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Subject: Empire of the Sun, 1942 Short Scenario rss

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Dmitry Klyuykov
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As we get Second Edition of the EotS, we decided to try it as soon as possible. So, we’ve chosen 1942 scenario, as Operation Z could be very frustrating for the unprepared players. I’ve got Japanese and Pavel got Allies. 1942 Set-Up incorporates the consequences of Pearl-Harbor attack. Carrier task force with Lady Lex and Enterprise returned to Hawaii, Japanese armies already invaded Philippines, Borneo, Malaya and Siam. On my first turn I’m playing US Inter-Service Rivalry, so Pavel cannot activate all of his Oahu units until he discards 3 OPS. This helped me much.



US Task Force consisted of carrier Lexington, Enterprise and also cruiser New Orleans attacks Japanese Marshall Is. sea base guarded by 24th Air Flotilla 4SN brigade and light cruiser Tenyru. Thanks to great intelligence services, Japanese were able to intercept the attack and confront it with own carrier force.



The result of the battle would become a long nightmare for the US. Just look what’s left from task force:



After this “contrariwise Midway”, Tojo had in mind invasion to Oahu, overkilling what’s left of it’s defenders. But remembering the historical outcome of such intensions he decided to finish the Phillipines invasion.



Successful intercept by McArthur didn’t help to the allied forces on Phillipines, and Manila fell shortly. I’d like to mention, that I had an excellent hand on the Turn 2: three good Military Cards, two Reaction cards. I even used 3 Japanese Air Replacement card as 3 OC.



Trying to keep up with historical schedule, Japanese pressed Kuantan and Singapore in Malaya:



As it seems, a lot of 1942 Scenario victory points are lying down in India. Five hexes of Northern India gives 1 point each (+2 if all are controlled), India Unstable box success gives 1 point. So it was decided to start massive assault in the heart of Northern India. Unfortunately, Allied intercept allowed to bring a lot of Commonwealth infantry near Rangoon. Air/Naval combat was undecisive, so everything was at stake in the land battle. Two Japanese armies goes to the Dead Pile reducing only couple of Indian divisions. That location will be soon known as Burmese meatgrinder.



After the first turn (Game Turn 2), situation looked like. No US Naval units, so it’s -2 to US Political Will.



Second turn (GT3) passed very quickly, as both of us played a lot of events. Allies reinforced their armies all over the map, though one US corps went to Europe. The stage was set for the last game turn.

The presence of Allies on CBI theatre was scary, so Japanese brought a couple units there for just holding up. Second Japanese carrier task force was near just in case. US Chief of Staff decided to destroy this covering force at any cost, so American planes started to bomb it attack after attack with mixed success. The fun began when repaired Yamato was brought here by Yamamoto to reinforce the defenders. Another sortie by 7 US Air Force units ran against the intercept. Americans rolls 0.25 and out of 2 strength points to reduce Yamato (Defence 18), so all other reduced units stays unaffected. Japanese retaliate with die roll 9, which leads to critical hit of overall strength 50 and 5 US step losses.



Let us return to Burmanese meatgrinder. Japanese wanted to defend Thailand badly, so reduced army advanced to Bangkok. Indians stroke hard with two Corps and Division, supported by Air Force. Japanese intercept allowed to equal the odds with another Army unit and some planes. The battle was so engrossing that all ground units on both sides were destroyed (both players got x2 multiplier thanks to 9 die roll).



At the end of the scenario, Japanese cut off Townsville from Oahu to get the winning 5 VP. Australian mandates gave another one point. All of that with addition of Political Will status gave 10 VP to Japanese with Decisive Victory. I’d like to mention, that without Townsville component that was very fragile to hold, it was only 5 VP and Tactical Allied victory.

P.S. Thank you for the great game, Mr. Herman
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Francisco Colmenares
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It's always a bad idea to sail the american carriers in force if Japan's own Carrier forces are anywhere near the Pacific. Let them come to you if they want to hunt you down.

Of course if you have watch-tower you might get away with it. Or maybe you transferred your forces to the Solomon's Islands, it's easier to play cards as OC and limit the Japanese reaction so you won't get pummeled.

I'm also curious about a few things. I see two US Corps in India...was South Pacific HQ played in India? or Maybe ANZAC? I'm having a hard time figuring out HOW the allies activated US troops to attack in India.

Anyway it looks like you had fun!
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Dmitry Klyuykov
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Thank you for the comment, Francisco! Yes, American 7-1 (or even McArthur) HQ was played in India by Allied player to reinforce Commonwealth troops. How do you play Japanese in 1942 scenario? There are so many targets. What do Japanese player need have in mind while expanding in 1942?
 
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Charles Finch
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Question you said no us navy, isn't that -2 pow for no cv and another -2 for navy at all?
If this was case would it have changed final score / pow?
 
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John Steidl
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MoriQuessir wrote:
How do you play Japanese in 1942 scenario? There are so many targets. What do Japanese player need have in mind while expanding in 1942?


Typically, the Japanese might be trying to reduce Allied Political Will to 3 for 3VPs. (This comes from capture of Philippines, DEI, Malaya, and Burma, as well as for holding Attu all three turns.)

If Burma falls, they should get 1 VP for closing the Burma Road. They should also definitely take the Mandates for 1 VP. That's a total of 5 VPs, so they will need one more to win the game; a hex of North India will provide that. (Note that all of this is easier said than done!)

The big points for China, Hawaii, or Townsville isolation are difficult to get. And if the JP thinks he has the cards for Hawaii or Townsville, he probably won't be able to spend many activations in Burma.

The 1942 short scenario tends to place an earlier emphasis on Burma than you might see in the campaign, and it's very important for the JP to take out the Philippines, Malaya and DEI quickly so he can move on to Burma with enough time to get through it and into North India. With an average or weaker hand, one option is to shut down the DEI with ZOIs, but not bother to take it. It requires a lot of activations and battle hexes to get that 1 VP, and those might be better used in Burma/India. Unlike the campaign, you don't have to worry about having all the resource hexes captured by Turn 5, because Turn 5 will never come...
[EDIT: Sorry; I think this was a bit confusing. You can't ignore the resource hex minimum for the scenario, but you can definitely save a card or two if you don't complete the conquest. That card or two might be worth more than 1 VP in the CBI.]

Glad you're enjoying the game.


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Steve Carey
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jsteidl wrote:
With an average or weaker hand, one option is to shut down the DEI with ZOIs, but not bother to take it. It requires a lot of activations and battle hexes to get that 1 VP, and those might be better used in Burma/India.


In my current ftf campaign game, Japan had a very good opening hand (Turn 2) but a terrible hand (four '1' cards and none of the other three cards were a Military) next turn (Turn 3). So it was isolation of the DEI while pursuing other conquests, but unfortunately I failed to take Rangoon as the Allies put a major effort there.

Turnabout fair play however because with the Allies putting so much effort into Burma, this allowed Japan to take the DEI on Turn 4 (better late than never). But it was very painful - I had to use both my green air replacement cards and a green naval replacement card to do it.

Frankly I had never considered not taking the DEI as Japan because I thought it was essential.
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John Steidl
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Steve Carey wrote:
Frankly I had never considered not taking the DEI as Japan because I thought it was essential.


Yes - you do have to take 11 total resource hexes, but you can save one or two cards (depending on your hand) if you don't complete DEI conquest. (Tjilatjap is a tough nut.)
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