PzB74
Posts: 5076
Joined: 10/3/2000 From: No(r)way Status: offline
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Been promising you a write up and closure of this one, problem is that I sold the old computer were I played this game and I haven't patched up a similar version on the new rig. Since the Jap fleet virtually got wiped out and no new additions could be launched the loss list was almost complete. The last few maps also shows pretty clearly how the Allies were closing in all around Japan - but this picture also got a bit distorted as we had to close down the war in Manchukuo because of the many bugs. In reality Japan should be fighting a desperate holding action roughly around the 38th parallel in Korea. The unhistorical inefficiency of US subs (and some player neglect:) allowed Japan to gather enough resources to continue operating it's relatively undamaged industry at close to 100%. This combined with the great early Japanese victories in the game ensured that the Allied never were able to out produce Japan in regards to aircraft. Think both me and Andy were throwing thousands of green pilots into our airframes throughout 1945. Since Japan were allowed to introduce a couple of "what if" ac like the Shinden, the Allies had to face an even tougher challenge over the Home Islands in the waning months of the war. The ability to overstack bases with troops, aircraft and ships and build level 9 forts everywere also severly influenced how the game played out. While Japan was allowed (by history) to expect great sacrifices from its soldiers and citizens the Allies were not. In WitP there were no penalties for excessive Allied losses - which again were forced upon them by the game limitations layed out above. The game also showed that while Japan is capable of running wild all over the Pacific and taking even India. The penalties for "stretching thin" are always great but in this game the gambit in India showed that this approach is easier to justify than an overstretch into Australia and the wast expanses of the Pacific since a mainland link from India to Korea allows Japan to transfer troops without having to rely on the Combined Fleet for support and supplies. India also worked as an industrial basin and its surrender also forced the British out of the war. It was possible to defeat the combined Allied navies throughout 1942 and force a stalemate until late 1943, but from then on relentless attrition and a lack of new keels will lead to an inevitable reverse of fortunes (unless the Japanese player completely outplays the Allied player - which was not the case in this game after Andy took over). The introduction of Corsairs is usually the worst omen of them all... All of Japan's great successes in this game merely gave the Empire another year of life and this would be the only basis for claiming any sort of "victory". In real life the Japanese war against the USA was doomed to utter defeat, it was just a matter of time. The most interesting "what if" is perhaps what would have happened if Hitler had a bit more sober grip of things and used Japan's suicidal run in the Pacific to avoid war with the US for another 6-12 months. This approach would probably have earned the Nazi Empire another 6 months at most - by mid 45 the threat of nuclear devastation would loom over both Japan and Germany (if the latter had not been overrun by the Hammer & Sickel already). Pretty sure that Admirals Edition will solve many of the issues encountered in this game, but I got a feeling that the results will not favor Japan.... Will try to pull out a final map and some statistics for you when I get a few days off this Xmas. I see that the thread has more than 300k hits Again, thanx for reading and commenting, it has been great fun! Also, a great thank you to all of my opponents in this game: Wobbly, David, Nomand and AndyMac.
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"The problem in defense is how far you can go without destroying from within what you are trying to defend from without" - Dwight D. Eisenhower
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