Asia. Or you could attack Malaya in concert with the British. Or you could invade Northern Japan through the Artic. It really depends on where the defense is weakest. Lastly but not least, submarines - goes without saying, used to sink as much oil/resources/shipment as possible.

What are your thoughts on strategy?




dereck -> RE: WITP Strategy (10/1/2004 5:23:14 AM)

quote:

The Pacific Islands/New Zealand/Hawaii - many historical battles were fought here, lots of ships sunk and yet there is nothing of value to be had. Not a single resource. Two arguments are often put forward; conquering a defensive line and damaging the opponent. For the first argument, I agree, provided you can advance at little cost. The second argument is dubious unless you sink/kill at the least with a 2 to 1 ratio. Remember you opponent has limitless resources - we are trying to conserve ours.


Actually the New Caledonia, Solomon and Fuji area was very important for the Japanese to occupy simply for the strategic value of cutting off the US-Australia lines of communication.

Yamamoto did want to extend their defensive perimeter to include these areas but he bit off a bit more than he could chew with a little operation at place called Midway. When the US discovered the Japanese seaplane base at Tulagi they realized the importance of making sure that the airstrip being built at Guadalcanal not be allowed to be left in Japanese hands and invaded Guadalcanal and started the Solomons campaign. It wasn't until nearly a year after it began and the loss of over 25 ships on both sides that the Japanese gave up trying to take the Solomons and were on the defensive from that point on.




WiTP_Dude -> RE: WITP Strategy (10/1/2004 5:27:29 AM)

That about sums it up. As Japan you have to try to do something different. If you do the exact same thing you're only going down the same road that leads to utter defeat. As the Allies think "bend but don't break". Keep the Japanese honest in the early going.

In China try to keep your opponent off guard. This is a land war that was like a mix of WW1 and Vietnam. Different rules apply. As the Allies, spread out and get into the interior of the country. Force the Japanese to run around after you. Try to get some recon aircraft in there so you can see the strength of the enemy forces.

The Allies are going to lose Burma if the Japanese decide they want it. Don't panic as the Allies. Geography is your ally here after Mandalay is taken. The defense of Imphal and northern India isn't too difficult. Just don't lose your entire army at Rangoon.




sveint -> RE: WITP Strategy (10/1/2004 5:41:26 AM)

quote:

the strategic value of cutting off the US-Australia lines of communication.


But the Pacific Ocean is too large? You can just route your shipping south through New Zealand. Next you'll want to invade New Zealand or Australia and you'll end up getting beat up.




Raverdave -> RE: WITP Strategy (10/1/2004 7:23:02 AM)

I have always thought that IJN players over look NZ as a target. From NZ you can dominate the entire SWPAC.




freeboy -> RE: WITP Strategy (10/1/2004 7:54:47 AM)

I fing those lovly litle short legged Dutch subs the perfect pests in the beginning of the war, and there torps work!!! I fight a delay as the allies in the first 6 months, and as the JAp player so an early land grab, Borneo, followed by a punish the imperialist west march on DIA... I build up Lunga early on also.. hoping to lure the enemy into an early 42 engagment. I love /hate the jap lb torpedo capable bombers.. which though fragile have fantastic range and are real ship killers. The patch will add torp capability, but only to those willing to restart for several jap planes.after the first 6 months? as the JAP survive and develope defensive line , consider India... as Allies ,strike where possible.




rtrapasso -> RE: WITP Strategy (10/1/2004 3:46:49 PM)

I am trying an anti-AK strategy for the Allies - go after IJN AKs and just try to preserve your own ships and armies - give up territory, and kill the AKs (and TKs). (Well, APs too, but they seem to not haul resources and supplies nearly so well.) I figure the IJN has around 1100 (give or take 100) cargo hauling ships. They look to get a new one about every 10 days or so. If you can sink 2 ships/day (my goal - this would also put a large number in the shop for repairs) that means that after 1 year, about 2/3 of his cargo hauling capacity is gone. Japan will be wearing out the remaining ships frantically trying to haul stuff back to the home islands, (making them more vulnerable) probably diverting warships for fast transport, and wearing them out too. I think that the Japanese economy might collapse or come close to it by the end of 1942, but should see signs of severe strain that the Allies can take advantage of long before that.




