The benefits of active defense

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jwilkerson
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RE: The benefits of active defense

Post by jwilkerson »

ORIGINAL: Big B

I find it interesting that - or should I say - 'it seems to me' that damning efforts to run away has been most pronounced by Japanese players...not Allied players.

I'm a Japanese player - and I'd much rather face the "Sir Robin" than the "Bunker".

If I ever get to play the Allies, I'd expect to play the "Bunker" ... or more correctly a combination of "Bunker" and "Hit and Run" ... with the later meaning "hit and run" with aircraft and ships.

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RE: The benefits of active defense

Post by Big B »

Well herein lies the rub - it's the definition of Sir Robin.

Everything you laid out below Joe does not contradict the premises I laid out above.

You cannot 'bunker' unless you move units and concentrate. For example, there is nothing in Pt.Moresby at game start that could ever cost you 100 Zeros - unless the Allied player 'moves' something there...something he had to move from somewhere else.

That is what I have been trying to say - to bleed the Japanese you must concentrate power, and you cannot do so unless you move things...as opposed to staying in place and watch them rot.

Maybe I'm just talking past everyone and not understanding what they think running away is?
ORIGINAL: jwilkerson

ORIGINAL: John 3rd

Not that I play the Allies often but I love to FIGHT from Dec 7th on! Too many Allied players play the 'Sir Robin' defense because they become appalled at their losses. It drives me nuts to see this. They will get ALL of it back and more as time passes. ANYTHING destroyed of the Japanese will not...

That people/players don't get this is amazing...

I think people who have played the Japanese - understand the weaknesses of the Japanese and the total "shoe string" nature of the Japanese attack. In some of the AARs ... like GH's a couple of years ago ... I think the Japanese side looked like a "steam roller" ... but those who play the Japanese know better ... hence we might make good Allied players because we would try to exploit these weaknesses. Playing an active defense is the answer. Moses played a combination of "bunker" and "hit and run" with me ... and .. to be honest I got lucky a few times. I sent my main strength initially into Celebes and was able to defeat some "minor bunkers" he set up and Ceram and Celebes. But if his defense was repeated in 5 more games it would likely be dangerously successful. His repeated massing and unmassing of fighters at Singapore scared the heck out of me. Singapore cost me 100 pre-war zero pilots. Port Moresby cost me another 100 pre-war zero pilots. By the time I'd captured both of those - the zero force was history. It is this "invisible" attrition that makes the active defense so powerful. But only Japanese players probably understand this. With a few exceptions (Tom Hunter for one).

ORIGINAL: jwilkerson

ORIGINAL: Big B

I find it interesting that - or should I say - 'it seems to me' that damning efforts to run away has been most pronounced by Japanese players...not Allied players.

I'm a Japanese player - and I'd much rather face the "Sir Robin" than the "Bunker".

If I ever get to play the Allies, I'd expect to play the "Bunker" ... or more correctly a combination of "Bunker" and "Hit and Run" ... with the later meaning "hit and run" with aircraft and ships.

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RE: The benefits of active defense

Post by jwilkerson »

ORIGINAL: Big B

Well herein lies the rub - it's the definition of Sir Robin.

Everything you laid out below Joe does not contradict the premises I laid out above.

You cannot 'bunker' unless you move units and concentrate. For example, there is nothing in Pt.Moresby at game start that could ever cost you 100 Zeros - unless the Allied player 'moves' something there...something he had to move from somewhere else.

That is what I have been trying to say - to bleed the Japanese you must concentrate power, and you cannot do so unless you move things...as opposed to staying in place and watch them rot.

Maybe I'm just talking past everyone and not understanding what they think running away is?


Absolutely ... Moses moved the 2nd Marine Division to Port Morseby. And did "hit and run" with 100-150 fighters trying to catch me with reduced escort as I had (near) continuous Betty/Nell bombing campaign against PM going. He was definitely concentrating power.

