I always feel you have to sink the US navy here. This is the only time when you have superiority against them. If you sink the UK navy in the first turn with germany and the US. It buys you more time with axis to make claim on the land and make the allies obsess about building navy units
Your videos have all given me some additional strategies to think about. However, I disagree with some of your thinking on Japan. The Pearl Harbor Attack: I think it usually best to attack the US fleet by Hawaii and bait a counter attack. If you trade evenly, you are still denying the US options and controlling their strategy. This really forces the US to reveal their thinking with their Turn 1 buys. To me the give-and-take is less percentage against India for control of US strategy. If you know a US player is inclined to abandon (or be extremely defensive in) the Pacific regardless, it may be plausible to forgo the attack. For me as Japan, I want the US to have as few ships as possible (and therefore fewer options). Buying IC: I'm not a fan of buying an IC. I think transports achieve a similar outcome and give you more options. Personally, I've always felt relief when I see an opponent pick up an IC with Japan. I think it should be considered when UK is building a Pacific fleet and you need ships to come out closer to India. Turn 2 India Attack: There are times to attack India on turn 2. I like to max as many ground units into Burma as possible. Not always, but it's something to think about with the massive air power available. Thanks for the videos. Keep em' coming!
So far so good on the strategy for Japan. However there is something I would like to note. When it came to placing the new units phase. Those transports are still not safe from the US. Their navy may not be able to reach like you said in the video but however their fighter situated in szechewan can reach your transports. 1 into anhwe, 2 into Manchuria, 3 into sea zone 62 with your transports. Attack the transports on the combat move phase and then land in the soviet territory bordering Manchuria linking up with the soviets as their fourth movement point in their non-combat move phase, since sea zone 62 does in fact connect with that soviet territory. So the only thing I would suggest is to leave behind a destroyer in that sea zone to protect the transports and to stop the US from thinking of attempting that move. They may still attempt it but at least you have some defence capability. Other than that, the strategy is pretty solid. Good video.
That's a really good observation, since I was playing all 5 nations, I was focused on the idea that the Allies were trying to keep that American fighter alive, but obviously they would use it in that circumstance. I'll have to annotate that.
I think you would have no problem placing a safe complex on the mainland and still smoking pearl harbor. Killing that US carrier is really important, It actually buys you 2 rounds before the Americans can even think about hitting your islands. Especially if they counter with everything theyve got to hit ships you left in hawaii. Keep in mind you already smoked the American atlantic fleet, taking pearl harbor, and forcing a counter attack, would smite the pacific fleet as well.
BestViewedWithCable The Japanese can ignore the Americans and take India on turn 3. You don't have to worry about the Americans at all, because it will take them more turns than that to even come close to threatening Japan.
Sure they can ignore America for a time, but Japan can still achieve their asian goals, and wipe the American navy from the board, by forcing the Americans to counter attack in hawaii.
BestViewedWithCable They will delay their achievement, there is absolutely no reason to engage the Americans because they will never be a threat. It's waste of resources.
Probably not 1914, since the game doesn't look great, but maybe eventually. I have G40 but I am training my friends on Spring 1942 as an intermediate step, so it will be a while before we start playing that. Young Grasshopper has covered that game pretty thoroughly though, so I am not sure how much is left to be said.
i used to love playing this game but the only one i could get to play with me is my brother who was UNGODLY lucky i would invade with like THREE TIMES the amount of troops and still be OBLITERATED
Do you normally not attack the US ships at Pearl Harbor? In your video series, you "know" that the allies are doing a Kill Germany First, but I thought in this game that a Kill Japan First happens in most games.
You can just ignore the Americans and take India on turn 3. To me it doesn't seem like the Americans can even touch you until turn 3 and you can just take India first because you go before them.
Can you fly a japanese bomber or fighter (just for sake) over occupied russia territory to land in Germany during a non combat move? Or does occupied russia stop you for a battle first?
60 or 62, both are adjacent to Japan. The transports are vulnerable to a fighter there though, so you can't leave them without a defense if the US fighter and British Fighter are positioned for a kill, which they are here, so that was a mistake.
for the battle in Burma you can't take out the infantry because you need ground forces to take anything so if the British infantry hit you would haft to take out a fighter.
