Land of the falling sun - A Downfall AAR (no khyberbill)

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Fallschirmjager
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Joined: Mon Mar 18, 2002 12:46 am
Location: Chattanooga, Tennessee

Land of the falling sun - A Downfall AAR (no khyberbill)

Post by Fallschirmjager »

I just sent turn 1 to my opponent, this should make for good comedy! I muddled my way through not really knowing what I was doing. I have very little experience as playing as Japan.
Japan is in a very very bad position. They are strung out across the map and the Allies have bypassed them in several cases. There is a significant force at Palembang which is now a backwater. There is an entire 60 EXP Imperial Guards division there which would be very useful back on the HI.
There are also scattered forces across Indochina that are doing no good.
Perhaps even more distressing is that China has the best ground forces avaliable to Japan. A dozen divisions sit in China just across the Yellow Sea from Japan.
But the Yellow Sea by late 1945 might as well be the distance from the Earth to the Moon. There is simply no way to transport units of that size and not get them sunk.
I fully expect my opponent to use carrier forces to blockade the coast of China from the first few turns.

Some of my initial moves were to abandon Palembung and Vietnam to their fates and I transferred hundreds of aircraft out of the theater and into China and Japan. I also went into the base screen and turned every base in the game onto 'build forts'. Aircraft and forts are the only weapons Japan has left. The more forts I build, the more casualties I cause.

Japanese air forces are actually not that bad by this point. They posses thousands upon thousands of planes and pilot quality while inconsistent is not dreadful. Most of my army units are actually in good shape EXP wise. They have some good veteran pilots and a lot of untrained rookies. A mixture of CAP and training has been applied to all of my air units.
Naval air units are another matter. They have dozens of poor pilots who will be fodder for the Allies.
Lot's of training will be needed to give these pilots a chance.

Unfortunately the Japanese also have mountains of useless planes. Army bombers who can only carry 100 kg bombs, Oscars, Nate's and other planes that will only serve to give my opponent points.
I can't seem to convert any of these units into Kamikaze's. Hopefully the option will open itself up later on.

Finally we have what is left of the once powerful navy. There are a good number of carriers left but only a handful of cruisers and a single battleship. These units start out in a vulnerable place. They will be moved to the island of Hokkaido out of range of prowling bombers on port attack.
I have no use for my navy but perhaps later they can make a short range suicide attack on a landing on the HI.

Production wise I did not really know what to do. I turned off every merchant shipyard and regular shipyard and turned off repairs to both as well. This should free up some HI for producing supply.
Plane production wise I made some small streamlining moves and greatly increased research to the Ki-201. I am on pace to receive it in Dec 1945. Maybe I can shorten that by a month.

I will be feeling my way through things the first few turns. We have 365 turns until the end of the war.
I know that I cannot expect to win the war. But my goal is inflict as much damage as casualties as possible.

I greatly need advice and suggestions. Thanks everyone and I hope I get some readers.
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