I have no agenda to contradict - I am just saying what I am saying!
[:)]
I am advocating for "active defense" on part of Allies ... whereas generally "Sir Robin" means evacuating as much as possible from the SRA, via any and all means, speacifially submarines which, in stock can "sample" all LCUs in the area to ensure they can all (eventually) regenerate.


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RE: The benefits of active defense

Post by Big B »

Well then - we don't really disagree.

The last two PBEMs I've played (team games actually) the Allies Sir Robin'd and evaced' Borneo and the RN-F.E.F. to concentrate in Java and Kendari. We ended up loosing Java but held Kendari/Amboina. That was a huge thorn to the Japanese that they couldn't overcome - ever. That effort was helped by getting some units out of other Dutch bases and the PI to bolster that defense - base forces, aircraft, and infantry to make a proper stand.

The same held true for the Wake Is. garrison - after fending off the initial attack, we pulled them back by fast DDs to bolster Midway. It was a risk but it was worth while. We got the USN assets out of the Philippines to go down to Kendari with the Dutch, and they were very useful there.

I kept my Pacific Fleet CVs out of harms way until I concentrated 5 big CVs and pulled off a great CV battle at Midway - loosing one for destroying the KB (sunk or out of the war for at least a year, sinking two IJN fast BBs in the process, and leaving 4 USN CVs in good order).

We certainly ran away and redeployed as best we could, but I don't see that as a bad strategy...certainly not a strategy that helped the Japanese.

On balance - I'd call it an active defense... but it was also Sir Robin.
ORIGINAL: jwilkerson

ORIGINAL: Big B

Well herein lies the rub - it's the definition of Sir Robin.

Everything you laid out below Joe does not contradict the premises I laid out above.

You cannot 'bunker' unless you move units and concentrate. For example, there is nothing in Pt.Moresby at game start that could ever cost you 100 Zeros - unless the Allied player 'moves' something there...something he had to move from somewhere else.

That is what I have been trying to say - to bleed the Japanese you must concentrate power, and you cannot do so unless you move things...as opposed to staying in place and watch them rot.

Maybe I'm just talking past everyone and not understanding what they think running away is?


Absolutely ... Moses moved the 2nd Marine Division to Port Morseby. And did "hit and run" with 100-150 fighters trying to catch me with reduced escort as I had (near) continuous Betty/Nell bombing campaign against PM going. He was definitely concentrating power.

I have no agenda to contradict - I am just saying what I am saying!
[:)]
I am advocating for "active defense" on part of Allies ... whereas generally "Sir Robin" means evacuating as much as possible from the SRA, via any and all means, speacifially submarines which, in stock can "sample" all LCUs in the area to ensure they can all (eventually) regenerate.


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RE: The benefits of active defense

Post by jwilkerson »

The "Sir Robin" pulls troops out of the DEI/SRA and evacuates them to India/Asutralia. Does NOT (EDIT) sound like your defense matches this template.

I probably came in to this discussion too late to realize whether I was disagreeing with anyone or not - that was never my purpose - I was just stating my opinion.

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RE: The benefits of active defense

Post by ny59giants »

I am probably starting my 5th or 6th game as the Allies. I have only gotten to early '43 once. But, I have enough experience in learning to deal with the Allied shortcomings in the early war.
 
The biggest one, IMO, is the lack of Aviation Support except for the few large BF in Malaya, Java, and Luzon. Many of them have disabled squads so they don't have their full potential until some time has past. The difficulty is getting them out of their exposed positions to a place of your choice and then be able to conduct your "bunker" defense. Having just one large base with adequate BF and aviation support usually results in a few massed attacks escorted by Zeros.  [:(]
 
The second is the hindsight of knowing the Japanese BB/CA can only be hurt by very few TB that are available in the SRA area. Unless Force Z gets lucky, they can run around without fear of being sunk in the early months. Thus, a methodical Japanese player will just have them assigned to protect his transports and you have to try the "hit and run" tactics to have a chance without lossing the small surface fleet you have.
 
