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    Topics created by saburo sakai

    • saburo sakaiS

      2007 AAMC AAR Main Championship

      Axis & Allies Revised Edition
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      ?

      Hey, I had to ask :-)

      Would love to have you join in though :-)

    • saburo sakaiS

      2007 AAMC Main Championship

      Axis & Allies Classic
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      B

      You van use it on turn one… Then move it to mon turn 2… On turn one it will cost the russians nothing, because the japs can’t take out China if they want to threaten the Yak force…

    • saburo sakaiS

      Saburo Sakai's AAPacific Essays - #8 The Key Ground

      Axis & Allies Pacific
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      saburo sakaiS

      A defensive war is apt to betray us into too frequent detachment. Those generals who have had but little experience attempt to protect every point, while those who are better acquainted with their profession, having only the capital object in view, guard against a decisive blow, and acquiesce in small misfortunes to avoid greater.

      Frederick the Great

      The Most Important Territories and Sea Zones for AAPacific Victory

      In any battle, there are only a few key points that must be protected or that must be attacked.  Likewise, in AAPacific, there are certain territories and sea zones that are the keys to victory or defeat.  This essay will discuss some, but not necessarily all, of the key sea zones and territories.

      Key Territories

      French Indo-China/Yunnan

      With the possible exception of the capital territories (whose capture will result in the end of the game), FIC and Yunnan are the most important territories to both Japan and the Allies.  This is where the Allies and Japan will face each other toe to toe in the hopes of dislodging the other.  If Japan is able to take and hold Yunnan, it has effectively split the the Allied forces in two.  Chinese infantry mobilizing in Szechwan cannot hook up with Indian ground units moving forward through Burma while Japan is able to feed reinforcements into Yunnan through FIC or push its ground forces into Burma for an attack on India.  Fighters based in Yunnan will be able to reach India to support any attack.  Therefore, if Japan is able to take and hold Yunnan, the Allied position is greatly weakened.

      Conversely, once the Allies are able to capture FIC, the Japanese position in Asia is often untenable, not to mention that it is likely no longer possible for Japan to collect 40 IPCs and the 4 VPs that go along with it.  US bombers based in FIC can reach sz36 to kill any newly launched Japanese surface vessels and are in position to join an attack on the main Japanese Fleet wherever it is situated in the Pacific.  If the Allies continue to push units forward and are able to bring US bombers to bear, Japan will eventually be dislodged from FIC.  The key for Japanese victory is to hold FIC until at least J4.  By doing so, Japan is well on its way to a VP victory.  If Japan can hold FIC until J5, victory is almost assured, whereas if Japan loses FIC after J3, a VP win will be a challenge.

      Philippines

      The Philippines is undoubtedly the single most important island in AAPacific.  Japan must take it on J1 and must prevent its recapture by the Allies for as long as possible.  If Japan fails to take Philippines on J1, the US is able to build an IC there and the Philippines will then act either as an SBR base for attacking Japan (if it is not retaken by Japan on a subsequent turn) or it will be an SBR target from New Britain once that is captured by the Allies on Allies 3 or 4.  In either case, Japan will not be able to win a VP game if it does not take Philippines on J1.

      Similarly, Philippines is key to success throughout the game.  Due to its central location in the Pacific, the Philippines harbor is not particularly important but its airbase is critical.  Fighters and bombers based in the Philippines can reach every sea zone that matters and can reach the key territories of Yunnan and FIC.  From the Philippines and sz38, Japan is able to hold the territories and sea zones it needs to ensure a steady flow of VPs until late in the game.  If the Allies are able to push Japan out of the Philippines, Japan had better hope that it is only 1 VP away from victory or the game is surely lost.

