22.01.2013 Views

18.64MB - View From The Trenches

18.64MB - View From The Trenches

18.64MB - View From The Trenches

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

and the "location uncertain" forces off board on<br />

Turn One for the most part (appearing only at<br />

Pearl on Turn Two), are both preconditions for<br />

even attempting this plan.<br />

PRO: <strong>The</strong> British have no place to go. Disabled<br />

vessels go straight to Ceylon, and catch end-of-<br />

turn raids. Singapore will surrender at the end of<br />

Turn Two (if the IJN has controlled Indonesia, a<br />

basic precaution), closing the only other RN port.<br />

CON: Everything (literally) depends on first<br />

(and second) turn control of Indonesia. Otherwise,<br />

the Allies can redeploy to Singapore and turn the<br />

plan inside out.<br />

PRO: <strong>The</strong> RN gets only two ships on Turn<br />

Three. A strong second turn attack will have<br />

cleared the way for IJN tactical supremacy on<br />

Turn Three. Further RN reinforcements will not<br />

appear at Ceylon.<br />

CON: Allied LBA can easily appear on Turn<br />

Three. A determined IJN player can still take<br />

Ceylon, but will tie up virtually all of Japan's<br />

carriers to ensure this, and lost some of them in<br />

the process.<br />

PRO: Permanent removal of the RN, except<br />

for the Victorious, and capture of Ceylon and the<br />

Andaman Islands, will secure the IJN rear. Con-<br />

trol of Indonesia and the Bay of Bengal will be<br />

easier with the US far off; even control of the<br />

Indian Ocean will be feasible. POC for the three<br />

areas, the latter two especially, will be a bonus.<br />

CON: Indonesia was never really endangered<br />

by the RN, which cancels itself out on Turns Four<br />

and Five due to withdrawals. This strategy allows<br />

the RN to inflict the IJN losses and play an<br />

unaccustomed part in VITP, while the IJN would<br />

eliminate a force due to leave the board anyway.<br />

PRO: Allied countermeasures are minimal.<br />

<strong>The</strong> IJN can trap the RN easily, as it has nowhere<br />

to go. American help, given the preconditions,<br />

would not be provided without risk to them,<br />

especially if IJN air units patrol Indonesia in force.<br />

Although the Japanese must redeploy first, the<br />

US, faced with threats to Pearl and Samoa, might<br />

not redeploy to Australia, realizing too late the<br />

import of IJN dispositions in Saigon.<br />

CON: <strong>The</strong> plan will betray itself by IJN<br />

deployment to Saigon, albeit of necessity. <strong>The</strong> cap-<br />

ture of Ceylon will tie up virtually all IJN ships for<br />

Turns Two and Three, leaving the western defenses<br />

to LBA. US forces could still break control of the<br />

Central Pacific (or the Marshalls), putting the<br />

Marianas or Japan in jeopardy on Turn Three.<br />

PRO: VITP tactics mean that more units have<br />

greater chances of hitting an enemy, while lesser<br />

forces have fewer shots. A lopsided IJN advantage<br />

over the RN, day or night, means smaller IJN<br />

losses, while much of the British fleet will be<br />

destroyed, never to fire again, in the very first<br />

round.<br />

CON: <strong>The</strong> IJN will still suffer losses to British<br />

naval and air units, and then turn to face un-<br />

damaged US carrier forces. <strong>The</strong> US will by then<br />

have nibbled away much of Japan's eastern<br />

territory and POC.<br />

PRO: This strategy can be modified to a<br />

second turn raid of the Bay of Bengal, as Nagumo<br />

actually did in the spring of 1942. <strong>The</strong> RN would<br />

be eliminated with minimal diversion of IJN<br />

forces, especially on Turn Three, when the capture<br />

of Ceylon can be cancelled.<br />

CON: IJN losses will be the same in eliminating<br />

the RN. Passing up Ceylon would mean less of a<br />

return on the investment. Further, such safeguards<br />

as strong LBA patrols of Indonesia, and second<br />

turn invasion of Lae (to keep out third turn Allied<br />

air if the South Pacific doesn't hold) will still be<br />

