'Tis light as a feather... No Panzerjaeger Hortlund
Posted: Mon Oct 25, 2010 10:51 am
Well this is the AAR of the mini-mod created from AndyMac's Downfall scenario covering the period from 1st September 1945 until the invasion of Japan.
Changes:
1. Allied bomber replacement rates increased by 25%.
2. Allied fighter replacement rates increased by 10%
3. Allies get 12 x Midway class CVBs in March/April 1946. Airgroups comprise 40 F6F5, 40 Corsairs and 36 or so Avengers each. So that's about 1000 extra USN fighters and about 450 additional strike planes.
4. Game extended to 31st December 1946 to give the Allies more time to attack.
5. Japanese and Allied pilot replacement rates reduced by 50% in 45 and Experience rates for Japanese pilots increased to 70, Allied pilots experience increased to 80. In 1946 Japanese and Allied replacement rates were reduced by 33%,
6. Daily supply removed from Manilla. Manilla got 5,000 tons of supplies per day and a similar amount of fuel for free. This has been removed. If the Allies want 150,000 tons of supply per month then they'll have to ship it in from CONUSA. Los Angeles alone starts with some 400 AKs so that shouldn't prove a problem.
7. Japan gets the Ki-264 series of bombers, a level bomber armed with 250Kg bombs, an Ohka carrier which can carry 2 x Ohkas, a transport which can transport about 8 tons of goods in one hop and a torpedo-carrier which is heavily armoured, has medium range and can carry 4 torpedoes. Each Ki-264 costs 216 HI. My daily HI looks to be about 4,500 or so so I won't be building many Ki-264s that's for sure. I do have hopes of using the Ohka-carriers for night-time port attacks though so I'll try to build enough to fill one airgroup I can use for such night-time nuisance raids.
8. I did a little work to allow the Ki-115 to be usable by both services, changed a few subs to minelayers or transport subs from combat subs. I left the rest of the navy alone. In terms of the army I changed the upgrades a little to make IJN BFs upgrade their 75mm AAA for 100mm DP guns and changed the IJA AAA Regiments to upgrade their guns to Bofors and 100mm AAA. This will help vs bombers but isn't too over-powered.
9. I rationalised airframe production. Previously Japan was trying to produce 2,300 airframes and had about 1100 engines. Now Japan has cut most of the really wasteful production and is focussing on useful planes. Unfortunately engine production is so low in essential engine types that I've had to choose between fighters and bombers. I CANNOT produce any Ki-49s, Ki-48s, G4Ms, G3Ms or P1Y1s as I don't have the engines. I CAN produce about 100 Ki-67(T)s per month though.
Wherever possible I am focussing on building single-engined planes instead of twin-engined planes in order to boost numbers produced. E.g. Building a B7A instead of a G4M. The B7A is less-capable but it is better to build 100 of them than 50 G4Ms ( leaving aside the issue that I don't have the engines necessary to even build 50 G4Ms so really the choice is between 100 B7As or nothing ).
In many instances I am having to continue producing old planes because I have the engines for them. E.g. B6N2s. I have a surplus of the necessary engines so the B6N2 gets produced as I can't afford 200,000 tons of supplies to switch production to something better.
I'll go into some of these choices in more detail later.
10. Kamis:
This is going to be a kamikaze war. I am producing 140 Ki-43 IIIs per month and am seeking to produce about 120 Ki-74s per month from October 45. I'm also heavily researching the Ki-94 ( I switched all of the factories which had been producing Ki-49s, Ki-48s etc etc to research the Ki-94 ) which is a good fighter but, more importantly, carries a 500 Kg bomb and can fly very high very quickly. As such it makes a great kamikaze. I'm also building a reasonable number of Ki-115s and, of course, intend to expend all the second-rate planes I'm building ( B6Ns, crappy fighters ) as kamis also.
One thing about the Ki-74, apart from its ceiling and speed, is its range. It can fly to 29 hexes from even a small base. What this means is that it is a GREAT plane to use for guerilla-style kamikaze raids on the Allied SLOCs. This has informed my strategic planning.
11. Japanese offensives:
Japan will take advantage of the fact that it still holds Marcus Island to fly fighters to Truk ( 134,000 tons of supplies ) to provide some CAP there while waiting for bombers to become available for kamikaze missions. I plan to, eventually, base Ki-74s out of Truk, and Marcus Islands.