      The East Pacific Ports

      These are Caroline Islands, New Britain and Papua.  They are important because they are three sea zones from Hawaii and if they are held by the Allies, US naval reinforcements can move forward quickly and can usually be in position to hit the IJN one turn after they are built.  If Japan keep the Allies from using these ports any naval units built in Hawaii will take 2 turns to be in position to attack the IJN in sz38.  This one turn delay is often the key to victory.  The Allies will be best served to have captured at least one of the East Pacific Ports by no later than Allies 3.  Failure to do so will likely mean that US reinforcements will not be able to move forward fast enough to prevent a Japanese VP victory.  Likewise, Japan cannot afford to let those ports stay in Allied hands on A2.  If the Allied fleet is able to move that far forward on A2, Japan is in grave danger.

      Papua is doubly significant for the Allies because land units there can move forward and take DNG with the likelihood that Japan will not be able to get to 4 VPs on the next Japanese turn.

      The SBR bases

      Often, the only way for the Allies to prevent a Japanese VP victory is to set up an SBR attack by no later then J6 or J7.  Each of Shantung, Manchuria, Korea, Bonin Is, Ryukyo Island, Philippines and Mariana Is are in range of Japan for the purpose of an SBR attack.  Many of these are unlikely to be captured until much later in the game but it is feasible to attempt a capture of Mariana Islands as early as Allies 3.  If the Allies are able to take and hold Marianas as early as that, a VP victory is almost out of the question for Japan unless the AA guns and SBR defenders are especially effective (in other words, you have to get lucky).  Therefore, Japan should do all it can to prevent the Allies from taking and holding Mariana Islands.  This means using available Kamikazes to kill Allied transports and placing units in such a position that Japan will be able to at least attempt to recapture Marianas the turn after it is taken by the Allies.

      Key Sea Zones

      Arguments can be made that there are many key sea zones.  Certainly, sz27, 43 and 47 are important sea zones if you are attempting an India Crush.  Sz36 is critical if the Allies are attempting an invasion of Japan.  And sea zones 32 and 14 can sometimes be the scene of large battles.  In my view, however, there are two sea zones that are more important than the rest, sz28 and sz38.

      Sea Zone 28

      For Japan to win a VP game, it will want to hold sz28 until at least J3 and to J4 if it can.  Sea Zone 28 is the key to preventing the Allies from moving past the IJN and beginning to take away convoy routes and islands thus depriving Japan of the IPCs and VPs it needs for victory.  From sz28, Japan can attack the Allies in sz14, sz27 or sz32.  With an overwhelming presence in sz28, Japan prevents a landing in Papua or DNG and can recapture New Britain if it is taken by the Allies.  This prevents the Allies from making use of two of the three Eastern Pacific Ports that were discussed above.  The Allies usually aren’t in position to take Caroline Islands for at least one more turn, so holding sz28 delays the Allied advance into the Pacific.

      Conversely, if the Allies can force an early retreat by Japan from sz28, Allied reinforcement will be able to move forward faster and Allied subs can retake convoy routes and pressure the Japanese to split up the fleet to deal with the subs.

      Early in the game, sz28 is the most important sea zone.

      Sea Zone 38

      In the second half of the game, sz38 is key.  Japan must hold sz38 likely until J7 if it hopes to win the game.  On the other hand, if the Allies are able to destroy the IJN in sz38 or keep Japan from getting back to sz38 before J7, the game will likely go in favour of the Allies.  As discussed above regarding the Philippines, sz38 is centrally located, allowing the player who controls it to strike in any direction and control or threaten virtually all of the surrounding territories and sea zones.

      These then are the key territories and sea zones you need to dominate if you are to win.  While other battles will be fought, the battles for control of these spots on the map will be the most important.

      Saburo Sakai

    • saburo sakaiS

      Suggestions for Next Essay

      Axis & Allies Pacific
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      saburo sakaiS

      I have played perhaps half a dozen games of AAEurope, so I am not an expert in that game.  My experience is very much like that of others - not much can stop the German stack.