I actually like to place my factory in Borneo, or east indies first, east indies is better, they both have 4 ic and you can ferry right onto India or Burma, in 1 turn infantry/tank and infantry/artillery, since to me the mainland is very weak on infantry to start, imo. Also with east indies you can ferry into Africa in one turn and start taking Africa and chipping away at GB IC. I also hit the American fleet first so that they can't move a giant fleet into the Atlantic.
@Emilio TEMYT but the problem is usa can attack Africa in one turn so Germany almost always loses Africa relatively quickly, having japan there gives a nice buff, and like I said you get 4 ic on east indies, so you can place more. And then it doesn't make it so Germany has to siphon troops to Africa and can place more in France or the eastern lines.
@Emilio TEMYT yeah that's the plan. But even after that they can still build transport and navy and still threaten Africa in 1 turn. There's plenty of different ways to play, this is just my preferred since I feel Germany has to play more defensive in this version, but again just my opinion.
@Emilio TEMYT you mean trying to block transports being made in eastern us? USA can just mass a much bigger navy than what Germany can defend from. But each game is different so depending on if the USA is going vs japan or vs germany.
@Emilio TEMYT that's pretty much the whole idea. Is having Germany try to hold off in Europe in time for Japan to arrive in Moscow and either take it or greatly finish the troops on Moscow for Germany to take it, then work on Hawaii for the win. Either way Germany won't hold Africa for long. So the factory in east indies helps. Plus is 4IC compared to just 2 in the mainland. And once you get India you'll have a 3IC mainland. I've never been able to dominate Russia with Germany alone without getting invaded by the us and UK. So at least I always go Moscow first with Japan.
2nd turn you should build all infantry on japan's capital to defend against the US? right? I'm always stuck debating to either defend against the US or go after India? any tips are helpful please, I'm just still learning this game lol, I'm trying to win haha.
This version of the game favors the Axis heavily. Mathematically, it should be impossible for the Allies to win; however, random chance and a proper skill distribution and bid can balance the game. One of the main imbalances in in regards to India. There is no feasible way for the Allies to save India without a lot of luck or significantly thinning every other front, which can be a game losing move. If you follow through with turns 2 and 3 using the opening move I showed here, turn 2 is a consolidation of forces towards India, and turn three is the strike with your entire air force and every land unit that could possible engage India. You can do all of this without really worrying about the Americans. Japan starts with a big enough navy and air force to effectively blockade the US for several turns will remaining in a position in which it can strike India. The US has to build significantly to challenge this supremacy. If they do, you will see it coming a mile away. Remember that they have to build all the was back in San Francisco, and if they want to actually take Japan, they will need a bunch of transports and infantry. Because of the distance, you have 2 turns of warning before they can actually reach Japan, and the positioning of your navy and air force laid out here allows it to return to the home islands or attack India. Therefore, there is nothing to worry about. If you do see them coming, plop down 4 infantry on Japan and land your planes there. There is no way the Americans will have enough forces to take that down. You'll want to build land units anyway to attack India with, so you'll probably have a couple of guys on Japan anyway. At worst, the Americans will throw everything they have at the Pacific, and you won't take India. However, this works in your favor, because you can go toe to toe with them, and they won't be fulfilling their obligations in the Atlantic.
Well, with the Axis, you want to take Moscow most of all, secondarily India. Again, the odds are greatly in your favor. I suggest a bid to balance this, probably 15 or so, depending on skill levels. with the Allies, Britain needs to stack India with infantry and maybe a couple fighters/artillery, block German naval expansion, and defend it's home island with land units that will eventually invade Europe. The most skilled player should player should be assigned the United States, because this is the only hope for allied victory. The US should mostly ignore the pacific (just put up a token defense so you don't get overrun), and commit to a European landing as early as possible. The safest bet is Norway or Karelia SSR, in order to get boots on the ground the help save Moscow. It's tempting to go for Africa, but you can't really do anything there. It's not a bad jumping off point into Italy or France, or if Egypt falls, but generally, the Allies need to get help to Russia, and then push for central Europe.