Third, is many Allied players (probably including myself) have developed too healthy a respect for massed attacks of Nell/Betty on naval/shipping assets. With many of the more experienced Japanese players knowing which bases have an AF at 4 or at least level 3, these are taken quickly and anything that floats is in danger if it comes anywhere closer than 12 hexes of their base.  
 
My newest game is RHS (for the second time) and I like the fact that I get my beloved Beauforts in 5/42 with torpedo range of 8. [:D]  They should help stiffen whatever defensive perimeter I have at that time. Having the Japanese player fearing his BB/CA can be sunk (along with his CVs) will help the Allied cause and halt any type of "Sir Robin" approach.
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RE: The benefits of active defense

Post by Bliztk »

In RHS you get B26A Marauder (torpedo) at start [;)]

I`m on the opinion that the first weeks of the war determine the tone. If you make clear beggining at day 1 that every inch of conquest for the Japanese is going to be contested, then the Japanese have two options, continue to be aggressive and keep losing battles here or there, or be a bit more cautious, concentrate and avoid losses.

Sir Robin negates this, because the Japanese can be aggresive and maintain the high tempo without the risk of incurring losses, thus they can maintain the iniciative for longer.

I also feel that the Sir Robin were more used when WITP came out because the inexperience of Allied players, now more of them play aggresive

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RE: The benefits of active defense

Post by Gen.Hoepner »

My experience, as allied player (which is not that good), is that an active defence against a jap player who advance with concentrated forces in the first 6 months is simply a suicide.
Probably some of you took a look at my hold AAR against Trollelite....if i had tried to make a stand on the beaches when he landed in India in mid Jan 42 with 10,000 AVs and the whole combined fleet now i'm sure i would have lost the whole India, Karachi included...while i still hold Karachi, 7 months later 8now in mid august 1942)...even if hardly sieged.
 
My idea of an active defence against this kind of jap player is to Sir Robin where he attacks and at the same time advance in force where he's weak, conquer a good position and bunker at his shoulders. Japan simply cannot be everywhere with its steamroller.
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RE: The benefits of active defense

Post by herwin »

ORIGINAL: JWE

ORIGINAL: herwin
Historically, Japan delayed its DOW on the NEI. On the other hand, this scenario would show the Japanese player why in reality they attacked America at the start of the war. It makes a lot of sense as a what-if.
Quite right Henry. The 'backfill' scen is based on Tanaka Toshiro's alternate ops plan of Mar '41, with some very 'nasty' embellishments by contemporary members of 1 MEU. Oh .. the horror .. the horror! These guys are good. I'm glad I'm just the referee, if I was playing Jeremy, I'de be toast.

Ciao. John

Could we put together a number of these scenarios (or perhaps just first turns) for people to see?
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RE: The benefits of active defense

Post by herwin »

ORIGINAL: JWE

ORIGINAL: herwin
Historically, Japan delayed its DOW on the NEI. On the other hand, this scenario would show the Japanese player why in reality they attacked America at the start of the war. It makes a lot of sense as a what-if.
Quite right Henry. The 'backfill' scen is based on Tanaka Toshiro's alternate ops plan of Mar '41, with some very 'nasty' embellishments by contemporary members of 1 MEU. Oh .. the horror .. the horror! These guys are good. I'm glad I'm just the referee, if I was playing Jeremy, I'de be toast.

Ciao. John

Question for Matrix: would it be possible to programme the AI to play the backfill scenario?
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RE: The benefits of active defense

Post by herwin »

ORIGINAL: bilbow

ORIGINAL: okami

Sadly the "Sir Robin" strategy has become an institution.

In game terms the primary Jap objective is an auto-victory, and that is most easily done if the Allied player runs away. The Allied player saves units, true, but more importantly does not inflict casualies on the Jap.