necessary.<br />

<strong>The</strong> western strategy is the converse of the<br />

Take Pearl gambit. Such a course would be feasi-<br />

ble if the US is unready, and would have particular<br />

value in the "Victory at Sea" variant.<br />

Certainly, the IJN staff had made plans in this<br />

direction. <strong>The</strong> Nagumo raid on the Bay of Bengal,<br />

as fleeting as it was, knocked the RN back to East<br />

Africa, leaving two oceans under Japanese in-<br />

fluence. Pursued to its logical conclusion, a<br />

Japanese war effort into the Indian Ocean could<br />

well have meant a linkup with the Germans, and<br />

an end to the British Empire. <strong>The</strong> peaceful postwar<br />

withdrawal of Britain left a power vacuum, but a<br />

naval struggle for control of the Indian Ocean may<br />

still occur one day.<br />

CRITICAL ISSUE #15:<br />

Ship Classes, Japanese<br />

This is the inevitable piece by piece discussion<br />

(as in Critical Issue #16), something of a recent<br />

trend in THE GENERAL. <strong>The</strong> names and<br />

specifics of these classes bear little relation to what<br />

you'll find in Jane's Fighting Ships, 1941. Rather,<br />

they are classed solely by their three printed<br />

factors, which, along with nationality, are all that<br />

matter in game terms. Carriers and light carriers<br />

are also classed by airstrike factor, a second<br />

dimensic F offensive strength.<br />

r_:<br />

Zuikaku (CV). Two ships, both<br />

present at start. Easily the best<br />

carriers in the game, these carriers<br />

chief advantage is speed, an advantage<br />

in pursuit, retreat, and strategic<br />

movement. <strong>The</strong> four airstrike factors (circled, indicating<br />

attack bonus enhancement) mark them as<br />

top rank carriers. <strong>The</strong>ir best base is Truk; their<br />

speed means that they can reach any point on the<br />

map from there (on raid status). <strong>The</strong>ir armor factors<br />

are better than most carriers, but should not<br />

be regarded as "safe," especially as US carriers are<br />

apt to strike them first.<br />

Akagi (CV). One ship, present at<br />

start. Main strengths are airstrike<br />

and armor factor, the latter exceeding<br />

any carrier other than Shinano or<br />

Kaga. Movement factor is a slight<br />

disa , as it makes extended operations<br />

(two areas from base on patrol, three on raid)<br />

somewhat risky. Truk may not be suitable for this<br />

or slower carriers if operations to the extreme west<br />

or northeast are planned. <strong>The</strong> gunnery factor on<br />

this (or any other IJN carrier) is negligible-if the<br />

IJN player does his job, no carrier will be called on<br />

1<br />

to fight a surface action till the last turn or two.<br />

Kaga (CV). One ship, present at<br />

start, with the same considerations<br />

as its half sister, the Akagi, except<br />

for a slightly more unreliable move-<br />

ment factor. Both carriers could try<br />

to accompany the eight speed carriers, but should<br />

have good reason for chancing it.<br />

Hiryu (CV). One ship, present at<br />

I s t a r t . <strong>The</strong> "3" airstrike factor, not<br />

found in any VITP/WAS Allied<br />

carrier other than Ark Royal, make<br />

three-ASF CVs something of an inter-<br />

mediate unit, with some of a light carrier's<br />

weaknesses. <strong>The</strong> armor factor i; a definite<br />

weakness; the speed, however, makes it highly<br />

r<br />

compatible for operations with the Zuikaku class.<br />

Soryu<br />

(CV). One ship, present at<br />

start. Another three ASF carrier,<br />

identical to Hiryu except for the<br />

armor factor, which is more toler-<br />

able. This ship rounds out the four<br />

ers; except for the CV classes arriving<br />

at game's end (after the crucial battles), the eight<br />

speed CVs are the only ones able to operate on ex-<br />

tended missions without strategic risk; the rest of<br />

the IJN carriers have (effectively) a two area reach<br />

out of Truk. <strong>The</strong>se four carriers-Zuikaku,<br />

