Can Allies Hold Port Morsby
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joliverlay
- Posts: 660
- Joined: Tue Jan 28, 2003 5:12 am
Can Allies Hold Port Morsby
Could someone tell me whether the allies have much of a change holding P.M. against a determined Japanese player of good to excellent caliber in scenario 17? or 19?
In one of my games against a top-notch Japanese player I have 3 Aussie divisions in PM and plenty of LBA, and he seems afraid to attack.
"Money doesnt talk, it swears. Obscenities, who really cares?" -Bob Dylan
"Habit is the balast that chains a dog to it's vomit." -Samuel Becket
"He has weapons of mass destruction- the world's deadliest weapons- which pose a direct threat to the
"Habit is the balast that chains a dog to it's vomit." -Samuel Becket
"He has weapons of mass destruction- the world's deadliest weapons- which pose a direct threat to the
Measure units in assault strength only, size is not relevant when computing combat odds.
Japan INF regiments are pretty standard at 144
Allied INF regiments are standard at 117
USA INF regiments are rather light at 81
Divisions weigh in like this:
3x Japan = 432
3x Allied = 351
3x USA = 243
For an attack to succeed, 2:1 odds are required (assuming fortifications are negated which is just a matter of engineers and odds over a few turns).
To kill an Allied division requires 702 or 4.8 regiments of Japan troops. Two divisions make it extra quick.
To kill an USA division is much easier only requiring just over a division of Japan troops.
On the reverse side of the scale:
To kick a Japan division out will require 864 which is 3 plus divisions of USA/Allied troops.
This should illustrate quite clearly why you can not hold PM.
Even if you everything you have like mad into PM, you only have the NG, 7th, 3rd and American divisions in the early game, as show above, to kill NG/7th/3rd requires 351x3x2 + 243x2 (2592) or 18 Japan Regiments (6 Divisions) assuming you moved everything you owned to PM which is insane.
Japan having the choice of manuver can pick and choose where to hit you with 3 divisions which is enough strength to take out any base ANYWHERE that has anything less then 50% of ALL YOUR TROOPS!!!
Any clump of troops you happen to toss away out of your 4 starting divisions thinking you can prevent a 3 division invasion (not a snowballs chance in hell!) just makes it that much simpler for the snowball to continue to gather steam as it rolls onwards.
To prevent a 3 division invasion fleet with troops requires 432x3/2 or 648 Assault strength at the base. Thats 6 Allied regiments or 8 USA RCT's. Your 3 regiments are just a snack
Simply put, the only place that Japan can be stopped during the early game is while they are still in the boat. Failed invasions are generally a result of not understanding ground combat or not doing proper recon to identify what is at the target.
Fighting troop wars with Japan is pointless. You have to beat them before they get off the boats with subs and planes and ships!
Now Dennis will probably jump in with his usual USA tactics are better pitch, and say fight for PM etc. All I am clearly stating is that you need to understand clearly WHAT you are fighting for and what your odds are BEFORE blindly defending a dot on the map. It is just a dot. Don't loose sight of the facts just because you think loosing a base is unacceptable!
Japan INF regiments are pretty standard at 144
Allied INF regiments are standard at 117
USA INF regiments are rather light at 81
Divisions weigh in like this:
3x Japan = 432
3x Allied = 351
3x USA = 243
For an attack to succeed, 2:1 odds are required (assuming fortifications are negated which is just a matter of engineers and odds over a few turns).
To kill an Allied division requires 702 or 4.8 regiments of Japan troops. Two divisions make it extra quick.
To kill an USA division is much easier only requiring just over a division of Japan troops.
On the reverse side of the scale:
To kick a Japan division out will require 864 which is 3 plus divisions of USA/Allied troops.
This should illustrate quite clearly why you can not hold PM.
Even if you everything you have like mad into PM, you only have the NG, 7th, 3rd and American divisions in the early game, as show above, to kill NG/7th/3rd requires 351x3x2 + 243x2 (2592) or 18 Japan Regiments (6 Divisions) assuming you moved everything you owned to PM which is insane.
