Bullwinkle58
Posts: 11302
Joined: 2/24/2009 Status: offline
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quote:
ORIGINAL: mind_messing Japanese mobility dies in 1943-44 with the arrival of overwhelming Allied reinforcements. Even assuming that the IJN makes a net gain in terms of ships throughout 1941-44(which is unlikely!), it will still be vastly outnumbered, and as the war progresses, outdone in quality as well. The only real alternative for Japan is to exchange troops and space for time. That's where the depot divisions come in. They deny a big SPS base to the Allies, and make them invade, exposing amphib shipping and warships to Japanese air and sea power. At the end of the day, Japan has far more infantry divisions that it does capital ships. What would you do Alfred? Have to disagree with most of this. J. mobility doesn't "die", certainly not in 1943. Just as Allied players sometimes make 1942 Japan twelve feet tall so the same with the Allies in 1943. Things are better; they aren't great yet in numbers or capabilities. Playing the Allies one may have more naval assets, but little to no extra intel of what's going on in that deep blue well behind the front ocean lines. The KB with 8-hex strike is in there somewhere. Very rarely does the Allied player know where beyond a datum 2-3 days old. Exchanging troops and space for time: this I agree with, but would add ships and planes to the trading pile. Time, time, time. I never get tired of saying that. In a for-VP, auto-vic game it's the most important thing there is. (In a "for the journey" game, it's not.) The Japan player KNOWS exactly, to the day, how long he has to hold out to win. RL Japan didn't. If the game went to the end of 1946 and into 1947 even pretty bad Allied players could wipe every single Japanese unit off the map and take every single Japanese hex. I've done it against the AI in 1946 just to see. Almost no players ever see what the Soviets can do. I've seen. But the game doesn't go to 1947. So trading is what it's all about. All Alfred is saying is that a core part of the trading dynamic is getting "work"--ROI--from your units. The subject of deterrence has come up in this thread. As an Allied player I am not deterred, not an iota, by the Manchurian garrison. Similarly, in my play style, I am not deterred at all by Japan taking Baker Island, to pick one. Doesn't matter except it makes me a little glad that assets have been expended to take something that I don't care about. The ROI of Baker in a PBEM game with me is negative. I don't care. I don't travel that way. Denying a big SPS base. Japan can do that, for a time, but will lose any base if the Allies really want it. The issue is there are far too many big SPS bases for Japan to cover, and Allied engineering is too good in the 1944-45 timeframe. You can't squat on enough of them to deny all of them. Particularly true in the PI and DEI, but also in China. Here we come again to Alfred's point about mobility. It IS a naval game, although probably half or more players see it as Airplanes in the Pacific. To some extent GG saw it that way; just look at where he put the detail development hours. But it's a naval game, and I've said many times here that it's a truism, first told to me in my first week at OCS, that navies exist ONLY to influence events ashore. Mobility is key to that. The WWII USN was built for it. Witness the vast investment in mobile infrastructure--the logistic ships, the quick-load amphibs, the tenders, the Seabees. Underway replenishment, the best force multiplier in naval history. And the USMC, an arm of the mobility doctrine. Japan had none of that, or that in pygmy form. The best Japan can do IMO is pick the best defense points to cover the most possible routes into the core of the Empire. They can't cover all of them, or even most of them. But if they can cover enough of them for enough TIME, they win. If not, mobility wins. As for what Alfred would do he'll speak to that. But I will posit that whatever it is it would look highly "weird" to most players. And it would work.
< Message edited by Bullwinkle58 -- 3/24/2014 6:04:22 PM >
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The Moose
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