tanker4145 -> RE: WITP Strategy (10/1/2004 9:56:09 PM)

I like your strategy ideas Sveint. I wish more people would post theirs. I've only started my first PBEM so I don't feel very qualified. The one thing I am planning on doing is evacuating all of Signapore's AC, some of the PI's, and a good portion of the Dutch AC to India/Burma once I lose any chance at air parity over their original airfields. I want to pull some out early so they have time to refit before the Japs get to Rangoon so I can use them to do lots of ground attacks and hopefully slow down and fatigue the Japs in Burma.

I'm wondering what other people do as far as the Air war in India/Burma? To me it seems like it will really help the Allies to have Supremacy, or at least enough air strength to force the Japanese to transfer additional aircraft to the theater. My .02 cents and like I said I'm new, so not sure how it'll work.




sveint -> RE: WITP Strategy (10/1/2004 10:44:16 PM)

quote:

I wish more people would post theirs.


Me too - which is why I posted. [:)]




Central Blue -> RE: WITP Strategy (10/1/2004 11:13:23 PM)

sveint...

seems like you covered the whole situation pretty well.

However...

Are the IJN carriers better used sinking old battleships at Pearl, or blitzing through PI, DEI; sinking ships, blasting airdromes, and putting a crimp in any Allied effort to evacuate forces or extract oil/resource/supply/fuel?




Falke -> RE: WITP Strategy (10/1/2004 11:17:33 PM)

quote:

ORIGINAL: tanker4145

I'm wondering what other people do as far as the Air war in India/Burma? To me it seems like it will really help the Allies to have Supremacy, or at least enough air strength to force the Japanese to transfer additional aircraft to the theater. My .02 cents and like I said I'm new, so not sure how it'll work.


The problem in India/Burma is one of range. The main aircraft is the hurricane which only has a range of 2 which is insufficient to project air supremacy. You can with these make CAP fortresses, but the offensive power is limited to the AVG and mohawks.
Hence the initiative is with the Japanese, they only have to bring more airpower if they wish to advance, to hold a static line though would require less aircraft since the allies would not be able to threaten the japanese much.




dr. smith -> Philippines Aircraft Evac (10/2/2004 12:29:01 AM)

Playing as US, I get the P-26 (15 hex range) out early since the only real route for these are through Mindanao, specifically Cagayan. They can get out via Tarakan, Miri or Brunei, but the latter 2 are marginally defended and likely to be taken by surprise at any time. Prefer the Cagayan-Kendari-Darwin route. I save them since they upgrade to P-39=>P-38s!!

The P-35s (20 hex range) can wait longer due to longer range, but they only serve as target practice for the visiting Zeroes. Get them out, force the Zeroes to tangle with the P-40s.

For the P-40s, remember you have 2 types with 2 different ranges, so get your P-40E (15 hex range) out first. The P-40B (21 hex) can wait. The trigger for me to move out the P-40E is Davao/Cagayan or Tarakan being invaded. If its Cagayan-Davao I transfer to Tarakan and vica versa. You have the 24 FG (P-40E) at Manilla with 30+ planes, I usually split this one before moving it. Clark will have a very battered 21 FS (P-40E).

So that leaves the P-40B of 3rd FS at Clark. They can transfer all the way to Singapore/Mandalay/Balikpapen. I like to play it safe, usually an invasion of Tarakan or Menando will spur their transfer, since its easy for the IJN to island hop and Singapore will be feeling effects, and Balik is always open for a surprise attack.

Most importantly, do not wait until the last minute to transfer your Fighter Squadrons command. Space it out in the sequence you plan to move them. There is no reason to leave anything behind, especially the P-40s.