Japan will, however, not be satisfied with this as the Allied may already have plans to take Marcus so the first order of business will be the sortieing of the Combined Fleet in mid-September with order to invade several American bases in the Pacific with a view to bringing major American bases into bomber range and, most importantly interdicting the Allied SLOCs from CONUSA.
It is anticipated that this will either force the Allies to escort ALL convoys with multiple CVs to beat off kamikaze attacks for the rest of the war ( an unacceptable loss of combat power from the spearpoint ) or to counter-invade. I expect that the Allies will counter-invade. Each such counter-invasion will require a diversion of Allied CVs to provide cover. I estimate that it'll take a minimum of 2 months for Allied CVs to cover the necessary counter-invasions. Even if the Allies suffer no combat losses in these counter-invasions the gaining of two months of reduced pressure on Japan will be priceless in terms of allowing me to run a few large convoys from China to Japan under CV escort and bring in much-needed troops and supplies.
Once the newly-taken Pacific holdings are removed Japan will fight a purely defensive battle designed to keep the Americans as far from the Home Islands as possible. Unfortunately on Day 1 the Americans have most of the Home Islands within P-51 sweep range of their bases on Iwo Jima and Okinawa. I can't do much about that as those bases are now too strongly held to counter-invade.
So, I will have to contend myself with night-time bomber raids to attrit the P-51s and a stout defence which will, increasingly, be based on more modern fighters as my production switches over.
I am also expending significant effort into building transport H8Ks ( I am using 96 engines to build 24 H8K-Ls per month which represents almost 10% of my total engine build per month). Why spend such a large percentage of resources here? Simple, I want the ability to reinforce island garrisons quickly by air should PH seek to invade the islands around the coast of Japan. Ideally I'd like to force him to avoid a "slowly slowly" creeping approach where he hops one island nearer each time and force him to jump directly from Okinawa or Iwo onto the Japanese mainland. I doubt I can achieve this but it is worth trying as such a large jump would maximise his vulnerability to my land-based kamis.
12. Kami tactics:
a) Guerilla kami raids:
I will combine long-range Ki-74 raids over the Pacific ( out to 29 hex range ) with Ki-43 III raids ( 10 hexes+) around the Phillipines/Japan on anything that moves.
As the Allies come closer they'll face fewer raids but, really, I'll just be marshalling the 3 layers of kamis I plan to commit whenever he lands near Japan proper.
First rank: Ki-115s and other planes with less than 5 hexes range. These will be the raids which explicitly go in with escorts configured as sweepers. Obviously I'll also be relying on massive CAP committment in the hex being invaded. Nothing is more effective at defending incoming raids than a 200 plane CAP in the hex being invaded.
Second rank: Short-ranged twin-engined planes ( Ki-21s/49 etc ) and long-ranged single-engined planes ( Ki-43 II, Ki-94 etc ) Generally this would be the 6 to 10 hex range of airbases.
Third rank: Everything which can fly from 11 to 20 hexes including conventional attacks by Ohka-carriers and kamikaze Peggys, Ki-74s etc.
I'll be seeking to go with extremely low-level and extremely high-level attacks. So, kamis will tend to go in at either 100 feet ( to avoid radar ) or 35,000 feet+. My goal is to split the CAP causing the planes which go after the high-level attackers to miss the kamis going in at low-level. Whenever possible older, slower planes will go in at low-altitude while fast fighter-bombers will go in at the highest levels.
At game start none of my planes can fly above the Corsair but as the game develops the Ki-94II and a couple of others CAN. I don't think any of them can get above the P-51s etc so the enemy can still defend against high-kami raids ( assuming he doesn't outrun his LRCAP ). Still, given that I'm outnumbered, outgunned, have a terrible strategic position and very limited production choices I'm going to make the fullest use of anything which can fly above elements of his CAP as possible.
All in all I think this will be a good test of kami doctrine and also USN FlAK effectiveness.
13. Obviously I'll try to keep the IJN as a fleet in being but, when necessary, I'll expend it to blunt an invasion. Ideally though I'd like to run a second series of invasions when the Allies react to the first series of invasions.It is all about buying time so I can shift production to the right planes and rebuild my shattered ground formations/ship combat-ready ones back from China.
A small rundown of forces...
Starting Japanese naval forces comprise:
5 CVs: Junyo, Kasagi, Aso, Ikoma and Katsuragi.
2 CVLs
4 CVE ( 3 of which still have cargo capacity and can only carry 12 planes each. TYhe 4th is Hosho which can carry 18 planes. So the CVEs are a waste. )
1 BB: Nagato
2 CA
3 CL : ( including Kashima )
52 DD ( of which at least 10 are no better than Escorts )
APDs 28
13 x APs ( Yes, you read that right, 13 )
145 x AKs of greater than 3,000 ton cargo capacity.