Japan having the choice of manuver can pick and choose where to hit you with 3 divisions which is enough strength to take out any base ANYWHERE that has anything less then 50% of ALL YOUR TROOPS!!!
Any clump of troops you happen to toss away out of your 4 starting divisions thinking you can prevent a 3 division invasion (not a snowballs chance in hell!) just makes it that much simpler for the snowball to continue to gather steam as it rolls onwards.
To prevent a 3 division invasion fleet with troops requires 432x3/2 or 648 Assault strength at the base. Thats 6 Allied regiments or 8 USA RCT's. Your 3 regiments are just a snack
Simply put, the only place that Japan can be stopped during the early game is while they are still in the boat. Failed invasions are generally a result of not understanding ground combat or not doing proper recon to identify what is at the target.
Fighting troop wars with Japan is pointless. You have to beat them before they get off the boats with subs and planes and ships!
Now Dennis will probably jump in with his usual USA tactics are better pitch, and say fight for PM etc. All I am clearly stating is that you need to understand clearly WHAT you are fighting for and what your odds are BEFORE blindly defending a dot on the map. It is just a dot. Don't loose sight of the facts just because you think loosing a base is unacceptable!
- pasternakski
- Posts: 5567
- Joined: Sat Jun 29, 2002 7:42 pm
You're forgetting them Yank and Ozzie engineers, Mr. Frag. Attaching units like armored battalions and independent infantry can stiffen up those Allied divisions pretty respectably, as well.
Also, the Allies are able to concentrate forces in two different areas due to their possession of two sources of supply - Noumea and Brisbane (assuming that they survive May in decent shape). If the Japanese over-commit after May 42 to New Guinea or the Solomons, it opens up limited but aggravating Allied opportunities, including making Port Moresby a very tough nut to crack (when supported by a strong surviving group of carriers and surface combatants).
When I play the Japanese in PBEM, I watch the Allied player's opening moves very closely while massing for my first major offensive operation out of Rabaul and Shortlands (having used early May resources to secure such later-needed bases as Gili Gili, Buna, and Lunga). While trying to bring about that first, all-important carrier battle (and interdicting efforts to reinforce PM by sea), I work on getting a sense for what he is not focusing on defensively. An early capture of Luganville, for example, can have devastating effect later against Efate and Noumea itself. Port Moresby is always under consideration, but I have difficulty taking it with what I am given at the start of the game, mainly because UV players have become so proficient at moving reinforcements around quickly (air, fast transport, and so on).
I agree with you, though, that the best way to hold Port Moresby is to sink 'em and apply the Leon Klinghoffer shower tactic - let 'em wash up on shore. Still, I try to put up a good fight, even if I lose in the long run. It pays off later on when you have more strength, because it delays early Japanese expansion.
Also, the Allies are able to concentrate forces in two different areas due to their possession of two sources of supply - Noumea and Brisbane (assuming that they survive May in decent shape). If the Japanese over-commit after May 42 to New Guinea or the Solomons, it opens up limited but aggravating Allied opportunities, including making Port Moresby a very tough nut to crack (when supported by a strong surviving group of carriers and surface combatants).
When I play the Japanese in PBEM, I watch the Allied player's opening moves very closely while massing for my first major offensive operation out of Rabaul and Shortlands (having used early May resources to secure such later-needed bases as Gili Gili, Buna, and Lunga). While trying to bring about that first, all-important carrier battle (and interdicting efforts to reinforce PM by sea), I work on getting a sense for what he is not focusing on defensively. An early capture of Luganville, for example, can have devastating effect later against Efate and Noumea itself. Port Moresby is always under consideration, but I have difficulty taking it with what I am given at the start of the game, mainly because UV players have become so proficient at moving reinforcements around quickly (air, fast transport, and so on).
I agree with you, though, that the best way to hold Port Moresby is to sink 'em and apply the Leon Klinghoffer shower tactic - let 'em wash up on shore. Still, I try to put up a good fight, even if I lose in the long run. It pays off later on when you have more strength, because it delays early Japanese expansion.
Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
I'm not forgetting the ENG units at all. They have combat strengths in the 8 or 9 catagory as opposed to Japan's Nav Gsn/SNLF units which fall in the 20/21 catagory. The Japan ENG units are more then a counter for Allied ENG units weighing in at 6/12/16 depending on units. When adding up little units such as these, they fall victim to roundoff error when you are tossing three divisions around at 144 per regiment. (1296 just doesn't worry about 8 or 9 here or there)
Put in perspective, the entire 1st Marines (all 7 units) is only 356 total and they are not in the game for the first critical few months.
From turn 75 (1st Marines) and turn 85 (32nd & 41st Divisions) onwards, the game is a different story completely. Pushing your luck prior to those 3 units coming in to give you the power to fend off ground troops is VERY dangerous. For example, tossing away a division at PM means that the troops showing up on turn 75 just break even with your losses. Lossing both PM and a forward Lunga/Tulagi defence might make the turn 85 troops just break even levels. Variable & Very Variable options will change the dates around somewhat, but it also causes silly things such as units showing up without their HQ which makes them fight like crap...
If you wait for the 32nd/41st/1st Marines, you will win the game as it is no longer possible for Japan to mount attack odds high enough to win. If you attempt to defend forward and loose troops, you stretch Japan's window with each loss. Why give them the chance? You don't have to give them ANY chance at all.
Japan has roughy 100 days to win the game. The Allies have 600+
Giving Japan something to hit during the key first few months just risks the other 500+ turns for no gain.
I'm not saying you have to wait until December to counterattack, but forward defense during those first 3 critical months of the game is like playing craps, the odds are NOT in your favour.
Put in perspective, the entire 1st Marines (all 7 units) is only 356 total and they are not in the game for the first critical few months.
From turn 75 (1st Marines) and turn 85 (32nd & 41st Divisions) onwards, the game is a different story completely. Pushing your luck prior to those 3 units coming in to give you the power to fend off ground troops is VERY dangerous. For example, tossing away a division at PM means that the troops showing up on turn 75 just break even with your losses. Lossing both PM and a forward Lunga/Tulagi defence might make the turn 85 troops just break even levels. Variable & Very Variable options will change the dates around somewhat, but it also causes silly things such as units showing up without their HQ which makes them fight like crap...
If you wait for the 32nd/41st/1st Marines, you will win the game as it is no longer possible for Japan to mount attack odds high enough to win. If you attempt to defend forward and loose troops, you stretch Japan's window with each loss. Why give them the chance? You don't have to give them ANY chance at all.
Japan has roughy 100 days to win the game. The Allies have 600+
I'm not saying you have to wait until December to counterattack, but forward defense during those first 3 critical months of the game is like playing craps, the odds are NOT in your favour.
- pasternakski
- Posts: 5567
- Joined: Sat Jun 29, 2002 7:42 pm
Actually, I was thinking of combat engineers' effect on combat odds and fortification levels on offense, in addition to Allied construction engineers' ability to fortify at a rapid rate.
There's nothing I like better than an Allied player who plays it "safe" by waiting for the roach coach to show up with mega-tacos and burritos for everybody. He's likely to run out of places to be, not to mention losing an automatic victory. Against such players, I am aggressive to the point of occasional foolhardiness.
There's nothing I like better than an Allied player who plays it "safe" by waiting for the roach coach to show up with mega-tacos and burritos for everybody. He's likely to run out of places to be, not to mention losing an automatic victory. Against such players, I am aggressive to the point of occasional foolhardiness.
Put my faith in the people
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
And the people let me down.
So, I turned the other way,
And I carry on anyhow.
The fortification reduction system works in two ways:
(a) Combat odds of at least 2:1 will reduce the fortification by the odds level (ie: 4:1 will reduce it by 4).
(b) Combat engineers who take part in the actual attack have a bonus chance of reducing the fortification.
Option (b) is a nice to have, speeding up the action, but is not absolutely required if you are bringing enough troops to give you 3:1 odds as even a fortification level 9 base is only going to last 3 turns. If you simply include the division's engineer teams, they will do the job for you. I've never found a need to bring any more then the attached teams as Japan.
I am not aware of any defensive bonus given for having combat engineers defending from an attack apart from the obviously little plus given by their attached infantry squads.
