Japanese Strategy guide

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mogami
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OK

Post by mogami »

Hi, I admit I expect to steam roll Erik. But he asked for these settings. I began 5 PBEM games using them myself as allies. The games so far are a hoot. 1 game the IJN has captured PM and Cooktown (late June 42) (AAR in a few days on this one) In another IJN is going for L'ville early (it's still May for crying out loud) The other games are a mix of these extremes. I am not worried yet in any of them. If I can get the time I will start a 100-100 game. But the reason for the 200-100 mix is the USN's 100 is higher then the IJN's 200 (depending on time frame. The commitment levels go up and down with the USN increasing while IJN decreases. In both scen 17 and 19 the IJN level cuts almost in half by mid 43 (I think it starts decreasing in late 42) Since every ship in the OB can arrive in theatre (if other ships are sunk) the main effect of 200 level for IJN is to keep the early commitment level.
The IJN has to execute their operations as fast as possible because even the USN 100 translates into a lot of ships (but not before Aug 42) The added ground and air units happen in scenario 19 no matter what ship level is used.
If anyone knows for sure whether this assessment is correct or not please post. (Erik?)
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re: well

Post by Chiteng »

Attacking Lunganville or Lunga?

If Lunganville at least that will force the allied player to commit
his CV.
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mogami
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Re: re: well

Post by mogami »

Originally posted by Chiteng
Attacking Lunganville or Lunga?

If Lunganville at least that will force the allied player to commit
his CV.
Hi, No it won't. Homework for today class. Look at Map and explain why USN does not have to commit CV to defend L'ville early.
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Post by Inigo Montoya »

Are you talking about the length of the supply lines to Lunganville or the lack of airbasing? It seems to me, a total novice, that you have to build up as Japan before you can hold Lunganville. You can certainly grab it early, but it's keeping it that proves tough.
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Very Good

Post by mogami »

Originally posted by Inigo Montoya
Are you talking about the length of the supply lines to Lunganville or the lack of airbasing? It seems to me, a total novice, that you have to build up as Japan before you can hold Lunganville. You can certainly grab it early, but it's keeping it that proves tough.
Hi, Those are 2 very good reasons. The allied player just rubs his hands together with glee if Japanese expand outside of their own LBA (CAP) cover. All Japanese transports will be sailing into allied LBA without CAP. ALlied subs can base right out of Noumea or Efate and have a picnic since the IJN can not keep TF's at L'ville.
If the Japanese capture L'ville they also need to jump on Efate or the allies have unsinkable carrier within handy range. (the USN can just transfer airgroups from CV to Efate. Getting the effect of their CV being always on station off L'ville without risking them.
USN fast TF's (bombardment) can make the round trip from Noumea every 4 days (So allied player divides his fleet into 4 groups. Now he always has ships at L'ville at night. The IJN will wear it's self out trying to supply L'ville. Some 3-4 months into game The allies will be secure in Noumea and ready to retake L'ville. The Japanese L'ville garrision will be in bad shape by then.
If the Japanese want to "bum rush" SOPAC, Noumea should be the target not L'ville. (and the USN CV unload their airgroups and then run to Brisbane.)
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Post by Inigo Montoya »

Mogami, I totally respect you!

Very helpful discussion, esp the part about creating four Bombardment TF's and utilizing Efate as a base.
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mogami
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Long Scenarios

Post by mogami »

Hi, In scenario 17 (or 19) The Allies are on the defensive.
The very first task for them is to understand what the Japanese players long term plans are. Port Moresby, Lunga, SOPAC?
Untill the Allied players knows for sure he should

A. Halt construction of all bases that the enemy might capture in near future
Port Moresby, Cooktown, Cairns, L'ville

B. Insure the safety of his 2 primary bases. Noumea and Brisbane

C. prepare a rapid response force to meet Japanese threats close to these bases. (have ships enough to run a Bde/RCT by fast transport once target base is clear)

SWPAC begins with 7th Div in Brisbane and Bde in every city.
order Cooktowns garrison (except baseforce) to move to Cairns
Have Carins garrison move 1 hex south (on beach hex enemy can land on (except base force) This prevents enemy from dropping a few squads and cutting off retreat. Now he must land at least 2 Bdes to do this. 7th Div sends 1 Bde to Townsville, 1 Bde to Rockhampton and retains 1 Bde in Brisbane (giving each of these cities 2 Bdes for defense.

SOPAC begins with Americal Div in Noumea. There is no reason to move it anywhere unless it becomes clear enemy has designs on L'ville, or Efate (since if he goes for Noumea he must bring 2 Divisions and that he does not have in May)
The transport Aircraft can fly troops to L'ville/Efate if needed with the Fast Transport TF moving more.

Prior to the end of May if Japanese are moving against SOPAC the 3rd Aus Div arrives in Brisbane. The Japanese do not have the means to go for SWPAC bases (other then PM) and SOPAC at same time. This allows allies to move the entire div to Noumea.
(remember to keep enough transports in Brisbane for this if needed.)

If Japanese move against SOPAC all level bomber groups with range should redeploy to Noumea.