There are about 100 x AKs of less than 1,000 tons capacity also ranging from 800 tons, 450 and 170 tons. There ae also about 80 or so in between 1,000 and 3,000 tons.
4 x AOs.
28 x TK > 10,000 tons, about 30 in the 5,000 ton range and then another 50 or so in the 2,000 ton range
Submarines: There are quite a few submarines but about 1/3rd are purely transport submarines, 1/2 are very tiny coastal boats ranging in size from 46 tons to 320 tons. Lastly there are 4 minelaying subs in the I-120 class, 3 x I400 class boats and 5 ocean going submarines as well as about 11 mid-range submarines of the RO class.
There are large numbers of MTBs, MGS, MLs, PBs, SCs etc but one good carrier sweep or a few DD raids would easily wipe those out. They are useful ONLY in the absence of enemy surface or aerial forces.
The Allied navy will receive 40 CVs ( or CVBs ), 17 CVLs and 85 CVEs.for a total of about 8,000 naval airplanes - enough to go toe to toe with my airforce without any help from the USAAF [:D].
BBs: 35 ( Nagato's going to have to do pretty well against these odds. )
CAs: 30
CLs: 74
DDs: 463
DEs: 266
APDs: 100
SS: 294
Lots of small patrol craft
APA: 137
AKA: 53
LSD: 18
AP: 28
AK: 96
xAP: 126
xAK: 1535
xAKL: 86
LSTs/LSIs etc: Approx 1100
So, suffice it to say I'm somewhat outnumbered. I'm outnumbered about 15 to 1 in terms of combat ability and far more in terms of sealift. 15:1 odds are such that direct resistance is impossible.
Airforce:
The airforce looks impressive insofar as there are some 4881 fighters, fighter-bombers and night-fighters. Unfortunately only 500 of those fighters etc have an average experience of 70 or more... and many of those airgroups begin the game understrength and will be diluted by new arrivals. The IJNAF carrier-based airgroups have experience ranging from 40 to 50 Exp. As such they are, essentially, useless in combat.
The Japanese have 3,543 level bombers of which 174 have Exp 70 or greater.
Of 595 divebombers 54 have Exp of 70 or greater.
Of 414 torpedo bombers 54 have Exp of 70 or greater.
So, basically out of 12,789 planes of every type I get in this scenario only about 800 of Exp of 70 or greater. Average Allied airgroup experience is 80 so even my best groups can't fight them toe to toe and there are roughly twice as many Allied planes due to appear on-map as I have. So, my best groups will be outnumbered 20+ to 1 unless I can begin some serious training.
The Allies get a total of 26,227 planes - so, more than twice as many as Japan -, get more than 2 to 3 times as many pilots and those pilots are more experienced. In additiont he Allies get some 13,819 fighters and an additional 800 fighter-bombers and night-fighters. So, the Allied fighter strength is over 14,600. Mine is 5458. Looks like my pilots will have to be shooting down 3 planes for every one I lose to even break even... and this doesn't count what I lose engaging bombers.
Also, unfortunately, quite a few of my fighter groups are training groups. I'd say about 1/5th of my fighters are committed to training groups so, I can probably only bring about 4,500 fighters/fighter-bombers and night-fighters into combat.
On the plus side I'm on the defensive and by constraining the routes of advance and declining battles I can't win I might be able to achieve reasonable odds along a small number of axes and keep them competitive.
Army:
Well, you'd expect this to be a bright spot but the army's experience is abysmal and it is deployed VERY poorly. Many of the islands around Japan are ungarrisoned and experience of most of the units in Japan is either 25 or 35. Most divisions also begin the game at 35 to 50% of TO&E and even when they have their full TO&E much of it is disabled. I spotted 2 full-strength divisions in all of Japan and even then their experience maxed out at about 60 - from memory.
With that said, if he doesn't land in the next 4 months every unit will have Exp 50 and be a much tougher nut to crack.
The Army is the one bright spot. It looks like my ground forces are roughly equal to the Allies. I have more troops but they have less experience and less firepower. Overall though, given that I'm on the defensive this might well balance out. The Americans have a frightening number of tanks though and those are real casualty-producers.
Overall the situation is desperate but I think that if I can buy 4 months I can greatly ameliorate the situation and make this slightly more competitive. The huge Allied overbuild in terms of planes ( more than twice as many planes on-map as Japan can manage no matter what ) means that eventually sheer numbers will win the air war for the Allies but, hopefully, I can make it costly for them.
