Turn 3:
Japan will generally be able to complete the conquest of the Indies this turn. You, of course, need to make this temporary. Japan will wipe out the main part of the UK navy, leaving behind only the newly-built cruiser. It will push back into Shan, although it will be another turn before the units built on the Kiangsu IC will make it south. Japan builds a second minor IC on Kwangtung. It takes Yunan and looks to be able to hold it. It will probably leave a large navy and air force to defend the Philippines. It will SBR you again for an average of 10 damage.
Since the Philippines are heavily defended the United States captures Iwo Jima this turn and begins to crank out ships at its usual enormous rate, preparing to eliminate the IJN and save you. If you are lucky China will take Yunnan one final time, keeping the flow of money from India. If not, it hunkers down and prepares for the Japanese to slowly finish it off.
UK Turn three:
Japan has reduced you to 9 IPCs of income. Fortunately you can strike back, and Australia can as well. You are in grave danger and must suceed quickly to survive.
Purchases: Nothing. You will be near the cap for IPC damage. Its to your advantage to wait, since you will have more leverage to buy things next turn.
Movement: Your final proactive movement should be to take the cruiser and transport and try to take whichever island in the Indies is least defended. Use your airforce to help clear the way. However, if everything is well defended then its more important to leave your airforce alive.
After this point attacking is rarely worth it, except for orphaned transports. Your forces are much more useful on the defensive. That airforce in Malaysia forces the Japanese to group together and to protect their transports, since you can strike at any time. If you attack but lose a lot of the air force, you may have done some damage, but the Japanese now do not need to protect their forces from a potential attack.
Placement: Nothing to place.
ANZAC Turn Three:
Australia is now ready to hop into the war like a kangaroo. Or some other marsupial. Celebes will be your first target, probably. But Java is also a nice target if its available.
Purchases: Buy an aircraft carrier if you built a transport turn 1. If you built a DD turn 1, you will not be able to afford this. In such a case, buy a cruiser instead. You need a navy to defend transports as you try to liberate Indonesia.
Movement: Move your transport to Celebes, using the fighters to clear the IJN from the area. You now will have increased your income and denied the Japanese an objective.
Placement: Put whichever ship you built on Queensland. It can get to Celebes next turn without issue.
Turn 4:
Japan re-completes its conquest of the Indies and has a major naval battle with the United States. The US offensive is blunted, for now, but they will be back. Japan will probably not be able to afford such a naval presence ever again. They SBR India for another 8 damage, reaching the damage cap. Things get especially dire for China as the Japanese factories on the mainland gear up, and the units they built start to penetrate into China. Japan upgrades its factory on Kwangtung to a major complex.
The United States continues to crank out ships. China whimpers.
UK Turn Four:
Its time to prepare to defend India. That’s your only thought at this point.
Purchases: Buy off the damage and buy as many infantry as you can afford, which may not be very many. The good news is you probably have shot down at least one bomber by this point, if not two.
Movement: If India looks secure for the time being, keep those planes on Malaysia and threatening the Japanese. If not, bring them to India to help defend.
Placement: Place the infantry on India.
ANZAC Turn Four:
Keep up the pressure on Japan in the Indies.
Purchases: Build 1 transport, 1 infantry, and 1 artillery.
Movement: Take Celebes or Java, whichever is easier. If the Indies are too defended, snatch Palau for an easy one-time 5 IPCs. Use the planes to support any attack by sea. Bring in the carrier to this attack, and land two of the planes on the carrier.
Placement: Place all three units on Queensland.
Turn 5:
Japanese units are starting to move into South-East asia. Japan is preparing to take India, but you have another time before they strike, perhaps even two. Japan may take Malaysia, but it is likely that it will be too busy defending against the United States. Japan will not have yet finished off China, but there will be little left.
The US amasses enough force west of Hawaii to start to be a very real threat to Japan. China sits backs and waits for the pain.
UK Turn Five:
Keep up the defense.
Purchases: Don’t buy units this turn. Save your money and plunk down a bunch next turn.
Movement: If you haven’t brought those planes back to India, now is the time. Other than that, there’s not much for you to do.
Placement: Place nothing.