I also post Axis & Allies videos, maybe we can do a collaboration sometime. I post TripleA videos as my brother keeps the board with him haha If you don't know about TripleA it is a free download game which is just an exact copy of Axis & Allies and has most maps and rule sets.
Two big rules you are missing. 1) a transport can’t load and unload in a single round unless it’s a land bridge. 2) a plane when flying over a SZ with an island, it counts as 2 of its moves.
I think you're mistaken on those rules. Page 31 in the rulebook under Loading and Offloading: "A transport can pick up cargo, move one sea zone, pick up more cargo, move one more sea zone, and offload cargo at the end of its movement." On page 26, it doesn't specify flying over sea zones with islands, but in the example diagrams you can see the planes using 1 movement to fly over island groups.
You can't load a tank and an artillery on a transport. Only Tank + Infantry, Artillery + Infantry, AA Gun + Infantry or 2 Infantries.
There's an annotation for that.
yes
1 British Cruiser appears, DEPLOYS THE ENTIRE JAPANESE NAVY
Lol
I always feel you have to sink the US navy here. This is the only time when you have superiority against them. If you sink the UK navy in the first turn with germany and the US. It buys you more time with axis to make claim on the land and make the allies obsess about building navy units
Wait, is this the guy from AA streams? and hes playing Axis and Allies? cool
Yes, the 1942 version of the game sucks tho :(
Why are you not using the coloured plastic chips? Helps avoid overcrowding your territories with units
Your videos have all given me some additional strategies to think about. However, I disagree with some of your thinking on Japan.
The Pearl Harbor Attack: I think it usually best to attack the US fleet by Hawaii and bait a counter attack. If you trade evenly, you are still denying the US options and controlling their strategy. This really forces the US to reveal their thinking with their Turn 1 buys. To me the give-and-take is less percentage against India for control of US strategy. If you know a US player is inclined to abandon (or be extremely defensive in) the Pacific regardless, it may be plausible to forgo the attack. For me as Japan, I want the US to have as few ships as possible (and therefore fewer options).
Buying IC: I'm not a fan of buying an IC. I think transports achieve a similar outcome and give you more options. Personally, I've always felt relief when I see an opponent pick up an IC with Japan. I think it should be considered when UK is building a Pacific fleet and you need ships to come out closer to India.
Turn 2 India Attack: There are times to attack India on turn 2. I like to max as many ground units into Burma as possible. Not always, but it's something to think about with the massive air power available.
Thanks for the videos. Keep em' coming!
I'll do more videos in a few weeks when I move. Maybe I'll play out an attack and see what happens.
So far so good on the strategy for Japan. However there is something I would like to note. When it came to placing the new units phase. Those transports are still not safe from the US. Their navy may not be able to reach like you said in the video but however their fighter situated in szechewan can reach your transports. 1 into anhwe, 2 into Manchuria, 3 into sea zone 62 with your transports. Attack the transports on the combat move phase and then land in the soviet territory bordering Manchuria linking up with the soviets as their fourth movement point in their non-combat move phase, since sea zone 62 does in fact connect with that soviet territory. So the only thing I would suggest is to leave behind a destroyer in that sea zone to protect the transports and to stop the US from thinking of attempting that move. They may still attempt it but at least you have some defence capability. Other than that, the strategy is pretty solid. Good video.
That's a really good observation, since I was playing all 5 nations, I was focused on the idea that the Allies were trying to keep that American fighter alive, but obviously they would use it in that circumstance. I'll have to annotate that.
No Pearl Harbour? I find that's usually a pretty good with Japan.
That's a good question, I'll make a video going over why I find it less productive than going for India, which is the primary reason.
I think you would have no problem placing a safe complex on the mainland and still smoking pearl harbor.
Killing that US carrier is really important, It actually buys you 2 rounds before the Americans can even think about hitting your islands. Especially if they counter with everything theyve got to hit ships you left in hawaii.
Keep in mind you already smoked the American atlantic fleet, taking pearl harbor, and forcing a counter attack, would smite the pacific fleet as well.