Fortification really comes into play more for Air/Bombardment issues then grunts. By the time the grunts are there to fight it out, it's generally far too late for fortification levels to save you unless it was a borderline invasion in the first place. It may buy you a few turns to parachute/transport some additional troops in to try and shift the odds, but if the attacker planned right, the few rounds of added transport troops is not going to be enough to change the outcome, it will just increase the number of troops lost
(a) Combat odds of at least 2:1 will reduce the fortification by the odds level (ie: 4:1 will reduce it by 4).
(b) Combat engineers who take part in the actual attack have a bonus chance of reducing the fortification.
Option (b) is a nice to have, speeding up the action, but is not absolutely required if you are bringing enough troops to give you 3:1 odds as even a fortification level 9 base is only going to last 3 turns. If you simply include the division's engineer teams, they will do the job for you. I've never found a need to bring any more then the attached teams as Japan.
I am not aware of any defensive bonus given for having combat engineers defending from an attack apart from the obviously little plus given by their attached infantry squads.
Fortification really comes into play more for Air/Bombardment issues then grunts. By the time the grunts are there to fight it out, it's generally far too late for fortification levels to save you unless it was a borderline invasion in the first place. It may buy you a few turns to parachute/transport some additional troops in to try and shift the odds, but if the attacker planned right, the few rounds of added transport troops is not going to be enough to change the outcome, it will just increase the number of troops lost
It never is just numbers... other things counts as well...
Hi all,
IMHO, taking of Port Moresby should never be considered "sure thing" and "done
deal" for Japanese player in scenarios #17 and #19.
Sheer numbers don't mean anything... what counts is actual strategy, tactics
and, of course, luck.
I believe that Port Moresby can be taken and that it can be held.
It all depends on specific situation and every PBEM is another story...
Leo "Apollo11"
P.S.
My personal "record" for actual taking of Port Moresby is 05/19/42 in scenario
#19.
IMHO, taking of Port Moresby should never be considered "sure thing" and "done
deal" for Japanese player in scenarios #17 and #19.
Sheer numbers don't mean anything... what counts is actual strategy, tactics
and, of course, luck.
I believe that Port Moresby can be taken and that it can be held.
It all depends on specific situation and every PBEM is another story...
Leo "Apollo11"
P.S.
My personal "record" for actual taking of Port Moresby is 05/19/42 in scenario
#19.

Prior Preparation & Planning Prevents Pathetically Poor Performance!
A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
Re: It never is just numbers... other things counts as well...
Originally posted by Apollo11
I believe that Port Moresby can be taken and that it can be held.
It all depends on specific situation and every PBEM is another story...
It can not be held "forever"......unless an allied player has really screwedthepooch it will be retaken.

Never argue with an idiot, he will only drag you down to his level and beat you with experience.
Re: Re: It never is just numbers... other things counts as well...
Hi all,
I meant that it all depends on strategy, tactics, situation and luck (i.e. every
PBEM is different).
In other words Port Moresby can be held as Allied player from start till the
end and, in some other PBEM, it can be taken early as Japanese player (and
held for long time - possibly till Japanese victory).
It's just impossible to generalize on this...
Leo "Apollo11"
I think we misunderstood.Originally posted by Raverdave
It can not be held "forever"......unless an allied player has really screwedthepooch it will be retaken.
I meant that it all depends on strategy, tactics, situation and luck (i.e. every
PBEM is different).
In other words Port Moresby can be held as Allied player from start till the
end and, in some other PBEM, it can be taken early as Japanese player (and
held for long time - possibly till Japanese victory).
It's just impossible to generalize on this...
Leo "Apollo11"

Prior Preparation & Planning Prevents Pathetically Poor Performance!
A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
Re: Re: Re: It never is just numbers... other things counts as well...
Originally posted by Apollo11
Hi all,
I think we misunderstood.
I meant that it all depends on strategy, tactics, situation and luck (i.e. every
PBEM is different).
In other words Port Moresby can be held as Allied player from start till the
end and, in some other PBEM, it can be taken early as Japanese player (and
held for long time - possibly till Japanese victory).