ANZAC Turn Five:
Keep up the pressure on Japan in the Indies. As long as you keep attacking there the Japanese will have to split their forces, making it easier for the US to destroy them.
Purchases: Build 1 transport, 1 infantry, and 1 artillery again. The US should have you increasingly covered, and its your mission to provide the troops to land in the Indies.
Movement: Keep taking the Indies as possible.
Placement: Place all three units on Queensland.
Long run:
India will not hold out very long. However, the US fleet is going to obliterate the Japanese navy and retake the Philippines. Australia will waltz Matilda into the Indies and supercharge is economy. The US and Australia will be able to land on the Asian mainland in Malaysia, Kwangtung, Korea, and other valuable locations to establish an industrial base on the mainland and push the Japanese back. Eventually Japan will become very income starved and the US will invade and win.Your efforts as the UK and ANZAC have slowed Japan down enough to allow the US to gain naval superiority, and the Rising Sun will set.
Alternative Strategies:
Mainland UK strategy: As the UK you can focus on mainland Asia. Ships are expensive, and it take awhile for the Japanese to gain momentum in Southeast Asia. You can really help China out this way, and a strong China gives the Japanese all sorts of headaches. The problem with this tactic is that without building a navy in the Indian ocean the Japanese can get the Indies very quickly and keep them. That means a lot of money for them and very little for you, so this tends to fizzle pretty quickly.
Invasion of Australia: If Japan forgoes an early attack on the Indies they can often instigate a devastating invasion of Australia. This is easy to discourage by defending Queensland. You can make it so expensive to do that it simply would not be worth their time. However, should Japan really dedicate itself to this goal it can wipe out Australia fairly quickly. This tends to be self-limiting. They will have used so much in this effort that the UK will take the Indies and have an enormous amount of money to resist them. Japan may not have to worry about the Aussies, but they will be crushed like a can by India from the west and the United States from the east. It tends to be a pretty interesting game, though. If you’ve never played a game where Japan attempt this, do.
Japan should move nearly everything it has to the Carolines on its first turn. Turn 2 it declares war and invades Queensland. Even if New Guinea is protected by a destroyer, the Japanese can use their naval base to sail around. Turn 3 they move south from Queensland and into New South Wales, using carrier born aircraft to support the attack. They can usually win this. Mopping up the rest of Australia is a breeze. While they do this, the UK should secure the Indies and will be able to build a very large fleet. American can then come to rescue Australia.
Early 1940 Declaration of War: This will covered in a separate article. My playgroup considers this unsporting. Never the less, its a reality and can be resisted with a bit of luck.
Average SBR damage:
Calculating the average damage from an SBR has only one variable now that all facilities have AA, which is number of planes. Now, you may claim that since each plane does 1D6 damage they will deal an average of 3.5 damage per plane. This is wrong. There is a chance each plane will be shot down before it gets a chance to deal damage, and this must be factored in. We have three factors.
IP = Initial Planes, a variable
SR = [Survival Rate] = (Surviving Planes / Initial Planes) or 5/6
ADPP = [Average Damage Per Plane] = ( 1D6 Damage / Surviving Plane) or 3.5
The units cancel out to damage.
Let’s do 4 planes. So 4 * (5/6) * (7/3) = 11 and 2/3. An average of slightly less than 12 damage with 4 planes.
For successive turns of SBR I assume 5 of 6 planes will survive to bomb again, allowing for fractions. Nobody in the history of the game has been bombed by 3.33 planes, but for averages, it works.
Abbreviations:
INF (Infantry)
ART (Artillery)
ARM (Tank/Armor)
MCH (Mechanized Infantry)
AA (Anti-air gun)
FGT (Fighter)
TBM (Tactical Bomber)
SBM (Strategic Bomber)
BB (Batleship)
CV (Aircraft Carrier)
CA (Cruiser)
DD (Destroyer)
SS (Submarine)
AP (Transport)
Note, all naval units are abbreviated by their standard US hull classification. CA (Cruiser, Armored) is used because CL or CH is not quite appropriate. CV (Carrier, heaVier than air) is the historically appropriate classification even if counter-intuitive. Same story for AP, that’s the US Navy classification for a transport vessel.