      SS

    • saburo sakaiS

      Saburo Sakai's AAPacific Essays - #7 It All Looks So Good

      Axis & Allies Pacific
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      M

      I’m a newcomer to this site although I have been playing A&A for maybe twenty years now.  I got A&A Pacific a couple of years ago but unluckily  :-) my gaming group has always had more than three players available, so we tend to end up playing A&A revised and A&A Europe.

      However, we do play Pacific now and then and we by the second Pacific session we had learned what Saburo Sakai lays out in this essay– Japan had better buy subs and India had better start stacking land forces up in anticipation of an India assault.  Couple that idea with the realization that territories such as New Britain are vital due to the Naval Base rule and you are well on your way to an enjoyable and hard fought Pacific campaign.  Cheers!!

    • saburo sakaiS

      Saburo Sakai's AAPacific Essays - #6 Japan's Futile Battles

      Axis & Allies Pacific
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      saburo sakaiS

      I still come around once in a while.  I claim some expertise for AAPacific but none at all for the other A&A games.  I have played most of them, but there are many players more able than me who you should look to for strategy tips on AAR, 2nd Edition or the other versions of the game.

      SS

    • saburo sakaiS

      AA Pacific Game.

      Player Locator
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      saburo sakaiS

      Great.  I sent you an email.  We need to decide on a bid or choose sides.

      SS

    • saburo sakaiS

      Saburo Sakai's AAPacific Essays - #5 What's the Difference?

      Axis & Allies Pacific
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      saburo sakaiS

      I have posted these essays to three message boards (Wargamer’s Club, A&A.org and Flames of Europe) and they can be used in whatever manner the owners of those boards choose provided that they are properly accredited and any alterations are properly noted.  I look at them as “scholarly” essays that are now in the public domain.  So, by all means, whatever is of use in the essays can be used as a resource in whatever manner is thought appropriate.

      Thanks for the feedback on the essay.  I intend to write several more before I’m finished.

      SS

    • saburo sakaiS

      Saburo Sakai's AAPacific Essays - #4 The Art of Bidding

      Axis & Allies Pacific
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      saburo sakaiS

      Sun Tzu said:Â

      Carefully compare the opposing army with your own,
      so that you may know where strength is superabundant
      and where it is deficient.

      When a general, unable to estimate the enemy’s
      strength, allows an inferior force to engage a larger one,
      or hurls a weak detachment against a powerful one,
      and neglects to place picked soldiers in the front rank,
      the result must be rout.

      In order to carry out an attack, we must have
      means available.

      For experienced players of AAPacific, it will soon become apparent that the Out of the Box rule permitting a Japanese victory upon reaching 22 Victory Points (VPs) unbalances the game in favour of Japan.  With the option of going for an India or Australia capture or playing to 22 VPs, Japan has too many avenues to victory for the Allies to overcome.  Therefore, as Sun Tzu says, it is necessary for the Allied general to carefully compare the strength of his army to that of Japan and acquire the means to carry out an attack.

      Generally, a bid comes in one of the following four forms:

      1.  VP Bid
      2   IPC Unit Bid
      3.  IPC Bid
      4.  Inverse IPC Bid

      The VP Bid

      At 22 VPs, Japan has the advantage.  In a future essay, I will discuss the tactics used to achieve a VP victory but suffice it to say that with the OOB rules (even using the corrected setup), Japan can usually count on a VP track of 3-4-4-4-3-3-1 = 22 which will result in victory by J7.  A victory is quite achievable by J6 if Japan can get 4 VPs on J5.Â

      A VP bid stretches out the VP track to at least J8, giving the Allies one more turn to set up an SBR base from which to rob Japan of VPs or capture territories or convoy routes taking Japan below the IPCs it needs to stay in the game.

      The mechanics of a VP bid are simple.  Both players secretly record the number of VPs at which they would like to play Japan and the higher number wins.  If both players bid the same, the Japanese player is chosen at random.Â

      VP bids usually range from 23 to 26.  In my view, the game is fairly balance at 24 or 25 VPs.  At 24, the game slightly favours Japan.  At 25, the game slightly favours the Allies.  However, this slight advantage can easily be overcome by the dice or superior play, so the game is essentially balanced by the VP bid.

