crsutton -> RE: Uncommon Valor Grand Strategy (12/13/2004 7:51:24 PM)
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ORIGINAL: Blitzer I would expect nothing less from crsutton than his concise assessment. His second point deserves a bit more comment, as I think against an able and alert Allied opponent it is the only realistic path to a Japanese victory. Everything depends on points. Never forget this fundamental fact. In a grand-strategic sense the way for the Empire to prevail is by pursuing an essentially defensive approach. Foregoing a rather risky lunge at an autovictory base, before 1943 the Japanese position can be very strongly - and effectively - fortified. There are are several issues involved here: 1. Utilizing construction units to augment key bases, namely Wewak, Lunga, Gili Gili, Munda, Vila, Dobadura, Madang, Finschhafen, the Admiralties, Buka, Buin, Gasmata, Kiriwina, Emirau, and Green Island among others. Contrary to conventional wisdom, the Japanese can outbuild the Allies in base construction. Airfield construction should take priority here, but ports should also be adequately developed where future unloading is anticipated. This has the additional advantage of confusing, dispersing and dissipating the inevitable Allied air offensives. In this manner Japanese air groups can be agilely shifted about to conduct operations without fear of excessive loss. 2. Conducting a narrowly focused assualt on Allied naval units. Choose a class of enemy vessels and make every reasonable effort to eliminate them. Sinking carriers is certainly ideal, but not always possible. There are however other alternatives. Without sufficient transports the Allies cannot invade despite their air power. No minesweepers mean severe losses to Allied amphibious invasions. And this leads in my view to the most important offensive, the one against Allied destroyers. For both sides destroyers are the most useful units in the game, air land or sea. In short however any of these strategies can work if carried through with icy consistency, with a manageable acceptance of friendly losses. 3. Effectively deploying the considerable Japanese LCUs. Imperial infantry, well supplied and dug in, is a terrible foe. It is possible to create a "crust" of positions anchored on Lunga/Irau, Gili Gili, and Port Moresby, thereby holding three divisions and two+ brigades in reserve for counter-invasions against these points. If the Allies succeed in seizing one of these they will pay heavily, considering that Allied ground losses count double in points to IJA casualties. Above all, use your carriers judiciously. In #17 and #19 the Japanese receive a good allotment. If they are sunk however or sent back to Tokyo for repairs then the entire defensive plan can be compromised. In conjunction with Japanese airpower they can be nearly invincible. Good luck. I pretty much agree, except that I don't believe in building up all the forward bases that you mentioned. I am a bit more selective. Problem is that the a number of small Japanese bases can make the Allies trip back to Rabual much easier. That is, you can not defend all of them heavily and a base with say 2 air factors is a prime target for an Allied invasion. The Allies can easily pound the base, take it with troops and engineers and then with the overwhelming number of seabees that they get, build the base up to level 4/3 in no time. If the game is balanced as far as losses, then any base taken by the Allies after May 1943 will most likely never be taken back. (corsairs) And given their late game air superiority, any base the Allies hold after May 1943 will effectively mean the effective closing of any Japanese base within P38 lightning and medium bomber range. Since you are fighting for time, it is best to deny the Allies a number pre built up bases and force them to waste time buiding up the base themselves. It might give you a few more weeks. On another note, I can think of two ways to balance all scenarios. 1. In any scenario where the Allies (or Japanese) are percieved to hold an advantage (historical), simply use a third party and bid for side. The player who offers the highest VP handicap gets the Allies. Just pick a friend for both of you to send your bids to. He then forward both bids back to each player. Easy. 2. CRSutton's proposed house rules. Allied forces may not attempt to invade an autovictory hex before Jan 1, 1943 and if the Allies do not hold either Rabaul or Lae by games end, the best result that they can have is a "draw". I like the second choice for long games as it allows the Allied player to conserve and build up forces before the Japanese can attack. (Usually, if I shoot for auto victory-I go for it in late November), and promotes both players to play and plan for the end game-ensuring a long and well fought out campaign.
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