Engineering your enemy into a position where luck becomes a more significant factor in their results is an element of skill.
Good point and well done in your game. I don’t think that Japan’s response was correct, so definitely you have more skill than the other team.
I think the best response to switch’s SJF is indeed to abandon an attack. I think it must be Pearl.
The reason why is that taking Pearl early requires a ton of equipment, and pretty much doesn’t allow you to build any transports safely. Let’s go over this:
The safe way to take out a reinforced Pearl, assuming you lost the sub in Solomons, is to hit it with everything within range - 3 fighters, 1 car, 1 dest, 1 bb, 1 tran, 1 bomb. The order of loss is bb, tran, bomb, fig, then past that you’re screwed because the Americans will attack. But it’s quite likey you won’t lose that many units, and it’s likely will instantly knock out Pearl in one strike. If you don’t, you will take between a total of 2-4 hits in which case you’re ok, you’ll still have a loaded car + bb + dest, which is unfavorable to the Americans (they will very likely not touch the Japanese BB).
Although Pearl is safe, that sucked up a ton of equipment. 2 units not landed in Asia, 3 figs out to sea instead of being able to defend, no ships to protect a tran build from Japan. (even in inner seazone the Russians have a fig that can strike from Bury)
China you can still attack with mass inf + 2 fighters, but the Kwang navy is down to attacking with bb/fig/car, might lose car/bb in a bad situation.
And now, UK/Russia can push in (might be able to prevent UK pushing in if you have 3 figs land in F. Indo), and you have no safe transports. Ugly…
My response would to ignore Pearl. Attack China with 7 inf 3 fighters 1 bomb, knock out Kwang navy with 2 car + 3 figs + bb. Land 1 inf 1 tank into Manchuria, land 6 fighters there. Guard inner seazone with the other bb, deploy 3 tran in inner seazone and 2 inf on Japan.
This exposes 2 Japanese weaknesses - now the Pearl navy is active (along with mini uk navy), and F. Indo is completely undefended. But we’re not in a terrible situation. Japanese losses have been minimal since now we’re pretty much consolidated. F. Indo is open, but it’s indefensible if the Allies try to hold it due to the 5’ish inf in China and 4 tran + 2 bb ready to overpower it. The Russian inf + fighter in Bury are stuck for the moment since there’s 1 inf 1 arm 6 figs in Manchuria; the Russians might be able to jilt a fighter but at cost of everything there (not worth it). Japan is slowed for sure, and maybe that is enough in itself, but the point I’m making here is a better response than the one used in switch’s game. Japan is pushing in slightly and should at no point be dipping below their starting income. (the axis really can’t afford to lose territory if they want to have a shot at winning)
When the Americans send their navy out, it will be annoying. They will take an island or even 2 or 3 with the UK interdicting with their tran/2 inf + the fighter off the American car, depending on where your navy needs to be to overpower the remaining Allied ground forces. But they need to spend some cash to make a lasting impression (due to most of the Japanese navy being quite active), which takes away from their ability to deal with Germany. The Japanese navy + airforce will make the Americans think twice about where they’re landing.
However, I have very rarely seen KJF end in an Allied loss.
Yea, KJF is stronger than it may look at first. There’s probably no conclusion after 10 rounds if played properly. Germany may have Moscow, but Japan will have 2 of their VCs taken away as well and most of their income.