      There is, however, one problem with the VP bid.  If the Japanese player chooses to initiate a KIO attack (see previous essays), the bid has no impact on the game and Japan may have an insurmountable advantage.  The KIO attack assumes the game will be over by the end of round 4 which means that VPs will never come into play.  In some cases, a Japanese player who wants to go for a KIO attack will enter a bid of 99 or some other impossibly high number to ensure that they will play Japan.  After that, it is really up to the dice to determine the outcome of the game as the counter to the KIO attack is so difficult and dependent on a significant amount of luck.

      To counteract the disadvantages inherent in the VP bid system, various IPC bid systems have been created.

      The IPC Unit Bid

      An IPC Unit Bid is an equivalent number of IPCs bid by the Allied player that he will be able to immediately place on the board in Allied units prior to the start of J1.  IPCs can also be saved to spend on Allies 1.  The VP target for Japan remains at 22.  The Allied player can only place units in territories already controlled by the Allies or in which the Allied player already has units.  US units cannot be placed in China.  The player who bids the lower number plays Allies.

      As will be clear considering the type of bid, the combination of bid amounts and unit placement are many.  In most cases, however, the Allied player should place his new units in a way that will provide the most assistance to India.   Bids will range from 16 to 24.  Some Allied players prefer to place all of their units on land in Asia (4 Rtl in Burma is popular) while others look to enhance the naval strength of their UK forces by the addition of submarines in key locations.  The most important point to remember is to not waste your bid units by placing them where they can be easily hit by a J1 surprise attack.

      The IPC Bid

      This bid adds IPCs to the Allied total that can be used to purchase units on Allies 1.  The IPCs can be divided amongst all Allied nations.  The lower bid plays Allies.Â

      As the units purchased with this bid cannot be placed until the end of Allies 1, bids will tend to be higher using an IPC bid only.  Bids in the 20 to 28 range would be typical, with the majority of the extra IPCs awarded to India, a few to Australia and sometimes 1 to the US.

      The large purchasing power for India usually prevents the Japanese player from attempting an India Crush as India will be too strong for a J3 or J4 attack to be successful.

      The Inverse IPC Bid

      In an inverse IPC Bid, both players bid for a number of IPCs to be awarded to the Allied player.  The player that bids higher will play Japan and the Allied player receives IPCs equal to the Japanese player bid that can be distributed amongst the 3 Allied nations and spent on Allies 1.  The game is then played to 24 VPs for Japan.

      With a 24 VP target, bids using this format tend to be in the 12 to 15 range.  This is just enough to provide India with enough defensive units to discourage a KIO attack but not so much as to unbalance the game in favour of the Allies.  This bidding method was adopted by Days of Infamy AAPacific Club after their 2005 tournament “Battle for India”.Â

      IPCs tend to be allocated mostly to India with some players providing 1 to the US (to permit a 2 Sub, 4 Bmr A1 purchase) and 4 to Australia (for 3 subs).

      In my view the inverse IPC bid creates the right balance between the two sides while at the same time creating many strategic options for the playout.  The bid tends to push the game in the direction of a VP victory although it does not preclude an opportunistic India or Australia capture.  What this bid system does do is generally eliminate the KIO option for the Japanese, which, in my opinion, is a good thing.

      Saburo Sakai

    • saburo sakaiS

      Saburo Sakai's AAPacific Essays - #3 The Australia Capture

      Axis & Allies Pacific
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      saburo sakaiS

      The Australia Capture - The Invasion that Wasn’t

      In February of 1942, Japanese Admiral Isoroku Yamamoto proposed an invasion of Australia.  The invasion plan, calling for landings in both the north and south of Australia, required the use of 10 Japanese Army divisions and because resources where stretched thin, the plan was rejected by Tojo and the Imperial General Staff.