It's just impossible to generalize on this...
Leo "Apollo11"
Nope...it was I who misunderstood you...............and you have still not named the PBEM player;)

Never argue with an idiot, he will only drag you down to his level and beat you with experience.
Go on......name names!
Oh, I hope you didnt mistake that for bragging...he's whipping me in almost every other aspect of the game
Oh, I hope you didnt mistake that for bragging...he's whipping me in almost every other aspect of the game
"Money doesnt talk, it swears. Obscenities, who really cares?" -Bob Dylan
"Habit is the balast that chains a dog to it's vomit." -Samuel Becket
"He has weapons of mass destruction- the world's deadliest weapons- which pose a direct threat to the
"Habit is the balast that chains a dog to it's vomit." -Samuel Becket
"He has weapons of mass destruction- the world's deadliest weapons- which pose a direct threat to the
Re: Re: Re: Re: It never is just numbers... other things counts as well...
Hi all,
Japanese player") and not of me... please see above...
Leo "Apollo11"
I think you think of "Snigbert" post (regarding "top-notchOriginally posted by Raverdave
Nope...it was I who misunderstood you...............and you have still not named the PBEM player;)
Japanese player") and not of me... please see above...
Leo "Apollo11"

Prior Preparation & Planning Prevents Pathetically Poor Performance!
A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE
(Snigbert post eh?)
Curious who he is playing, cause putting 3 of the NG into PM leaves Aussieland pretty bare.
Since the Northern Command boys can not be picked up and moved in a hurry, he only has the 7th and possibly the 3rd defending that are mobile.
Perhaps I need to give his adversary a bit of advice on the "PM Bypass" manuever unless of course he has also detected the troop buildup and is going to blitz Noumea
Forces in play: NG = 3 INF (Kanga not counted as it takes too long to get anywhere), Northern = 3 INF, 7th = 3 INF.
3rd = 3 INF arrives after a bit. You are either shipping a part of it to Noumea, or being suicidal.
These divisions all require 2 divisions to wipe out. You require at least 4 of the above 12 to protect a base against less then a 2 division quick blitz. There are 6 bases to protect, you can protect 3 of the 6. Now, if you want to protect PM, Cooktown, Cairns and leave Townsville, Rockhampton, Brisbane open, feel free. Better hope you have your B-17's on naval search spread out between the bases as many times have I walked right past PBY's that seem to be blind as bats!
3 INF in PM requires 6 INF to destroy. 6 INF require 2xAP per or 12 AP. Toss in 1 ENG and 2 HQ for 15 ships. Split them into 3 groups to lower detection levels. Send an additional AP with a Nav Gsn to block withdrawl hex. Pop your 20 knot MSW's into the TF's to deal with any mines that may have been laid.
These go in under the cover of a large CV/Surface TF (forget the 15 ship rule here, it is CRITICAL that this TF is seen for miles!!!). Keep it with the transports until 1 hex from PM then park outside. Due to the size, every aircraft will go for it, leaving your transports completely unmolested to unload.
Fight, Win, Go home. That simple.
If you want to be really naughy here, you immediately load em right back up and head for Cairns/Cooktown (you'll still have fuel). Leach up the fuel tanks on your surface TF from your AP TF, they have lots of gas.
Subs will take their toll, but they just like LBA are drawn to the flame and will go for the tasty capital ships ignoring the AP/MSW group. It is absolutely key to keep all other forms of ships out of the AP TF as it will increase the threat level and might shift targetting priorities.
The key is to not level PM prior to capture, you want it intact so you don't need to repair it.
Curious who he is playing, cause putting 3 of the NG into PM leaves Aussieland pretty bare.
Since the Northern Command boys can not be picked up and moved in a hurry, he only has the 7th and possibly the 3rd defending that are mobile.
Perhaps I need to give his adversary a bit of advice on the "PM Bypass" manuever unless of course he has also detected the troop buildup and is going to blitz Noumea
Forces in play: NG = 3 INF (Kanga not counted as it takes too long to get anywhere), Northern = 3 INF, 7th = 3 INF.