As Jap, I need 4 to 1 in points for an auto. If the allied player fights and trades 2-3 planes for one of mine, he is ahead in terms of avoiding an AV.

If the allied player runs away, the Jap can advance quickly and without loss which opens up the opportunity to go for high-vp locations like Noumea before they are fortified. If I have to fight for everything, I kill units, but take losses myself, and most importantly don't get the chance for these big vp objectives.

The best allied strategy is to fight, trading initial forces for time. A good example of this is my game with Feinder (He updates his AAR occaissionally). He stood and fought, and lost a lot. But I lost enough so there was no auto victory. Now I certainly don't advocate the Allied player letting his carriers get ambushed like Feinder did his, but by then (9/42) AV was out of reach anyway. That bought me an extra year before the roof falls in on me, but hardly won the game.

Clearly the best allied strategy is to stand and fight and make he Jap pay. Anyone who sir robins me will be staring at an AV in short order.

In historical terms, the primary Japanese objective was a stalemate leaving them in control of Malaya and the NEI. The PH attack extended the amount of time they had to hold out to gain a stalemate by a couple of years (at least). Not attacking the American possessions was rejected because the Philippines controlled the Japanese lines of communication, and anything that brought America into the war would activate a blockade. Figure out some way of putting those considerations into the victory conditions!
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RE: The benefits of active defense

Post by herwin »

I remember the analysis work that led to the active defence. Basically, the idea was to play American football defence with very short command and control loops. It had the Soviets really scared, because it would have worked very well against the tendency of the OMGs to get overextended. I think it would probably work well against the Japanese in WiTP since they tend to get overextended, but it is dependent on having your forces well in hand and knowing where the Japanese are at all times.
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RE: The benefits of active defense

Post by John 3rd »

This is a great discussion.  I really concur with jwilkerson about people who have played the Japanese know their weaknesses and then use that knowledge to exploit the Japanese by fighting for every inch of ground wherever possible.  I played against Moses as well and he is a fantastic player who really knows the art of amubush using massed air.  Wouldn't mind playing him again...
 
I have only played the Allies twice and just for the first few months of the campaigns but I raised Hell with hit-and-run and projected defense.  Managed to throw off the Japanese timetable and cause total and complete chaos.  In short--it was a lot of fun--then I got my taste of Allied power, I shifted back to the more humble, challenging Japanese side...
 
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RE: The benefits of active defense

Post by Historiker »

There are several reasons for Sir Robin:

1. There's no surprise.
Even today wouldn't be as much information to an enemy, as the Japanese player has. He only has to start the game as allied player to know exactly to the last man, how many and good the units are. He can run test against himself or the computer to know almoust exactly (there's of course always a dice role) how much own units he needs.
So why should I leave the units there?

2. The ground combat model
It still is a book with seven seals for me. Every time a units is forced to retreat, it looses a significant part of their strength so I try to avoid every forced retreat. I try to fight only where I can hold position.

3. The units aren't lost
The units you leave in the PI, in DEI and on Manila are finally lost. One will really miss them when India or Australia are invaded. Moreover, the more you save, the earlier you can start a comeback, the earlier your offensive can begin.


I don't care about morality here, if I would see a significant benefit in sacrifying my units I would - it's just a game - but I don't see that.
As I don't know anything about the witp-ground combat, I must know where my limits are. I know what I can and what not.

For me, it's defenitly better to save more units for a later counter-offensive than to let them beaten without any benefit. Benefit is here - of course - what I consider to be one. For many, delaying the enemy is enough benefit to finally loose the troops, but I'm defentily ineffective in that, so I have to react the way my experience and my competence allows me.
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RE: The benefits of active defense

Post by JWE »

ORIGINAL: herwin
ORIGINAL: JWE
ORIGINAL: herwin
Historically, Japan delayed its DOW on the NEI. On the other hand, this scenario would show the Japanese player why in reality they attacked America at the start of the war. It makes a lot of sense as a what-if.
Quite right Henry. The 'backfill' scen is based on Tanaka Toshiro's alternate ops plan of Mar '41, with some very 'nasty' embellishments by contemporary members of 1 MEU. Oh .. the horror .. the horror! These guys are good. I'm glad I'm just the referee, if I was playing Jeremy, I'de be toast.