      While the Japanese didn’t have the resources to invade Australia during World War II, the Japanese player in AAPacific does start the game with sufficient resources to capture New South Wales, prevent any Allied counterattack and win the game.  However, the Australia capture is a much tougher strategic road and usually requires a mistake by the Allies to be successful since US reinforcements are much closer to Australia than to India.

      The Australia capture can be initiated from any balanced J1 opening and doesn’t require any unusual opening moves.  Since it requires some mistakes by the Allied player, an Australia capture is generally an opportunistic move rather than a planned strategy.  If you’re the Japanese player, you shouldn’t start the game thinking that you will win by capturing NSW.  Rather, you should always keep in mind the possibility of invading Australia if the right circumstances present themselves.

      After a “standard” J1 opening that sees the capture of Philippines, Hongkong, Anhwe, Kiangsi, Malaya, Java, New Britain, Midway and the destruction of Allied fleets in sz9, 27, 38, 43 and 46, the Japanese player has the basic set up to invade Australia on J2.  Whether an invasion actually occurs will depend on the Allied moves on Allies 1.

      The key to the Australia invasion is capturing both Northern Territory and Queensland.  Often the Allied player will retreat his forces from these territories into South Australia, leaving the capture of NT and Queensland as a walk in.  Usually, Japan is able to bring in units from New Britain and New Guinea, Philippines and Java during combat movement.  Only 1 infantry (loaded on a DD) should be used to capture NT and the rest placed in Queensland.  On NCM, any units in Hongkong, Kiangsi, FIC and Malaya can be moved to Queensland on all available transports and DDs.  These units can take advantage of the 3 space port movement between sz45 or 46 and sz32.  The bulk of the Japanese fleet that started in sz27 can be moved to sz29 to block any US amphibious assault into Queensland intended to disrupt the forces massing in Queensland for the attack on NSW.  If the Americans attack the Japanese fleet in sz29, any fighters on the carriers should be the last loss and if they survive the battle, they land in Queensland, ready to attack NSW on J3.

      An Australia capture is most likely to succeed if Japan can attack the Allied reinforcements that were moved to sz14.  This can happen when the Allies fail to block sz15 and sz28 or a Japanese sub survives to J2 in sz28 or sz9.  Why are these subs important?  They allow a twelve fighter, 2 bomber attack on sz14 which is usually sufficient to wipe out all of the Allied units (and certainly all of the transports) that are located in sz14 at the start of J2.  How is this possible?  Six fighters can fly from sz27 to sz14, a distance of 2 moves and these fighters can land on New Britain after the battle.  Fighters from sz43, Formosa and Marianas can also reach sz14, a distance of 4 moves.  Their only possible landing place will be the aircraft carriers from sz27 moving to sz14 on NCM.Â

      Normally, if the US has a sub in sz14, Japan can’t clear the sea zone because the Allied player will have blocked sz15 and sz28 preventing any naval units from getting there to attack the subs (remember, in AAPacific, subs cannot be attacked by air units unless a DD is spotting).  Without clearing the sea zone, the ACs can’t move to sz14 and therefore only 6 fighters can reach and attack sz14.  One loose sub changes that equation.  All Japan needs to do is add a sub to the attack on sz14 and 12 fighters and 2 bombers can join in the attack.  Japan does not need to entirely wipe out the US fleet.  All it needs to do is kill as much as possible to prevent these reinforcements from reaching NSW to make the J3 attack on the Australian capital a risky proposition.

      If Japan can capture and reinforce Queensland and wipe out the US reinforcements in sz14, NSW will almost certainly fall on J3.  On J3 NCM, Japan moves its entire naval force to sz30, preventing any follow on US units from attacking NSW and liberating Australia.  Japan wins the game at the beginning of J4 when it holds NSW and Tokyo.