BestViewedWithCable The Japanese can ignore the Americans and take India on turn 3. You don't have to worry about the Americans at all, because it will take them more turns than that to even come close to threatening Japan.
Sure they can ignore America for a time, but Japan can still achieve their asian goals, and wipe the American navy from the board, by forcing the Americans to counter attack in hawaii.
BestViewedWithCable They will delay their achievement, there is absolutely no reason to engage the Americans because they will never be a threat. It's waste of resources.
Bro… I love this game , but the percentages your speaking of … kills the vibe.
I like your videos a lot especially how you go as far to say the percentages. Would you ever do 1940 Global?
Or even 1914
Probably not 1914, since the game doesn't look great, but maybe eventually. I have G40 but I am training my friends on Spring 1942 as an intermediate step, so it will be a while before we start playing that. Young Grasshopper has covered that game pretty thoroughly though, so I am not sure how much is left to be said.
Where did you get the super cool custom IPC chip?
iwillnevergrowup.com/shop/index.php?route=product/product&product_id=50
Nice
Overall good stategic thinking on J1!
i used to love playing this game but the only one i could get to play with me is my brother who was UNGODLY lucky
i would invade with like THREE TIMES the amount of troops and still be OBLITERATED
You can't take both the tank and artillery from Japan to Yunnan. You need to take at least 1 infantry on the transport...
Ah, you are right, it can only fit the tank.
Just a small correction, but I really liked your strategy videos. Very clear explanation!
Thanks, there are so many rules it is easy to forget small things like that.
Do you normally not attack the US ships at Pearl Harbor? In your video series, you "know" that the allies are doing a Kill Germany First, but I thought in this game that a Kill Japan First happens in most games.
You can just ignore the Americans and take India on turn 3. To me it doesn't seem like the Americans can even touch you until turn 3 and you can just take India first because you go before them.
This isn't the most optimal Japan turn 1. You leave too much open to risk. Especially with US going next.
Can you fly a japanese bomber or fighter (just for sake) over occupied russia territory to land in Germany during a non combat move? Or does occupied russia stop you for a battle first?
Air units can fly over anything, the only thing that matters is where they land.
I have a different version of this game but it is still 1942. i could not find out what version of the game it was since it does not say
The game has many versions, if it doesn't say what version or year or continent it is, it might be an older version of the game.
Charlemagne zeno games rules?
Japan mobilizing sea zone is 60? not 60 or 61! Or am I missing something here?
60 or 62, both are adjacent to Japan. The transports are vulnerable to a fighter there though, so you can't leave them without a defense if the US fighter and British Fighter are positioned for a kill, which they are here, so that was a mistake.
You can't move after offloading from a transport.
for the battle in Burma you can't take out the infantry because you need ground forces to take anything so if the British infantry hit you would haft to take out a fighter.
You didn’t ‘resolve’ any battles as you never rolled the dice. You should have! I’ve been playing for decades and have seen some unreal rolls.
Those defenseless transports are absolutely in range of the allied fighters in china
I actually like to place my factory in Borneo, or east indies first, east indies is better, they both have 4 ic and you can ferry right onto India or Burma, in 1 turn infantry/tank and infantry/artillery, since to me the mainland is very weak on infantry to start, imo. Also with east indies you can ferry into Africa in one turn and start taking Africa and chipping away at GB IC. I also hit the American fleet first so that they can't move a giant fleet into the Atlantic.
@Emilio TEMYT but the problem is usa can attack Africa in one turn so Germany almost always loses Africa relatively quickly, having japan there gives a nice buff, and like I said you get 4 ic on east indies, so you can place more. And then it doesn't make it so Germany has to siphon troops to Africa and can place more in France or the eastern lines.
@Emilio TEMYT yeah that's the plan. But even after that they can still build transport and navy and still threaten Africa in 1 turn. There's plenty of different ways to play, this is just my preferred since I feel Germany has to play more defensive in this version, but again just my opinion.
@Emilio TEMYT you mean trying to block transports being made in eastern us? USA can just mass a much bigger navy than what Germany can defend from. But each game is different so depending on if the USA is going vs japan or vs germany.