Changes:
1. Allied bomber replacement rates increased by 25%.
2. Allied fighter replacement rates increased by 10%
3. Allies get 12 x Midway class CVBs in March/April 1946. Airgroups comprise 40 F6F5, 40 Corsairs and 36 or so Avengers each. So that's about 1000 extra USN fighters and about 450 additional strike planes.
4. Game extended to 31st December 1946 to give the Allies more time to attack.
5. Japanese and Allied pilot replacement rates reduced by 50% in 45 and Experience rates for Japanese pilots increased to 70, Allied pilots experience increased to 80. In 1946 Japanese and Allied replacement rates were reduced by 33%,
6. Daily supply removed from Manilla. Manilla got 5,000 tons of supplies per day and a similar amount of fuel for free. This has been removed. If the Allies want 150,000 tons of supply per month then they'll have to ship it in from CONUSA. Los Angeles alone starts with some 400 AKs so that shouldn't prove a problem.
7. Japan gets the Ki-264 series of bombers, a level bomber armed with 250Kg bombs, an Ohka carrier which can carry 2 x Ohkas, a transport which can transport about 8 tons of goods in one hop and a torpedo-carrier which is heavily armoured, has medium range and can carry 4 torpedoes. Each Ki-264 costs 216 HI. My daily HI looks to be about 4,500 or so so I won't be building many Ki-264s that's for sure. I do have hopes of using the Ohka-carriers for night-time port attacks though so I'll try to build enough to fill one airgroup I can use for such night-time nuisance raids.
8. I did a little work to allow the Ki-115 to be usable by both services, changed a few subs to minelayers or transport subs from combat subs. I left the rest of the navy alone. In terms of the army I changed the upgrades a little to make IJN BFs upgrade their 75mm AAA for 100mm DP guns and changed the IJA AAA Regiments to upgrade their guns to Bofors and 100mm AAA. This will help vs bombers but isn't too over-powered.
9. I rationalised airframe production. Previously Japan was trying to produce 2,300 airframes and had about 1100 engines. Now Japan has cut most of the really wasteful production and is focussing on useful planes. Unfortunately engine production is so low in essential engine types that I've had to choose between fighters and bombers. I CANNOT produce any Ki-49s, Ki-48s, G4Ms, G3Ms or P1Y1s as I don't have the engines. I CAN produce about 100 Ki-67(T)s per month though.
Wherever possible I am focussing on building single-engined planes instead of twin-engined planes in order to boost numbers produced. E.g. Building a B7A instead of a G4M. The B7A is less-capable but it is better to build 100 of them than 50 G4Ms ( leaving aside the issue that I don't have the engines necessary to even build 50 G4Ms so really the choice is between 100 B7As or nothing ).
In many instances I am having to continue producing old planes because I have the engines for them. E.g. B6N2s. I have a surplus of the necessary engines so the B6N2 gets produced as I can't afford 200,000 tons of supplies to switch production to something better.
I'll go into some of these choices in more detail later.
10. Kamis:
This is going to be a kamikaze war. I am producing 140 Ki-43 IIIs per month and am seeking to produce about 120 Ki-74s per month from October 45. I'm also heavily researching the Ki-94 ( I switched all of the factories which had been producing Ki-49s, Ki-48s etc etc to research the Ki-94 ) which is a good fighter but, more importantly, carries a 500 Kg bomb and can fly very high very quickly. As such it makes a great kamikaze. I'm also building a reasonable number of Ki-115s and, of course, intend to expend all the second-rate planes I'm building ( B6Ns, crappy fighters ) as kamis also.
One thing about the Ki-74, apart from its ceiling and speed, is its range. It can fly to 29 hexes from even a small base. What this means is that it is a GREAT plane to use for guerilla-style kamikaze raids on the Allied SLOCs. This has informed my strategic planning.
11. Japanese offensives:
Japan will take advantage of the fact that it still holds Marcus Island to fly fighters to Truk ( 134,000 tons of supplies ) to provide some CAP there while waiting for bombers to become available for kamikaze missions. I plan to, eventually, base Ki-74s out of Truk, and Marcus Islands.
Japan will, however, not be satisfied with this as the Allied may already have plans to take Marcus so the first order of business will be the sortieing of the Combined Fleet in mid-September with order to invade several American bases in the Pacific with a view to bringing major American bases into bomber range and, most importantly interdicting the Allied SLOCs from CONUSA.
