August 13th 1944
The Allies spring into action this turn launching offensives in China, India and landing a corps at Ponape but failing to take the island in one turn.
In China, again we give up one hex of river line due to a slightly weakened division but the cost for the Chinese is appalling. Casualties this turn are 22:8 in the Japanese favour.
In India, the only attack is on the railway line again with the British X Armour Corps once again hitting the frontline. Casualties here are 14:9 and the line holds with a new army rotated in this turn.
The battle which has the potential to change the outcome of the war is taking place around the island of Ponape though. The invasion there was supported by five carrier groups and five battleship groups. With the amount of airpower I can bring to bear, the proximity to my bases, the inability for enemy air to impact the battle and the power of my carrier groups (21 CV/CVL at mostly 1944 tech) I feel justified in attempting to crush this invasion.
The battle begins well with fighters from Eniwetok managing to damage, then sink the USS Bunker Hill group.
Next, the bomber group from Truk manages to cripple the USS Enterprise II (the first one was sunk in 1942, my opponent must have renamed a new carrier) ensuring it won't be able to take part in the upcoming battle (carriers with 1 strength don't use their naval air stat in carrier battles).
The Japanese carrier fleet then sallies forth from Truk. The first strike from the light carriers Hosho, Ryujo, Ryuho and the North CVE group finishes off the Enterprise II and cripples the USS Wasp. At this point, the American carrier task force is combat ineffective.
An American destroyer group attempts to intercept the next strike force of light carriers but is easily repelled by the destroyer escorts. The attack from the Chitose, Shoho, Zuiho and escort carriers cripples the remaining two American carriers meaning the next attack will be just mopping up.
For the first time since the raid on Madras, now that there is no risk of a lucky critical hit from the Americans, Japanese fleet carriers put to sea.
The Unryu and Taiho supported by Chiyoda and Taiyo complete the destruction of the American carrier group. The loss of five CV's even at this point of the war is a painful one for the Allies.
Finally, the most experienced carriers and pilots in the IJN strike the American battleships. Soryu, Kaga, Zuikaku and Junyo sink three BB groups and cripple another. Five CV groups remain in port at Truk. They could be used to sink the two remaining US Battleships but I want them at 100% efficiency in case the US counterstrike leaves fleets at sea next turn. All available air units are routed onto the Caroline Islands and the main battleship fleet of the IJN is also standing by at Truk to see what the next turn brings.
The stage is now set. Everything now hinges on what the 11 carrier groups at Kwajalein are able to do on my opponents next turn. I feel like it will be exceptionally hard for the US to turn this into a positive trade. Assuming they target the weakest of my fleets with interdictions, the worst case scenario would be losing 4 CVL's, a CA and a DD. If they stay in the area, I could potentially lose more but it would be such a risky move with the amount of airpower I have nearby and the IJN surface fleet. Sending this carrier group so deep into my territory has the feel of a desperate gamble from an opponent urgently searching for a way to attack.