Ciao. John
Could we put together a number of these scenarios (or perhaps just first turns) for people to see?
Sure. Right now we are furiously working on AE finishing touches, but as soon as the alligators are down and the swamp is drained a bit, we'll run a game-month of turns and do an AAR.
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RE: The benefits of active defense

Post by okami »

ORIGINAL: Gen.Hoepner

My experience, as allied player (which is not that good), is that an active defence against a jap player who advance with concentrated forces in the first 6 months is simply a suicide.
Probably some of you took a look at my hold AAR against Trollelite....if i had tried to make a stand on the beaches when he landed in India in mid Jan 42 with 10,000 AVs and the whole combined fleet now i'm sure i would have lost the whole India, Karachi included...while i still hold Karachi, 7 months later 8now in mid august 1942)...even if hardly sieged.

My idea of an active defence against this kind of jap player is to Sir Robin where he attacks and at the same time advance in force where he's weak, conquer a good position and bunker at his shoulders. Japan simply cannot be everywhere with its steamroller.
Having read your AAR and contributed comments on the strategic abilities of your opponent, I believe you are drawing a wrong conclusion. In your game your opponent has used every game engine trick there is and thus the results can not be used in any meaningful argument on strategy. Against his attack there is no clear defense, for you are not fighting an enemy but the computer game. The basic premise of a discussion on strategy must entail that gamey or engine play is not tolerated. To your credit, you have allowed your opponent a great deal of latitude and still persisted in the game. Long after others, including myself would have thrown in the towel. The bunker strategy can and is used to great effect in current games. Many players retreat to Singapore and Manila from the very beginning of the game and try to hold out longer than expected. This usually does not work but sometimes is does. Sid's argument that an active defense, which could include bunkering, is the best solution to the "Japanese running wild in the Pacific" is the correct analysis. By slowing your opponent and damaging facilities he is trying to capture, you set up a ripple effect that will only come to fruition in the later stages of the war. Remember allied losses can be regained while the Japanese can not afford attrition. As the allies you can make mistakes and survive, as the Japanese most mistakes are fatal. As for the "Sir Robin" strategy, if used with the build up of rear area bases(USA, India, Australia)can not be overcome by an auto victory. Simple put by denying the Japanese player the points gained by destroying vast ground units and air losses, coupled with the increase of Base Value when you increase Ports and Airfields, will eliminate the chance of a four to one victory at the end of 42. Is the "Sir Robin" strategy historical? No. But it is effective if done correctly. Does in make for a boring early game? Maybe, depends on how the Japanese player adjusts to the situation. That is my two cents.
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RE: The benefits of active defense

Post by ny59giants »

The other determining factor is which map system you are using.
 
If stock, the early capture of the Line Islands can serious hinder the LOC to Australia.
 
With Andrew's Extended map system the additional capture of French Polynesia can impede the LOC to Australia. The changes in bases (adding and reassignment of capabilites) adds another dimension to any possible "Sir Robin" approach. 
 
Finally, the new level 7 RHS maps with off map shipping channels and when AE comes out changes what amount of active defense the Allies can conduct changes.
 
If I know I cannot truly afford to lose a particular area do to map limitations, then I will not be employing much of a passive defense. In some classic AARs like Andy vs PzB, the stock map made any counterattack difficult as Aden is not there to base it from. Combat in China changes from mod to mod. In AB vs stock map, the defense of northern Australia changes due to the lay out. I have just started RHS and with the amount of bases east of Darwin, what amount of running away can I do or not do?? Its a lot more for the Japanese player to defend vs just 4 major bases.
 