It is anticipated that this will either force the Allies to escort ALL convoys with multiple CVs to beat off kamikaze attacks for the rest of the war ( an unacceptable loss of combat power from the spearpoint ) or to counter-invade. I expect that the Allies will counter-invade. Each such counter-invasion will require a diversion of Allied CVs to provide cover. I estimate that it'll take a minimum of 2 months for Allied CVs to cover the necessary counter-invasions. Even if the Allies suffer no combat losses in these counter-invasions the gaining of two months of reduced pressure on Japan will be priceless in terms of allowing me to run a few large convoys from China to Japan under CV escort and bring in much-needed troops and supplies.
Once the newly-taken Pacific holdings are removed Japan will fight a purely defensive battle designed to keep the Americans as far from the Home Islands as possible. Unfortunately on Day 1 the Americans have most of the Home Islands within P-51 sweep range of their bases on Iwo Jima and Okinawa. I can't do much about that as those bases are now too strongly held to counter-invade.
So, I will have to contend myself with night-time bomber raids to attrit the P-51s and a stout defence which will, increasingly, be based on more modern fighters as my production switches over.
I am also expending significant effort into building transport H8Ks ( I am using 96 engines to build 24 H8K-Ls per month which represents almost 10% of my total engine build per month). Why spend such a large percentage of resources here? Simple, I want the ability to reinforce island garrisons quickly by air should PH seek to invade the islands around the coast of Japan. Ideally I'd like to force him to avoid a "slowly slowly" creeping approach where he hops one island nearer each time and force him to jump directly from Okinawa or Iwo onto the Japanese mainland. I doubt I can achieve this but it is worth trying as such a large jump would maximise his vulnerability to my land-based kamis.
12. Kami tactics:
a) Guerilla kami raids:
I will combine long-range Ki-74 raids over the Pacific ( out to 29 hex range ) with Ki-43 III raids ( 10 hexes+) around the Phillipines/Japan on anything that moves.
As the Allies come closer they'll face fewer raids but, really, I'll just be marshalling the 3 layers of kamis I plan to commit whenever he lands near Japan proper.
First rank: Ki-115s and other planes with less than 5 hexes range. These will be the raids which explicitly go in with escorts configured as sweepers. Obviously I'll also be relying on massive CAP committment in the hex being invaded. Nothing is more effective at defending incoming raids than a 200 plane CAP in the hex being invaded.
Second rank: Short-ranged twin-engined planes ( Ki-21s/49 etc ) and long-ranged single-engined planes ( Ki-43 II, Ki-94 etc ) Generally this would be the 6 to 10 hex range of airbases.
Third rank: Everything which can fly from 11 to 20 hexes including conventional attacks by Ohka-carriers and kamikaze Peggys, Ki-74s etc.
I'll be seeking to go with extremely low-level and extremely high-level attacks. So, kamis will tend to go in at either 100 feet ( to avoid radar ) or 35,000 feet+. My goal is to split the CAP causing the planes which go after the high-level attackers to miss the kamis going in at low-level. Whenever possible older, slower planes will go in at low-altitude while fast fighter-bombers will go in at the highest levels.
At game start none of my planes can fly above the Corsair but as the game develops the Ki-94II and a couple of others CAN. I don't think any of them can get above the P-51s etc so the enemy can still defend against high-kami raids ( assuming he doesn't outrun his LRCAP ). Still, given that I'm outnumbered, outgunned, have a terrible strategic position and very limited production choices I'm going to make the fullest use of anything which can fly above elements of his CAP as possible.
All in all I think this will be a good test of kami doctrine and also USN FlAK effectiveness.
13. Obviously I'll try to keep the IJN as a fleet in being but, when necessary, I'll expend it to blunt an invasion. Ideally though I'd like to run a second series of invasions when the Allies react to the first series of invasions.It is all about buying time so I can shift production to the right planes and rebuild my shattered ground formations/ship combat-ready ones back from China.
A small rundown of forces...
Starting Japanese naval forces comprise:
5 CVs: Junyo, Kasagi, Aso, Ikoma and Katsuragi.
2 CVLs
4 CVE ( 3 of which still have cargo capacity and can only carry 12 planes each. TYhe 4th is Hosho which can carry 18 planes. So the CVEs are a waste. )
1 BB: Nagato
2 CA
3 CL : ( including Kashima )
52 DD ( of which at least 10 are no better than Escorts )
APDs 28
13 x APs ( Yes, you read that right, 13 )
145 x AKs of greater than 3,000 ton cargo capacity.