My cent and a half . . . [>:]




esteban -> RE: Philippines Aircraft Evac (10/2/2004 5:32:23 AM)

Japan:

1. You have 5 possible axis of advance. (Through Burma/Bay of Bengal to India, against China, across the Pacific to Pearl Harbor, against the U.S./Oz supply line, or against Australia) Decide what your target is early on, and base make your moves accordingly. If you are going after the South Pacific isles, start stockpiling fuel and supplies in forward bases like Kwajelain, or at least Truk. If you are going after India, you might consider throwing KB at Singapore on turn one, to get the PoW and Repulse and reduce the . They are worth as many VPs as the U.S. BBs at Pearl Harbor, and their better speed makes them more useful to the Allies. If you want to hit the South Pacific, hit Pearl Harbor to weaken the Pacific Fleet and take out the U.S. Catalinas (in particular) on the ground.

2. Start pressing in China ASAP. Yenen and Changsha are the early targets, Wuchow is also useful. Decide if you are going for the knockout blow here or not. If you are, grab airfields to bomb Chinese resource centers that you do not control, to wear out his supply base. At the very least, move low assault value engineering and artillery units out of Manchuria to reinforce the Chinese war.

3. Do not commit KB except against juicy naval targets (lots of low defense shipping or the Allied carriers) or must-win invasions. Keep KB in reserve otherwise

4. Institute a convoy/ASW system early. When moving resources and oil, it's better to use a few heavily escorted large convoys rather than many lightly escorted small ones. Don't try for a just-in-time delivery system of oil and supplies, rather, try to keep your early stockpiles somewhat intact as a buffer for the more infrequent arrival of large resource convoys. You might save a lot of merchant shipping with a turn one port attack on Manila, putting the Allied submarine war behind the 8-ball until they can replace losses in 1943/1944.

5. Clean up your production system. Lots has been written about factories that need to be expanded and converted. Don't hesitate to shut down capacity that you are not using, especially in your shipyards, where you cannot save the shipbuilding points.

6. For your units that are in reserve, like your home defense divisions, have them start preparing for assaults on key targets that you want to capture, while they are in Japan. You have several divisions of moderate-quality troops there, and they can build up prep points while you complete your initial operations and build up political points to reassign these divisions to their new theater HQs.

7. Hoard your units with special abilities. I-boats w/ float planes for example, are incredibly useful for long range recon of patches of ocean/distant allied bases. Use them occasionally as advance scouts for KB, and after awhile the Allied player will freak out every time one of his convoys is spotted by a Glenn. Your parachute units should not be used in stand-up fights against large enemy LCUs, but as a reserve to threaten lightly defended Allied rear area bases and supply lines. Preserve your long-range air transport squadrons to further increase the striking range of your parachutists. Your mine-laying subs are very useful if saved for minelaying, as over time they can attrit a lot of Allied shipping and lay good-sized fields where he doesn't expect them.

8. Save your trained naval air replacements for your carrier-based units. You'll need them there. Start the "Mogami method" of training early on for all your other naval air units. You might want to drain your IJA pilot pool early, by topping off all your IJA combat squadrons, and then start the Mogami method on your IJA other IJA units.

Allies:

1. Bend but don't break has already been said. Don't commit yourself too heavily, too far forward. You can trade space for time. Determine what bases you really need to keep, and preserve those. If a forward base is nice to keep, but not strictly necessary, then don't commit lots of force to keeping it.

2. Evacuate all unneeded shipping from combat areas ASAP at the start of the game. For example, most of the APs and AKs in the SRA can leave ASAP. Your old U.S. flush-deck DDs are worth much more converted to APDs and such, rather than as poor surface combatants. Your weaker British DDs and CLs are worth more as withdrawl fodder (to save your better Brit ships from withdrawl) than as poor surface combatants. You don't have the political points to save lots of ground units in the SRA, so get the uneeded ships out of there, so they can be used for other operations later.