Shokaku, Hiryu, and Soryu-are the only IJN<br />

carriers capable of outrunning Allied opposition.<br />

All other IJN carriers, except the late arriving<br />

:<br />

Taiho and Amagi classes, will be at a disadvantage<br />

J<br />

'<br />

)r being pursued by) Allied carriers.<br />

Junyo (CV). Two ships, arriving<br />

singly on Turns Two and Three.<br />

<strong>The</strong>se are the last good-sized CVs<br />

that the IJN will get prior to Turn<br />

Seven. <strong>The</strong> airstrike factor makes<br />

th {erj desirable additions to the main carrier<br />

forces, and will be the last quality ASFs the IJN<br />

will ever see out of Yokosuka. <strong>The</strong> armor factor is<br />

so-so but comparable to most Allied carriers. <strong>The</strong><br />

chief drawback to the Junyo class is speed; the<br />

class is unreliable in extended operations. <strong>The</strong> IJN<br />

player should plan to employ these carriers with<br />

others of speeds of six or less. A good procedure is<br />

to deploy so that no carriers or light carriers have<br />

to travel more than two areas, which usually<br />

means lumping the entire IJN carrier force in<br />

1<br />

Taiho (CV). One ship, Turn<br />

' Seven. First (and marginally, the<br />

best) of the late-arriving fleet<br />

carriers except for the Shinano,<br />

J perhaps. A speed factor of seven is<br />

nc n advantage this late in the game, as the<br />

entire US carrier inventory (less Wasp) can keep up<br />

with Taiho in pursuit. Taiho also suffers from an<br />

airstrike factor that is not only smaller than its US<br />

counterparts, but unenhanced as well. <strong>The</strong><br />

unamplified three ASF carriers have this negative<br />

characteristic in common, making them light carriers<br />

tactically.<br />

1<br />

Amagi (CV). Three ships, two on<br />

Turn Eight and one on Turn Nine;<br />

the same comments apply as for the<br />

Taiho. <strong>The</strong> airstrike factor is a<br />

I limitation, the speed is less impornow,<br />

and the defense factor is comparable to<br />

US carriers but nothing spectacular. object lesson:<br />

the latecomers won't save the day if the initial<br />

Shinano (CV). One ship, Turn<br />

Nine. A conversion of the Musashi<br />

i<br />

class, this monster's one asset is its<br />

armor factor, which may enable it to<br />

last long enough to do some damage.<br />

It can be employed singly or without escort, or<br />

both, and possibly break control of an area if large<br />

US forces aren't diverted. Such a project would be<br />

worthwhile on the last turn, when losses are<br />

secondary to points of control. Speed is not<br />

remarkable on this ship, but usually sufficient, all<br />

&L:--. .--. :>.ed<br />

.<br />

Ryujo (CVL). One ship, available<br />

t start. Speed is a minor limitation,<br />

ut it's compatible enough to round<br />

ut most task forces. <strong>The</strong> armor<br />

ictor is a weakness; this ship and all<br />

LVLS snuulu generally stay with the larger car-<br />

riers, which will draw fire and are in better shape<br />

to pull through in many cases. <strong>The</strong> circled airstrike<br />

factor is of some importance; Ryujo and her<br />

cousin CVLs should not be sent off on missions<br />

that the LBA might handle. On the first turn, for<br />

instance, this ship has no business being elsewhere<br />

than in the Raid Force or the Central Pacific. Any<br />

vessel with a circled airstrike factor should be with<br />

the larger units at the decisive points. Taken as a<br />

whole, the CVLs have a vital contribution to<br />

make. See Critical Issues #I-4 for discussion of<br />

first turn CVL deployment.<br />

Zuiho (CVL). Two ships, arriv-<br />

ing singly at start on Turn Two.<br />

Same comments apply as with the<br />

Ryujo, except for the armor factor,<br />

which isn't. More than ever, the<br />

weakness of these two ships shows the necessity of<br />

keeping CVLs with the larger carriers. <strong>The</strong> sole<br />

departure from this practice is in the Central

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!