I'm looking forward to the changes in the Allied Air OOB in AE as so many mods have certain planes available at different times in different amounts. The number of P-40s available is just one area that I adjust my strategy around.
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RE: The benefits of active defense

Post by JWE »

ORIGINAL: herwin
Question for Matrix: would it be possible to programme the AI to play the backfill scenario?
It certainly can be done, but I don’t think Matrix (or 2x3) would be interested; that’s just not their function. We have been looking carefully at the AI, and think we can help it out, some but, of course, we can’t rewrite it to any significant degree; we have neither the time nor the mandate.

However, the new editor, implementing the new game features, is such a powerful and comprehensive tool that, although you can’t script a campaign, you can certainly conduct ‘opening day’ ceremonies under any conditions, and in any direction, you wish. The AI is not statically scripted, so it can be “bluntly” redirected to respond on an ‘immediate’ basis. Over time, it will drift back into the actions and responses we all see, but what the hey.

I’ve run a lot of <IF> and <IF_NOT> situations, and the AI seems to respond. It ain’t smart, but at least it’s awake. From the standpoint of WiTP-1, it is satisfactory.

My group hasn’t tested “backfill” extensively under AE. One of the issues in developing ‘backfill’ as a general release scenario, is our proclivity for risk; for example, I’ve seen Kuching, Mersing and Palembang hit on day-1 with the KB nuking Singapore and moving on down. So what would the scenario parameters be?

For sure, once AE releases, we will issue a “Backfill” opening day, but it will be our take on how it presents. Gotta say that “Sir Robin” and “The Bunker” will remain valid, but they will have slightly different imperatives.

Ciao. John
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RE: The benefits of active defense

Post by el cid again »

ORIGINAL: Big B

Well if you go back and re-read my original post you will find that there is nothing in it we actually disagree on - it seems it's just nuances of what I said you differed with, like my example of standing until the end to save the women and children - and then you quoted a story of facing overwhelming odds to save civilians in a village (I honestly don't see what you are saying is different.)

By the way - at Wake Island the Navy and Marines did raise a rescue mission rather than leave them to their fate - it was just 24 hours too late. It was also a good example of why no Allied commander with a soul would willingly leave his men to Japanese mercy, isolated and hopeless.

REPLY: Good points.
ORIGINAL: el cid again
....
You might have picked a better example if you wanted to imply I had it wrong. It is hard to think of a better case for NOT running with a small unit than at Wake. But the generalization about local politics does indeed not apply there - since there was none. Yet the rationale for a defense still existed. Other places add local politics as a motive: anybody get it yet? There are sound reasons for defending - not all of them local.



The whole point is that the Sir Robin Defense angers many Japanese Players because they intuitively know in the grand campaign game it diminishes their longer term chances for victory. For example If the Japanese player can take out most all US Naval strength piecemeal in 1942 for little cost (a typical 8CV vs 2Cv battle), then they will be much better placed to fight an Allied comeback developing in late 43/ early 44.
If the Allied player throws every aircraft he has at the Japanese in the Zero Bonus period (in stock) all he is doing is training up the Japanese pilots to perfection while loosing at about a 10:1 rate - this is not really in the Allied Players best interest.
On the other hand the most Allied Players intuitively understand that they must save what they can to fight another day - so they may make use of what they have most effectively.

I mean, this is just common sense. This is why players build up large bases full of fighters and bombers to dominate sea space - rather than piss them away on scattered airfields outside of mutual support range.

Everyone understands the basic principal of not squandering their assets - it's just an individual interpretation of what is important enough to risk assets over and what is just foolhardy.


REPLY: Not so good points. The reason Japanese players do not like the Sir Robin running deal is that they know how vulnerable they are - and that it means they are not getting a good test of their skill or strategy. Sir Robin OPTIMIZES for Japanese power - giving them too much territory with attendent resources and base infrastructures too soon. It is hard to describe how little Japan will get - it really cannot win if it does not attrit at 6 or 8 to 1 vs the Allies (in ship terms). Everything damaged early is out of it in the critical period. Everything sunk is out of it forever.