3. Figure out what you want to do in China. I would send most of the SE Asia command Chinese units into Burma and India, to protect your southern supply line and India. Even if China falls, they will still draw replacements through the SEAC HQ. The Chinese replacements do not disappear if China itself falls. There are a lot of different ideas on what to do in China proper, so I won't suggest one particular method. But find one that you like and stick with it. Keep your rear area bases garrisoned against parachute drops. For theChinese, it is devastating to lose key industrial and supply line bases, you don't have a lot of excess supply capacity in the first place.

3. Once the Japanese offensive has stalled, you should decide on what your main thrust will be. You have 4 obvious choices (central Pacific, Solomons/New Guinea, north from Darwin, and west from India. Possibly you can go down the Kuriles from the North, but the size of the Kurile bases are pretty poor, the weather can be very nasty, the Japanese homeland bases are huge, and his supply line is inches long. The Darwin offensive may be affected by suggested, more historical map changes. Pick one, two at most, and stick with them.

4. Run oil from the U.S. to Australia or India, depending on where you major offensive/defensive needs are, and run the U.S. heavy industry below capacity. It's easier to transfer oil rather than the supplies and fuel that the oil is made into. You have more heavy industry than you can keep going, so shut down inland HI centers first, since they do not produce fuel as well as supplies.

5. Save your B-29 squadrons from all but the most vital bombing missions until the replacements start arriving. The early-arriving B-29 squadrons have tremendous value as search and recon aircraft, use them mostly in those roles until you can get a really large and sustainable B-29 fleet. Then start taking out Japanese bases and convoys or bombing industrial targets.

Both sides:

1. Save your political points to change HQs for restricted units to unrestricted HQs, rather than moving around units between unrestricted HQs.

2. Remember that in the Pacific, there is a long lag between when you start sending supplies and fuel, and when it will get where it is going. Build up large stockpiles behind your major combat theaters. Don't get left high and dry.

3. Keep an eye on the commanders of your units/TFs, they can have a big impact and are the most easily changed variable in your units' performance.




Twotribes -> RE: WITP Strategy (10/2/2004 6:56:22 AM)

The American Aircraft in the Philippines can evacuate to China and from there to India. I normally withdraw the smaller P-40 unit, and fly the bigger P-40E out to Darwin, where once at full strenght it is split with one group going to Port Morsby and the other 2 staying in the Darwin and Timor area. The other fighters and the B-17 go to China and on to India. The patrol craft go one to India and the other(s) to Australia. A couple of the Dutch Patrol units go to India also.

In The DEI I evac the unneeded bases ( along with 3 or 4 from the PI) . The PI bases go to Australia , some of the DEI go to India some to Australia.

I get a good chunk of the 3 ISF forces AV support out of Singapore and to India. And the MAF as well. In the DEI I consolidate all ground forces in Batavia and Soerbaji and make the Japanese pay for those bases.




dereck -> RE: Philippines Aircraft Evac (10/2/2004 6:59:38 AM)

quote:

4. Run oil from the U.S. to Australia or India, depending on where you major offensive/defensive needs are, and run the U.S. heavy industry below capacity. It's easier to transfer oil rather than the supplies and fuel that the oil is made into. You have more heavy industry than you can keep going, so shut down inland HI centers first, since they do not produce fuel as well as supplies.


What do you mean shut down? I didn't think the allied player could do anything with his production/industry.




esteban -> RE: Philippines Aircraft Evac (10/2/2004 5:48:39 PM)

Whoops! That's right, the Allies cannot halt production at their factories.




dereck -> RE: Philippines Aircraft Evac (10/2/2004 6:28:14 PM)

quote:

1. Save your political points to change HQs for restricted units to unrestricted HQs, rather than moving around units between unrestricted HQs.


Do you mean like the Australia Command, New Zealand Command and Canada Command for the Allies? And if so ... how?




esteban -> RE: Philippines Aircraft Evac (10/2/2004 8:14:28 PM)

You can reset the HQ for a unit when you open the unit status screen. Up at the top left of the screen, you will see the command name, usually highlighted in yellow. Click on that HQ/command name, and it will give you a menu of your other HQs, if you have enough political points, you can change the unit's HQ to any of your other headquarters.