If Japanese move against SWPAC all level bomber groups should base in Townsville, Charter Towers, Rockhampton.
Enemy must telegraph intent by trying to knock out airfields on bases he is going to try to capture. These bases should have all air groups moved away. (and garrsions as well)
Cooktown and Cairns should not be defended except by air attacks on transports moving Japanese to them.
(Cairns can be defended if the Bde has secured the escape hex.
(the Cooktown Bde defends Cairns while the Cairns Bde holds open the escape route. This makes Japanese bring at least 4 Bdes to Capture/cut off Cairns. Moving the Bde from Townsville up
to help pretty much keeps the route open, but be carefull leaving Townsville too weak. Townsville is the important city. It must be held at all cost.)

Townsville is city where all northern troops move to defend.
(it will have almost 3 divisions worth of troops by end of May)
Let Japanese land at Cooktown or Cairns then you have a steady target to attack and train airgroups on. Also when in June or July the 2 further SWPAC divs have arrived you can recapture.

The allies need not fear Japanese attempts early in game to reach deep. These efforts will prevent them from ever making a serious offensive because of the drain on resources and lack of building up their logistics tail. (they consume large amounts of fuel and supply. Wear out the ships and leave the combat troops hanging out to dry. It requires a period of supply/fuel build up before commencing an operation. These early attacks can win if..
The allies have spread their forces out. If the allies have tried to occupy further advanced bases (Lunga) Or tied their defensive strength down in bases where it can not be accessed (Port Moresby)

The Japanese must move quickly it is true. However in a 610 turn game quickly translates into being ready to make a move from secure bases to occupy new/enemy bases within 90 days. (not on May 15th)
The Allies must be able to never take a step backwards. So they move slowly. The real issue of who will control what bases is really up to the results of the fleet combats. The attacker needs the same ratio of ships he needs in land combat strength.
It is not advised to leave landings or transports un protected in the middle of an offensive.
Operations in UV must be well thought out in advance and prepared. Before sending a force to capture an enemy base you must

1. Preform detailed recon over a period of time to obtain accurate data on forces defending. (so to avoid being suprised apon arrival and finding yourself out numbered or unable to achive needed odds to capture base. You do not want to send too much as this limits speed of other offensives and uses more supply/fuel transports then required. (Send the right amount to do the job.)
To confuse enemy preform recons, bombardments on more then one logical choice for invasion.

2. Close the target to resupply reinforcment. (this means having mines placed on enemy approach routes, TF's on target every night to intercept enemy relief efforts. (Bombardment TF's, this serves dual purpose of closing target airfield, destroying supply and disrupting enemy troops defending)

If you are incapable of doing the above then your attack will fail (and deserve such failure.) Attacks are only justified where the enemy has left an exploitable weakness.
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Post by Pawlock »

A few points I would like to pick up on:
A. Halt construction of all bases that the enemy might capture in near future


I dont quite hold to this exactly, in theory I can see some validity , but in say case of PM although against a determined Jap attack there is a case for base developement. Larger port means resupply easier, plus a base for damaged ships, airbase again more squadrons can be based here.

Cooktown ,airbase great location for B17s, yet if not developed will suffer more than wanted operational losses of valuable heavy bombers.
SOPAC begins with Americal Div in Noumea. There is no reason to move it anywhere unless it becomes clear enemy has designs on L'ville, or Efate (since if he goes for Noumea he must bring 2 Divisions and that he does not have in May)



Again here theory is sound, but in one of my Pbem games I nearly got caught big time by a sub commando raid on Luganville/efate. It was really lucky I had some transport aircraft at Noumea in order to airlift some troops in in time, but if weather had been against me I would have lost both Luganville and efate with their complement of Base forces for no return!!

What I do now as a matter is airlift parts of brigades in, in essensce making sure only a determined assault will succeed.
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re: Commandos

Post by Chiteng »

Commando is a word of Boer derivation. I can only wonder what it really means.

In any case the Jap sup capacity for troop transport rarely exceeds 850 points. So just drop a regiment on all bases and
Voila! I might add that the two bases on New Caledonia
are also vulnerable.

Mogami ignores players who like to fight just because they like to fight. I will fight tooth and nail to prevent a landing ANYWHERE
in Australia, because I dont want him there. Not because it
makes great strategy. It isnt that easy to take a level 9 city.
I know, I have done it. The Jap troop lift capability is quite limited.

As for Port Moresby, I agree totally with Mogami(and I stated it earlier than he did) do NOT build up anything the Jap might capture. You just make it easier for him. Let HIM try to build it up
while YOU pound him.
“It is clear that the individual who persecutes a man, his brother, because he is not of the same opinion, is a monster.”

Voltaire

'For those with faith, no proof is needed. For those without faith, no proof is enough'

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weather

Post by mogami »

Hi, Weather only effects offesive missions. Transport and CAP and search missions fly in all weather (so you have to watch operational loss from weather.) It does not hurt to send a transport load of troops from 1 RCT to L'ville a load from another RCT to Efate and a load from the last RCT to Kourmac.
This will prevent those sneaky little commando raids.
Efate is important enough to warrent a full RCT after making certain enemy is not heading direct to Noumea.
L'ville to be sure warrents one too.