However - I do not wish to imply the Allies should defend every last point - nor fight on idiotic terms. What I advocate is to force the enemy to pay for every point of value - EVERY point of value - costing him attrition in every sense (supply, land units, aircraft, probably damaged ships both from combat and from just moving them in numbers over distance - operational damage). The Japanese air power is very fragile - and Sir Robin insures it is always strong when needed. Running it down means they must either stop to recover or become ineffective. Same iwth supplies - Japan has limited capacity - and if you make them USE it - they run out at the front - and must either stop and wait - or become ineffective. Defending valued points means he must attack them en force - and that means you get the chance to hit the LOC or the units at the point - possibly just after they weakened themselves in an assault situation.
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RE: The benefits of active defense

Post by el cid again »

[quote]ORIGINAL: Big B

Well, I suppose this all centers on what the definition of running away is (Sir Robin).

AGREED

This thread is about the positives of an active defense. Any such defense that wears the Japanese player down and damages the resource centers that the Japanese player needs is beneficial to the Allied player(s). But the Allied player has no choice but to fight in most areas the Japanese player decides he wants to go (resource areas). No Allied player can evacuate the entire DEI without loss - the Japanese player will not give him the time to do so (unless he is too cautious). The same holds true for the PI, and Malaya.

AGREED with sentence one. But the second sentence seems to have a incorrect word - choice perhaps should be chance? Here the issue is not that the Allied player will lose certain places - surely he will unless facing incompetent play or awful luck - but wether or not he benefits from fighting and still losing. As you said in sentence one - the Allies are STILL winning. The key is exchange rates. These are horrible in Dec 41 but become decisively better in 1942. The Japanese cannot even stay even in air losses to all causes - never mind stay ahead. Yet unless they are losing LESS than the Allies - they are probably losing the war. Land loss rates start as high as 20 : 1 in favor of Japan - but this changes too - and the more the Allies fight - the more it changes in favor of the Allies. Ship losses are even more dynamic. Here the Japanese need an 8 : 1 to be even (estimate of Takishi Hara, Japan's best surface action guy) - and it never happens IF the Allies fight.

So what is running away? Running away with what?

So as far as I can see - the only thing that may constitute 'running away' is to save what ground units that the Allied player can salvage from doomed areas, and especially to save naval and air units for further concerted use.

Therefore, it seems to me that 'running away' is primarily a euphemism for not throwing away valuable units.

I find it interesting that - or should I say - 'it seems to me' that damning efforts to run away has been most pronounced by Japanese players...not Allied players.

I could be wrong - but I get the impression that the biggest controversy has been that Allied players save Dutch infantry to defend other areas, Allied players save unit fragments to rebuild(they won't have many for a good year or so), Allied players don't dutifully take on the KB early and suffer the consequences.
None of the above seem detrimental to the Allied cause to me? At least I never seem to hear Allied players complaining that they have saved too much?

So what is it about 'Sir Robin' that is so good for Japanese players and so bad for Allied players - that seems to leave the Japanese players so negative about the whole thing?

As Shakespeare said - you protest too much?

REPLY: Why would an Allied player, imagining he is doing it right, complain about it? You miss the motive of Japanese players: these are a hardy lot - willing to fight a war they must lose at least 99 times in 100 - not upset by losses or losing. So if they complain they are losing too slowly - you might want to listen. Another problem is that it is hard for a good Japan player to get a game in which he is the Allies - no one is willing to do it. I have NEVER found an Allied opponent - and I know several others with years of play time who say either "never" or "rarely." I also know players who do Allies out of fear of being embarassed as Japan (my friend Scot always says this - and in all game systems) - and who find the economy (in WITP) daunting enough to not want to try it. If you think we are wrong - send me a Japanese turn and we will see.

[quote]ORIGINAL: bilbow


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