I think the HQ name is not highlighted if you do not have the PPs to pay for the cost of the change.




dr. smith -> RE: Philippines Aircraft Evac (10/2/2004 9:34:42 PM)

quote:

ORIGINAL: dereck

Do you mean like the Australia Command, New Zealand Command and Canada Command for the Allies? And if so ... how?


In the early going it is NOT these you are concerned with, but USAFFE (Philippines) and then ABDA (Indonesia-Dutch East Indies), then Australia Command to reinforce New Guinea. Later you can mess with Kiwis & Canadians.




dereck -> RE: Philippines Aircraft Evac (10/2/2004 11:00:42 PM)

Maybe I didn't make my question clear but it sounded like he said you could change an HQ, such as the Australian Command, from a restricted HQ to an unrestricted HQ and if that was what he meant then my question is 'How?'

Do you assign the Australian Command to an unrestricted HQ or what? Please clarify for me.

Thanks.




dtravel -> RE: Philippines Aircraft Evac (10/3/2004 12:13:28 AM)

quote:

ORIGINAL: dereck

Maybe I didn't make my question clear but it sounded like he said you could change an HQ, such as the Australian Command, from a restricted HQ to an unrestricted HQ and if that was what he meant then my question is 'How?'

Do you assign the Australian Command to an unrestricted HQ or what? Please clarify for me.

Thanks.


Three variations here:

1) Change the Australia Command theatre to be an unrestricted command. I.E., all units that report to Australia Command would no longer suffer the restrictions of not being able to load, limits on where based, etc. This cannot be done.

2) Change the HQ unit 'Australia Command' so that it reports to another command (i.e. Southwest Pacific). Probably, haven't tried that myself, but there is no real point to it. All that would do is allow you to move the on-map HQ unit outside its own command area.

3) Change all the units reporting to Australia Command to report to other, unrestricted, commands. Physically possible, but you have to go to each unit individually and do so. Unlikely to happen early in the game due to Political Point limitations.

Hopefully one of those answers your question. [:)]




Andy Mac -> RE: Philippines Aircraft Evac (10/3/2004 1:45:02 AM)

OK I have only played the allies but I have 5 PBEM's on the go and I have tried a different strategy in each of them.

As the allies my main generic strategy point would be TIME TIME TIME.

Holding on is the main key to winning.

Anything that holds up the enemy is good.

The only area not already covered above that I can add some new points on is India.

Principals.

1. India must be kept secure. The easiest temptation for an allied player to succumb to is to over reinforce Burma. (Something I was in danger of doing against Sveint)

Even if you get out of the Rangoon deathtrap its a long time to get those units back onto the Indian rail net.

I would never commit 7th Ard/ 18th UK or 2nd UK to Burma as they are required for the defence of India.

2. Dont send cadres of saved units Malayan units to Australia (the two Aus Bdes and the USMC Rgt from Phillipines get good replacements and will get brought back to strength very quickly therefore these are the priority units to save from Singapore /DEI/ Phillipines)

If an Indian Bgde gets mauled at Singapore its not worth savoing as Indian replacements are so slow. CW replacements are better so If I am saving full units I would save Indian then Commonwealth then Phillipines then Aus/USMC

If I am only saving cadres I would start with Aus/ USMC then CW or Philipines I would tend not to bother with cadres of Indian Bdes as the lack of replacements make them worthless except for rear area security)

Use at least 2 of the understrenght ind divisions in Bn sized gps to ensure that no coastal port is ungarrisoned and use your 3 strong forces as reaction forces.

Dutch Infantry is rarely worth saving due the lack of late war upgrades Dutch engineers are a priority but should be spread to India/Aus and other exposed parts.

3. Of Vital importance is that you make sure that Northern India has at all times at least one strong formation and all coastal bases garrisoned by at least Bn sized forces if you dont a light raid could cause mayhem.