      As mentioned, an Australia capture is only available if the Allied player makes a mistake.  Usually, that mistake occurs when the Allied player fails to appropriately protect Queensland and sz14.Â

      First, there should be no half measures in Queensland.  You should either withdraw from it entirely, leaving all your units available for a counterattack or for defence of NSW or you should heavily defend Queensland.  It is possible to defend Queensland with 8 Inf, 2 Rtl, AA, 3 UK Fighters, 2 US Bombers and up to 2 US fighters.  The two UK infantry from New Zealand can be landed in Queensland by moving the transport to sz32.  This has the further advantage of negating the Japanese BB support shot because it requires a sea battle before the amphibious invasion.  Facing such a defence, Japan would be foolish to attack Queensland because it would be too weakened to prevent its forces from being wiped out by a counterattack.  This defence of Queensland is available to the Allied player when he is confident that Japan is not likely to initiate a successful India Crush.  In those circumstances, it is not necessary to move units into South Australia for the “Anti-Crush” (see Essay #2).

      Second, the Allies must keep their early reinforcements alive but close enough to support Australia.  That’s why it is important to move as much of the force as possible to sz14 but to block any attack on it.  Any subs in sz28 and sz9 must be killed.  You should use overkill to make sure these subs do not escape by diving.  Sea zone 28 and sz15 must be blocked to prevent a naval attack on sz14.  You should leave a UK sub in sz29 to ensure that the Japanese sz27 fleet cannot move to sz29 during NCM.  This leaves open the US amphibious assault of Queensland supported by bombers and fighters which will put an end to the Japanese hopes of capturing NSW.  Finally, you must have a US sub in sz14 or Japan can clear the sea zone with air alone and can get the 12 fighter, 2 bmr attack on the sea zone that will wipe out the US reinforcements.

      In summary, Japan can win by capturing Australia but the attack is usually only available if the Allied player makes a mistake in his defence posture and Japan moves immediately to exploit that mistake.

      Saburo Sakai

    • saburo sakaiS

      Saburo Sakai's AAPacific Essays - #2 The Anti-Crush

      Axis & Allies Pacific
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      saburo sakaiS

      I had to modify this essay.  One sea zone reference was incorrect.  I had referred to a sz28 sub surviving when it should have been sz27.  This should be changed in the published essay.  The error in the essay was in the paragraph immediately following the summary of the UK India purchases.

      SS

    • saburo sakaiS

      Saburo Sakai's AAPacific Essays - #1 The India Crush

      Axis & Allies Pacific
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      Imperious LeaderI

      bump to get rid of spam post

    • saburo sakaiS

      AAPacific Open Challenge

      Axis & Allies Pacific
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      djensenD

      saburo,

      I’m up for a game. I need to practice using these rules:
      http://www.geocities.com/headlesshorseman2/AAEuropePacificTourneyRules.htm

    • saburo sakaiS

      AA Pacific is the best of the A&A games

      Axis & Allies Pacific
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      M

      I have played quite a few games of the original A&A, but not as many as I’d like to have played. Not sure if my game is some type of 2nd edition as it’s not nearby. I’ve only recently played Pacific, on my third game all against the same guy who had never played before. He did Japan first and it was over early. I did Japan and won, but there were touchy moments. I’m about to lose as the Allies after making a bad choice. So far I see some decent possibilities for variation in games. Just as in the original version I think that if a few critical battles and/or just different losses go one way or another then the actions by both sides often are forced to change. The reason I like A&A so much is the variation in what happens, so different from Risk which I’ve played tonnes of growing up, but not overly complex that a novice can’t have a good go at it and fun the first game. In all the games of original A&A I’ve played while there has been the natural similarities one gets with playing on the same board with the same victory conditions, I can honestly say I’ve never played a game that was the same as another. Always something different happened to make that game a little special. I hope Pacific works out that way, and I can see that happening, especially with more than one enemy player. So far I’m enjoying it.

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