3rd = 3 INF arrives after a bit. You are either shipping a part of it to Noumea, or being suicidal.
These divisions all require 2 divisions to wipe out. You require at least 4 of the above 12 to protect a base against less then a 2 division quick blitz. There are 6 bases to protect, you can protect 3 of the 6. Now, if you want to protect PM, Cooktown, Cairns and leave Townsville, Rockhampton, Brisbane open, feel free. Better hope you have your B-17's on naval search spread out between the bases as many times have I walked right past PBY's that seem to be blind as bats!
3 INF in PM requires 6 INF to destroy. 6 INF require 2xAP per or 12 AP. Toss in 1 ENG and 2 HQ for 15 ships. Split them into 3 groups to lower detection levels. Send an additional AP with a Nav Gsn to block withdrawl hex. Pop your 20 knot MSW's into the TF's to deal with any mines that may have been laid.
These go in under the cover of a large CV/Surface TF (forget the 15 ship rule here, it is CRITICAL that this TF is seen for miles!!!). Keep it with the transports until 1 hex from PM then park outside. Due to the size, every aircraft will go for it, leaving your transports completely unmolested to unload.
Fight, Win, Go home. That simple.
If you want to be really naughy here, you immediately load em right back up and head for Cairns/Cooktown (you'll still have fuel). Leach up the fuel tanks on your surface TF from your AP TF, they have lots of gas.
Subs will take their toll, but they just like LBA are drawn to the flame and will go for the tasty capital ships ignoring the AP/MSW group. It is absolutely key to keep all other forms of ships out of the AP TF as it will increase the threat level and might shift targetting priorities.
The key is to not level PM prior to capture, you want it intact so you don't need to repair it.
Mr. Frag...good thinking, however there are other factors to consider. It is mid August in the game so I have received 2 additional divisions of Aussies, the 32nd and 41st which are both line quality divisions (3 Rgts X 80 assault and 1 Eng Bat).
I didn't move the 3rd AID to PM from Townsville until these other two divs arrived to reinforce. I am keeping them both in Brisbane with plenty of Sealift so if he does decide to bypass PM I will be able to reinforce wherever he attacks quickly with 2 Divs as well as strong surface and CV forces to counterattack. Add to that the serious LBA assetts I have available all along the Aussie coast and I feel pretty secure. Not to mention *plenty* of engineers, independent armor regiments, Northern Command, etc which are in defensive positions to hold the line until reinforcements arrive. I welcome him to attack Australia because he'll be sacraficing whatever troops he sends along with their support ships.
In the East I hold New Cal, Luganville and Wunpuko, Effate Port Villa and Nevea. I have the Americal Division and the 1st Marine Division in positions to defend the critical bases. Lots of SBD and Wildcat LBA. I think I am weaker in this area but I will still put up a good fight if he tries to attack.
By the way, I am playing several games as the Allies and my strategies are pretty similar so I am not worried about the particular opponent reading this and figuring out I am talking about my game with him. They will probably all read this and think 'he's talking about our game!'. Unfortunately there isn't anything here he doesnt know.
There are 6 bases to protect, you can protect 3 of the 6. Now, if you want to protect PM, Cooktown, Cairns and leave Townsville, Rockhampton, Brisbane open, feel free. Better hope you have your B-17's on naval search spread out between the bases as many times have I walked right past PBY's that seem to be blind as bats!
I dont attempt to protect all the Aussie bases heavily, usually I have Brisbane well defended, Townsville, Cairns and Port Moresby. If he wants to go after Cooktown or Rockhampton he can go ahead, but he's got a lot of way to travel in unfriendly waters and airspace and my LBA, Subs, CVs, etc will take their tolls on them. What he does manage to land will be quickly counterattacked by (at this point) 2 divisions with lots of armor and engineering support. If I need to bring in some more help like a couple of regiments of Marines I will do that also, depending on how much he has comitted to Australia. I know the more he has there, the less he has to attack elsewhere with..