2. In my game with Sveint (DELETED DUE TO CLASSIFIED NATURE)

Andy




tanker4145 -> RE: Philippines Aircraft Evac (10/4/2004 7:49:10 PM)

One thing I've been doing as the US is using small surface TF's, usually just one DD, sometimes a CL or CL and DD, just depends to attack his undefended transports in the DEI and PNG. If nothing else, it forces him to respond with more escorts or a surface TF to get you off his back. I haven't been caught by air with these small task forces many times. Yes, it's cost me a few DDs, but it seems to be working better than using larger surface TFs and has produced some good results. CL Perth alone sank two MLs and a Jap CL, with only minor damage in PNG. Not to mention if the ships you hit are loaded you kill some of the troops on board even if you don't sink them.

I also used the POW and Repulse to hit a bombardment group. I timed it right and hit a CA Bombardment group and not his battleships. Now he mainly uses larger bombardment TF's to defend against this, which means he can't be in as many places at once.

Like all the tips fellas, please keep them coming.




sveint -> RE: Philippines Aircraft Evac (10/4/2004 10:41:46 PM)

quote:

Are the IJN carriers better used sinking old battleships at Pearl, or blitzing through PI, DEI; sinking ships, blasting airdromes, and putting a crimp in any Allied effort to evacuate forces or extract oil/resource/supply/fuel?


Instinctively it seems like DEI is the better choice - it will speed up your conquest and allow you to sink alot of shipping. On the other hand, battleships is the one resource the Allies are short on, and they are immensly useful for bombardment.

Personally I'm leaning towards Pearl Harbor followed by immediate redeployment to DEI.




sveint -> RE: Philippines Aircraft Evac (10/4/2004 10:46:48 PM)

On another note, it seems Java is a much harder nut to crack than it was historically. Any tips for either side here? Should Japan rush for Java early or leave it for later?




tanker4145 -> RE: Philippines Aircraft Evac (10/5/2004 7:09:55 AM)

No personal experience from the Jap side, but I agree, Java does seem a hard nut to crack at first. I think taking bases in Borneo, Sumatra, and Kendari is key. This allows you to isolate it by air and make it very hard for the Allies to support. Bring enough air power to bear against any airbases on Java and they should be shut down, or at least have most of their planes destroyed and this will make it easier. When I do take a crack at the Jap side, I don't plan on going for Java till I have it well isolated. Just my 2 cents.




SaintEx -> RE: WITP Strategy (10/6/2004 5:00:09 PM)

Excellent thread, interesting remarks.

I've only messed around a little with the allies so far, and I think their strategic options are pretty well covered in the thread. The only thing I would add is a potentially contentious observation...

The Pacific war was a war of attrition, eventualy won by the ability of the Allies to absorb more damage than Japan was able to absorb. As such, it makes sense to engage wherever possible, particularly in terms of ground troops. This suggests that the allies should immediately put on pressure once Japan starts to slow after her initial conquests, meaning perhaps aggressive stances in China and Southeast Asia, as well as early counterattacks just about anyplace possible. I think that by mid-42 it becomes easy for the Allied player to sit around with powerful ground units unengaged for some months, which is a waste. In my game against the ridiculously stupid AI, for instance, I've transferred the two powerful Australian divisions received in '42 to Southeast Asia simply because I want them in contact with the enemy and there were no good places for them to fight around Australia.

Again, I know the AI is stupid, but I have a feeling that any allied strategy whatsoever will be better served by making sure that units aren't sitting idle, with the exception of vulnerable carriers in '42. Of course, prudence is key as well, but given the nature of the war, within the boundaries of prudence, the allied player might consider a more active response than his historical counterparts. This is reinforced by the fact that Japan benefits from interior lines of communication in an essentially naval war, allowing for relatively rapid redistribution of force. The obvious counter-strategy given the preponderance of allied resources is to engage in multiple operations at diametrically opposed points. What's more, if the japanese player follows Sveint's excellent advice, and digs in for the long years to come, then the allied player must ensure that he doesn't have much time to dig in, unless those years become long indeed and he's reduced to, at best, a marginal victory. Reacting in mid-'43 will already be too late.

