@Van_Trump:
I would normally place the bulk of the Japanese fleet at PI at this point, with maybe a few ships at TRUK and/or Singapore.
After Singapore falls, the Japanese mainly stay at the PI as you say, moving back east when they are set to attack India.
@Van_Trump:
So, 2 turns to reach Japan, unless, of course, the Japanese player blunders and fails to block this very obvious build up with a DD
Those blocks can be a rude shock to the US too. :evil:
@Van_Trump:
OR
US Player bases his fleet out of a Midway seabase :-D
I like the Midway naval base as a means to get at SZ19, which I think is the Japanese weak spot, not SZ6. The drawback with having too much based at Midway for the US is that it can’t make it to SZ54 in one move. To me, if the US wants to threaten SZ6, then do it from Pearl, and if the Japanese block, the US gets to snack on a DD for every turn the Japanese block.
By my way of thinking, Midway makes the Japanese commit ships to SZ6 to block a possible Midway->SZ16->SZ6->SZ19 US attack. This can be done with just transports. This assault doesn’t require the US to stay and fight on follow on turns either. The transports can be lost. The troops don’t have to stand in place and fend off Japanese counter attacks, they can move inland revitalizing the Chinese.
To me, this is the dagger to the heart the Japanese don’t want to see happen. Americans liberating Chinese territories, which in turn allows Chinese troops to pop up in territories with the US troops.
If US troops can move off the coast in one turn, they are going to be a big factor in freeing Chinese territories, which the Chinese are going to recieve IPCs for on their following turn.
Building an IC in Korea requires the US to hold off Japanese counter attacks, and is too slow to develope.
All the stuff discussed in this thread as far as what the US can do, or should try to do is really stuff. In games we’ve played using the 40 immediate change, it all becomes very relevant strategies.
I mean, the US has to carry the ball as far as the Allied power to take the fight to the Japanese. With only 17 IPCs on turn one, it means the Americans won’t even be able to place a decent force on the board until turn 2, which won’t move to a position of relevance until turn 3!
The Japanese have 3 CVs, 2 BBs, 2 CAs, 4 DDs, 2SSs, 3 trns, 28 freakin’ air units, enough troops in Asia & Japan to do what they need for the first 3 turns. They will spend 126 IPCs in the first 3 turns.
Against this, the US start with a meager 1 CV, 1 BB, 1 CA, 1 DD, 1 trns, 1 SS, 8 air units & 8 land units. This and 17 IPCs is all the US has to take on the Japanese for the first 3 turns.
They will spend 127 IPCs over the first 3 turns, but the first big 55 IPC buy of that won’t even move into position to do anything until turn 3.
By giving the US the 40 immediately, the Japanese only get a free hand for two turns, not three, and it makes a big difference.