I didn't move the 3rd AID to PM from Townsville until these other two divs arrived to reinforce. I am keeping them both in Brisbane with plenty of Sealift so if he does decide to bypass PM I will be able to reinforce wherever he attacks quickly with 2 Divs as well as strong surface and CV forces to counterattack. Add to that the serious LBA assetts I have available all along the Aussie coast and I feel pretty secure. Not to mention *plenty* of engineers, independent armor regiments, Northern Command, etc which are in defensive positions to hold the line until reinforcements arrive. I welcome him to attack Australia because he'll be sacraficing whatever troops he sends along with their support ships.
In the East I hold New Cal, Luganville and Wunpuko, Effate Port Villa and Nevea. I have the Americal Division and the 1st Marine Division in positions to defend the critical bases. Lots of SBD and Wildcat LBA. I think I am weaker in this area but I will still put up a good fight if he tries to attack.
By the way, I am playing several games as the Allies and my strategies are pretty similar so I am not worried about the particular opponent reading this and figuring out I am talking about my game with him. They will probably all read this and think 'he's talking about our game!'. Unfortunately there isn't anything here he doesnt know.
There are 6 bases to protect, you can protect 3 of the 6. Now, if you want to protect PM, Cooktown, Cairns and leave Townsville, Rockhampton, Brisbane open, feel free. Better hope you have your B-17's on naval search spread out between the bases as many times have I walked right past PBY's that seem to be blind as bats!
I dont attempt to protect all the Aussie bases heavily, usually I have Brisbane well defended, Townsville, Cairns and Port Moresby. If he wants to go after Cooktown or Rockhampton he can go ahead, but he's got a lot of way to travel in unfriendly waters and airspace and my LBA, Subs, CVs, etc will take their tolls on them. What he does manage to land will be quickly counterattacked by (at this point) 2 divisions with lots of armor and engineering support. If I need to bring in some more help like a couple of regiments of Marines I will do that also, depending on how much he has comitted to Australia. I know the more he has there, the less he has to attack elsewhere with..
"Money doesnt talk, it swears. Obscenities, who really cares?" -Bob Dylan
"Habit is the balast that chains a dog to it's vomit." -Samuel Becket
"He has weapons of mass destruction- the world's deadliest weapons- which pose a direct threat to the
"Habit is the balast that chains a dog to it's vomit." -Samuel Becket
"He has weapons of mass destruction- the world's deadliest weapons- which pose a direct threat to the
It is mid August in the game so I have received 2 additional divisions of Aussies, the 32nd and 41st which are both line quality divisions (3 Rgts X 80 assault and 1 Eng Bat).
You have won the game already.
Japan only has prior to the arrival of the 32nd & 41st in Brisbane and the arrival of the 1st Marines in Noumea to make serious inroads. Once these units are in play, the game is already over UNLESS you have already taken losses equal to these new units coming into play as Japan can only muster 12 regiments worth of strength to attack with. With the 32/41/1st, this brings the Allies up from the starting 12 to 21 regiments worth of strength. Unless you load them all on transports and sail for Truk letting mass sinkings deplete your troops, you have already won the game.
Since it sounds like you have not taken the losses required to offset the additions, you might as well credit it up as a win and start a new one. I doubt you will find anyone who will debate that point, including the poor folks you are playing.
The reality of this game is it is won or lost in the first 85 turns. The rest of the time is all about shifting VP around so see just how bad the loss is going to be. The Allies can loose on VP, but it takes an huge effort by Japan due to the dot building campaign that the Allies can undertake for VPs to offset all their troop/plane/ship losses.
Victory
Originally posted by Snigbert
You have won the game already.
Shhh!![]()
Hi, It is difficult for the Japanese to capture a base if he waits for the allied reinforcements to arrive, move and dig in.
However if he has already captured Townsville or Rockhampton (Townsville is better since it is out of range for medium bombers and can support bombardment TF's keeping Rockhampton closed)
But like I say if he is already in Townsville and sends reinforcments it is near impossible for the Allied player to recapture before 1 Jan 43 (since if he strips SOPAC the Japanese can move there. (You don't need alot to capture undefended bases.)
The allies are almost forced into marching to Townsville. (IJN surface TF's bases at Cairns or Townsville need to be destroyed before transports can move)
I'm not retreating, I'm attacking in a different direction!