Any opinions?




dereck -> RE: WITP Strategy (10/6/2004 5:33:39 PM)

You have to remember one thing about the real command structure in the Pacific War.

Until around the time of the Okinawa invasion in mid 1945 there was NO supreme American commander in the Pacific. That meant you had MacArthur with his Southwest Pacific thrust and Nimitz with his Central Pacific thrust. Even though both attacks were successful they still were a divided offensive.

Many history books I've read have cited the lack of a unified American command structure as potentially lengthening the war. Their point is if all the forces had been concentrated in one thrust, instead of the two there was, the Americans could have applied overwhelming force anywhere they desired and simply overpowered whatever the Japanese had to commit.

Don't know how true that is/was, but it may be something to possibly consider.




SaintEx -> RE: WITP Strategy (10/6/2004 6:29:48 PM)

That's certainly a valid point, and one that has often been raised. However, playing this simulation, as well as others (my favorite covering the theatre is still the old "Pacific War" board game by Monarch Avalon) has led me to question that received wisdom. While it's true that a coordinated thrust would have allowed the allies to stomp over everything, that's pretty much what they did anyway as of late '43. In terms of the game, think of all those wonderful divisions...the three australians, the USMC divisions, the Americal, not to mention all the other army divisions and the RCT's, on top of the forces in southeast Asia, and the Chinese. What possible single operation could employ them all; and what single operation could draw enough Japanese aircraft into it to allow the air attrition? Furthermore, I'd just as soon keep the Japanese running around, burning up fuel and fatigue, than allow them to concentrate their defense in one place.

On the whole, I've reached the conclusion that while the allied strategy was developed for the wrong reasons (lack of coordination) it wasn't necessarily a bad strategy in itself. If anything, I'd suggest that it should have been taken further, with even more hrusts (e.g. a northern thrust down the kuriles) and a flexible response, seeing which worked best. Admittedly, the fractured command structure would have made it difficult in real life to adjust resources to take advantage of opportunities.

In summary, one deep thrust would have gained them more ground faster, but ground was less of a factor in the Pacific than in the ETO...if they had captured Iwo or Okinawa six or twelve months earlier, but left more ground, air and naval forces intact I'm not at all convinced that it would have been a worthwhile trade-off.

I've actually thought about this recently, how a simulation can help to give a different point of view on history...but then that's one of the principle reasons I've played them for so many years. Anyway, I freely admit that I might be wrong about this, but that's the conclusion I've reached, and I look forward to testing it out against a good PBEM player in a few months.




Halsey -> RE: WITP Strategy (10/6/2004 6:58:47 PM)

There are also a few political implications that are not inherint in this game.
Sure, the allies can ignore the southern theatre. Too bad it wasn't feasable considering the political climate. The Australians needed supplies and support, and we were the only ones in a position to do that. I know a few Aussies dislike "Big Mac". Sure he had an ego the size of Texas. I don't dispute that.

One thing he did understand was what the politcal climate was going to be like after the war was over. It was the correct decision to go back to the Phillipines and kick the Japanese out out. The Americans owed them that. His military thrust from the south helped to link up the Asian theatre to the effort going on in the Central Pacific.

The Americans have enough resources available to do both. A bum rush strategy straight across the Pacific is a possibility. The question is, do you want to win? Or, do you want to play the game? Both can be accomplished. There are enough resources to make it happen.

Open up as many fronts, that you can support, against the Japanese. It will force them to spread themselves thin. It will allow an approach to the Japanese mainland from more than one direction. Giving you more flexibility for deployment, and forcing the Japanese to defend against every possibility of approach. Every victory, or defeat, bleeds the Japanese of the forces that they are going to need to stop or delay the final push. Plan your strategy before you deploy tactical assets. Decide what is important and what isn't.




Page: [1] 2   next >   >>

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI
1.154297