The important thing is to just make certain about Noumea before sending everything away. If the Japanese land at Kourmac for real just laugh your head off. (It's ok to build a level 1 airfield there since you need it for troop transfer. I also build a level 1 port)

Port Moresby if you build it, you save the Japanese a lot of effort.
Allies build faster. I turn off PM construction on turn 1. If I hold on to PM I can always build it later. If not I want the Japanese to have to move the supply there (I also do not run supply to PM)
If and when the time comes to resupply it airtransport and fast transport keep the units fighting (air transport arrives even if airfield closed, the transport group suffers for this but the supply arrives)
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Redirecting Master Mogami

Post by Inigo Montoya »

No, no, Mogami. The enemies of Japan have side tracked you and turned you to the darkside - giving advice on how to fight Japan. Stop going on about USN strategy. I'm eager to learn more about Japanese strategy.

In particular, how does one go about closing Port Moresby's Airfield, Master? My opponent has made a strong commitment to P.M. and has 5 engineering units there furiously rebuilding after every air raid. I want to send in Bombardment TF's, but I'm worried I don't have enough LRCAP that can cover the Bombardment TF as it rounds Gili Gili. He has all his carrier planes there following the sinking of the Yorktown and Lexington and I'm terrified my navy will be savaged if I don't close that field.

Please help the grasshopper.

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a few minor details

Post by Inigo Montoya »

...it's mid-June '42 in Scenario 17.
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Post by SoulBlazer »

Okay, assuming we DO decide to go for PM as the Japanese, how is the best way to do it?

I don't have enough planes at Lue or other bases in range of PM to be able to pound the base from the air -- and that has mixed results at best. It was done to me in one of my other games as the Allies. He pounded PM from the air for almost two game weeks with land and carrier based airplanes, and it did hurt, but it did'nt take long once it stopped to get things in great shape again.

I can deploy a HUGE force to throw aganist the city -- no less then six battleships, a dozen cruisers, three fleet and two light carriers, and around twenty five destroyers. I also have transport fleets bringing in about 25k in troops and a lot of supplies.

Now I'm wondering the best way to sneak my forces around Gili Gili (I control the rest of PM) to get in and knock out the air base so I can land the troops. I'm afraid of how much damage my carriers can take if the PM people get first strike on them.
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Post by CapAndGown »

SoulBlazer,

I have laid out in my AAR just how to go about invading PM. I know you have read it. Maybe you might wish to read it again?
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Post by SoulBlazer »

I do, of course, know about it. :) but your makeup of forces is different then mine and I won't have any land based support -- only planes from the carriers. Hence, speed and surprise are critical for darting in to pubish PM.
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Post by CapAndGown »

The concept is always the same: make up rotating bombardment TFs, bring along oilers, Have the carriers escort the transports and bombardment groups and once in range of the airfield, start sending in the bombardment groups. Maybe you might reread the section on my aborted attack on Noumea. I had no land based air their either. And the number of ships available was lower. But the concept was the same. The reason I aborted that attack was not because of the threat of US bombers, but because there was a possibility that he had reenforced the base with ground forces, making my own assault questionable.

The key is to have the carriers following and covering everything else. Bombers will generally not fly unescorted against carriers. Since US escorts have a short range, your bombardment TF's will be unmolested, generally. Then just keep running them in every night to keep the target field out of action.
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Post by SoulBlazer »

And if the Americans decide to show up in force to contest me? :) I have reason to believe he has three CV's, a couple BB's, and a dozen or so cruisers. Not enough to stop the whole invasion, but a combined air-land strike could be deadly.
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Post by dpstafford »

Originally posted by SoulBlazer
And if the Americans decide to show up in force to contest me? :) I have reason to believe he has three CV's, a couple BB's, and a dozen or so cruisers. Not enough to stop the whole invasion, but a combined air-land strike could be deadly.
You two need to settle this on the field of battle.
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Post by SoulBlazer »

Which I hope to do. :) If he comes out to fight. :)
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Post by CapAndGown »

Originally posted by SoulBlazer
And if the Americans decide to show up in force to contest me? :) I have reason to believe he has three CV's, a couple BB's, and a dozen or so cruisers. Not enough to stop the whole invasion, but a combined air-land strike could be deadly.
If the carriers show up, then you must put a hold on the invasion and fight out the carrier battle. Only then will you know if you are in a position to continue the invasion.

You have to position yourself to fight the carrier battle on advantageous terms. That means moving out of range of his land based air. Also, if possible, open up the range between your carriers and his to take advantage of the greater range of Jap planes. Ideally, the Japs should fight a carrier battle at a range of 8 hexes. The US needs to close to within 4 hexes for best results.

If you win the carrier battle, then his surface combatants will pose no problem. The carriers can deal with them. If they take up station in PM, then send in the Betty's and Nells from Rabaul. That will get him to clear out real fast!
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