@Emilio TEMYT that's pretty much the whole idea. Is having Germany try to hold off in Europe in time for Japan to arrive in Moscow and either take it or greatly finish the troops on Moscow for Germany to take it, then work on Hawaii for the win. Either way Germany won't hold Africa for long. So the factory in east indies helps. Plus is 4IC compared to just 2 in the mainland. And once you get India you'll have a 3IC mainland. I've never been able to dominate Russia with Germany alone without getting invaded by the us and UK. So at least I always go Moscow first with Japan.
2nd turn you should build all infantry on japan's capital to defend against the US? right? I'm always stuck debating to either defend against the US or go after India? any tips are helpful please, I'm just still learning this game lol, I'm trying to win haha.
This version of the game favors the Axis heavily. Mathematically, it should be impossible for the Allies to win; however, random chance and a proper skill distribution and bid can balance the game. One of the main imbalances in in regards to India. There is no feasible way for the Allies to save India without a lot of luck or significantly thinning every other front, which can be a game losing move. If you follow through with turns 2 and 3 using the opening move I showed here, turn 2 is a consolidation of forces towards India, and turn three is the strike with your entire air force and every land unit that could possible engage India. You can do all of this without really worrying about the Americans. Japan starts with a big enough navy and air force to effectively blockade the US for several turns will remaining in a position in which it can strike India. The US has to build significantly to challenge this supremacy. If they do, you will see it coming a mile away. Remember that they have to build all the was back in San Francisco, and if they want to actually take Japan, they will need a bunch of transports and infantry. Because of the distance, you have 2 turns of warning before they can actually reach Japan, and the positioning of your navy and air force laid out here allows it to return to the home islands or attack India. Therefore, there is nothing to worry about. If you do see them coming, plop down 4 infantry on Japan and land your planes there. There is no way the Americans will have enough forces to take that down. You'll want to build land units anyway to attack India with, so you'll probably have a couple of guys on Japan anyway. At worst, the Americans will throw everything they have at the Pacific, and you won't take India. However, this works in your favor, because you can go toe to toe with them, and they won't be fulfilling their obligations in the Atlantic.
Charlemagne thank you so much for your reply! any other tips you'd recommend me? (as japan) or any other.
Well, with the Axis, you want to take Moscow most of all, secondarily India. Again, the odds are greatly in your favor. I suggest a bid to balance this, probably 15 or so, depending on skill levels.
with the Allies, Britain needs to stack India with infantry and maybe a couple fighters/artillery, block German naval expansion, and defend it's home island with land units that will eventually invade Europe. The most skilled player should player should be assigned the United States, because this is the only hope for allied victory. The US should mostly ignore the pacific (just put up a token defense so you don't get overrun), and commit to a European landing as early as possible. The safest bet is Norway or Karelia SSR, in order to get boots on the ground the help save Moscow. It's tempting to go for Africa, but you can't really do anything there. It's not a bad jumping off point into Italy or France, or if Egypt falls, but generally, the Allies need to get help to Russia, and then push for central Europe.
What's AA if mistakes aren't made?Unrealistic I'm catching up on your video's. Thanks SZ60/62 Ok
I also post Axis & Allies videos, maybe we can do a collaboration sometime. I post TripleA videos as my brother keeps the board with him haha
If you don't know about TripleA it is a free download game which is just an exact copy of Axis & Allies and has most maps and rule sets.
Ugh should have watched these b4 playing.
Two big rules you are missing.
1) a transport can’t load and unload in a single round unless it’s a land bridge.
2) a plane when flying over a SZ with an island, it counts as 2 of its moves.
I think you're mistaken on those rules. Page 31 in the rulebook under Loading and Offloading: "A transport can pick up cargo, move one sea zone, pick up more cargo, move one more sea zone, and offload cargo at the end of its movement."
On page 26, it doesn't specify flying over sea zones with islands, but in the example diagrams you can see the planes using 1 movement to fly over island groups.
im not bashing you but.....isnt it funny that someone whose giving us advice cant remember the rules?