There are about 100 x AKs of less than 1,000 tons capacity also ranging from 800 tons, 450 and 170 tons. There ae also about 80 or so in between 1,000 and 3,000 tons.
4 x AOs.
28 x TK > 10,000 tons, about 30 in the 5,000 ton range and then another 50 or so in the 2,000 ton range
Submarines: There are quite a few submarines but about 1/3rd are purely transport submarines, 1/2 are very tiny coastal boats ranging in size from 46 tons to 320 tons. Lastly there are 4 minelaying subs in the I-120 class, 3 x I400 class boats and 5 ocean going submarines as well as about 11 mid-range submarines of the RO class.
There are large numbers of MTBs, MGS, MLs, PBs, SCs etc but one good carrier sweep or a few DD raids would easily wipe those out. They are useful ONLY in the absence of enemy surface or aerial forces.
The Allied navy will receive 40 CVs ( or CVBs ), 17 CVLs and 85 CVEs.for a total of about 8,000 naval airplanes - enough to go toe to toe with my airforce without any help from the USAAF [:D].
BBs: 35 ( Nagato's going to have to do pretty well against these odds. )
CAs: 30
CLs: 74
DDs: 463
DEs: 266
APDs: 100
SS: 294
Lots of small patrol craft
APA: 137
AKA: 53
LSD: 18
AP: 28
AK: 96
xAP: 126
xAK: 1535
xAKL: 86
LSTs/LSIs etc: Approx 1100
So, suffice it to say I'm somewhat outnumbered. I'm outnumbered about 15 to 1 in terms of combat ability and far more in terms of sealift. 15:1 odds are such that direct resistance is impossible.
Airforce:
The airforce looks impressive insofar as there are some 4881 fighters, fighter-bombers and night-fighters. Unfortunately only 500 of those fighters etc have an average experience of 70 or more... and many of those airgroups begin the game understrength and will be diluted by new arrivals. The IJNAF carrier-based airgroups have experience ranging from 40 to 50 Exp. As such they are, essentially, useless in combat.
The Japanese have 3,543 level bombers of which 174 have Exp 70 or greater.
Of 595 divebombers 54 have Exp of 70 or greater.
Of 414 torpedo bombers 54 have Exp of 70 or greater.
So, basically out of 12,789 planes of every type I get in this scenario only about 800 of Exp of 70 or greater. Average Allied airgroup experience is 80 so even my best groups can't fight them toe to toe and there are roughly twice as many Allied planes due to appear on-map as I have. So, my best groups will be outnumbered 20+ to 1 unless I can begin some serious training.
The Allies get a total of 26,227 planes - so, more than twice as many as Japan -, get more than 2 to 3 times as many pilots and those pilots are more experienced. In additiont he Allies get some 13,819 fighters and an additional 800 fighter-bombers and night-fighters. So, the Allied fighter strength is over 14,600. Mine is 5458. Looks like my pilots will have to be shooting down 3 planes for every one I lose to even break even... and this doesn't count what I lose engaging bombers.
Also, unfortunately, quite a few of my fighter groups are training groups. I'd say about 1/5th of my fighters are committed to training groups so, I can probably only bring about 4,500 fighters/fighter-bombers and night-fighters into combat.
On the plus side I'm on the defensive and by constraining the routes of advance and declining battles I can't win I might be able to achieve reasonable odds along a small number of axes and keep them competitive.
Army:
Well, you'd expect this to be a bright spot but the army's experience is abysmal and it is deployed VERY poorly. Many of the islands around Japan are ungarrisoned and experience of most of the units in Japan is either 25 or 35. Most divisions also begin the game at 35 to 50% of TO&E and even when they have their full TO&E much of it is disabled. I spotted 2 full-strength divisions in all of Japan and even then their experience maxed out at about 60 - from memory.
With that said, if he doesn't land in the next 4 months every unit will have Exp 50 and be a much tougher nut to crack.
The Army is the one bright spot. It looks like my ground forces are roughly equal to the Allies. I have more troops but they have less experience and less firepower. Overall though, given that I'm on the defensive this might well balance out. The Americans have a frightening number of tanks though and those are real casualty-producers.
Overall the situation is desperate but I think that if I can buy 4 months I can greatly ameliorate the situation and make this slightly more competitive. The huge Allied overbuild in terms of planes ( more than twice as many planes on-map as Japan can manage no matter what ) means that eventually sheer numbers will win the air war for the Allies but, hopefully, I can make it costly for them.
