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Subject: OK Mark, what would you do? rss

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Gary Logs
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I'm fessing up, I still have my first EOTS game (solo 1942) on the table. I started months and months and months ago, where I completed the first turn Offensives card play and have just been doing very intermittent walk-by analyses for various life reasons. I'm trying to absorb the strategies of how things work for the bots play logic from both sides (just can't conceive of taking it down, its like a living painting that draws me in and can't be recreated if I take it down).

My JP progress is mixed I think and I'm wondering if I had a tough opening hand or didn't see something or did well for the hand. Without showing where I am (as if I could), I'd like to get feedback on the card hands I had for both sides and what you think could have been achieved. This is meant to be a fun exercise by the way

Thanks in advance and this game needs some repellent features to avoid becoming a game table dictator.

JP
#37 1st Convoy Escort Fleet
#66 Kamikazee Attack
#31 New Operation Plan
#69 JN25 Code Change
#32 Operation I-Go
#12 Operation Midway
#82 Indian's Worker Strike

AP
#34 Arcadia Conference
#57 Axiom
#19 Anakim Operation
#18 Edwin Booz
#71 victor Plans


Thanks,
Gary
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Francisco Colmenares
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Wow, that's a tough hand for Japan. Your military events are extremely inflexible.

Battle of Midway has a ton of activations BUT must use islands as battle hex. That prevents you from making headway directly against the Phillipines/Malaya/DEI unless you're willing to risk an invasion of Leyte to isolate SW Pac and FEAF instead of destroying it directly. Of course the card would give you an opportunity to knock out Wake Island. And you can still for go isolating the DEI and Malaya if you avoid the Battles.

Then as a follow up you could use Operation I-Go to use all of your air and recently acquired bases in the DEI to assault and smash FEAF and MA Air.

You could also go conservative and use both cards as OCs, but you will still need to isolate the DEI with invasions that don't produce battles. But at least you can guarantee the destruction of FEAF.

In that case you may want to focus on keeping the DEI isolated but make sure you conquer Malaya and the Phillipines on turn 2.

Island Fortifications and Kamikazes are just OCs at this point.

Inida Workers Strike is useful to cancel an allied reorganization of the CBI Defenses and maybe you'll draw something nice (Like Kondo or one of the Paratrooper cards).

JN-25 Code Change will likely end up in your FoQ since the allies will probably NOT attack this turn.

For the Allies... it's a bit annoying to see big offensive cards this early. But I think Edwin Booz is a bit of a mixed blessing. Playing it now might allow for more flexibility, of course it will make Progress of War tougher in Turn 3 (4 hexes instead of 3 required) but make it easier by having more ASP available in turn 4 and later. All in all I'd say play Booz now, accept the challenges for turn 3 and reap the benefits going forward. Without War in Europe it's basically an aditional ASP each turn from now. That's 11 more ASP throughout the game, that's not something to sneeze at, all that extra shipping could make the difference in the long term.

I'd probably save a big offensive card for the following turn like Victor Plans. Axiom is better suited for CBI defense, so is Anakim. Of course here we have the benefit of seeing both hands so there's some hindsight but basically Anakim first and when that gets canceled, Axiom second to reset the CBI.
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Mark Herman
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ncree wrote:
I'm fessing up, I still have my first EOTS game (solo 1942) on the table. I started months and months and months ago, where I completed the first turn Offensives card play and have just been doing very intermittent walk-by analyses for various life reasons. I'm trying to absorb the strategies of how things work for the bots play logic from both sides (just can't conceive of taking it down, its like a living painting that draws me in and can't be recreated if I take it down).

My JP progress is mixed I think and I'm wondering if I had a tough opening hand or didn't see something or did well for the hand. Without showing where I am (as if I could), I'd like to get feedback on the card hands I had for both sides and what you think could have been achieved. This is meant to be a fun exercise by the way

Thanks in advance and this game needs some repellent features to avoid becoming a game table dictator.

JP
#37 1st Convoy Escort Fleet
#66 Kamikazee Attack
#31 New Operation Plan
#69 JN25 Code Change
#32 Operation I-Go
#12 Operation Midway
#82 Indian's Worker Strike

AP
#34 Arcadia Conference
#57 Axiom
#19 Anakim Operation
#18 Edwin Booz
#71 victor Plans


Thanks,
Gary

Gary, if you want my opinion in the future, you have to say my name three times, but its your first time.

I see that Francisco has already posted, so I will not try and repeat what he has already stated. You have to look at the hand versus what you have to accomplish. Francisco has articulated a solid plan, so here is another one.

This is the kind of hand that I would focus my energy on a potential Central Pacific focus, but more on that later.

I would open with I-GO and put SW Pac and MA HQ out of supply (OOS). I would use extra activations hit other Allied air naval assets or beat some ground units in Malaya or the Philippines.

You have plenty of activations, but the main limitations are battle hexes. The only flexible offensive card is the Convoy offensive, but you have 4x OC card plays, so that gives you four battle hexes.

The two offensive events have conditions, so you have to focus them on what they are good for. I will talk about OP MI later. Convoy Escort (5 activations, but requires CFHQ), so the trick is to use the OC offensives to capture one contested hex and reposition other ground units for the next attack.

The DEI takes 5 opposed battles to capture, so the Convoy event is used to capture Borneo (Tarakan and Balikpapan). One OC offensive is used to capture:

Soerbaja, Tjilatjap (by direct assault), Palembang, and Medan.

Bangka is captured with an activation. This captures the DEI. The key in my mind is the invasion of Tjilatjap, which is well defended and can be costly, but a direct assault knocks out the ABDA HQ (assuming its there). If it goes to Kendari, then you use some of the OC activations to capture Makassar and get an air unit to neutralize Kendari and Timor.

You have to pull off a few activations from several of the OC plays to pair up the SNLF with CAs. You finish off the turn with OP MI where you capture G'canal (one hex island) and Biak (one hex island) with the other activations to capture the other NG ports (unoccupied) with follow up air or Carriers to neutralize the remainder of locations to limit Allied Turn 3 reinforcements.

If you follow this type of plan the DEI falls in turn 2 plus you should have a strong position in the South Pacific.

Those are my thoughts on the hand,

Mark
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Gary Logs
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Thanks Francisco and Mark (does clicking my ruby heels together 3 times doing anything here too?).

I actually broke out my older digital camera (had to charge battery of course) and got a decent picture resolution to show where my offensives play ended.



The card sequences I played was the order I had listed in the original post, the AP did put the #71 Victor Plan in FOQ and somehow(an AP CBI battle I think) I did use the JN25 Code Change to draw #56 WIE that ended up in JP FOQ.

I mostly tried to follow the bots for each side which was generally for JP to isolate DIE, SWP, and Mal due to my weak card events and the AP strengthened CBI. I think that was partly similar to Francisco's comments.

Obviously Mark sharpened upon the Markbots logic with more creative ways to take DEI in turn 2 with a poor hand.

I appreciate any feedback from the status picture as I expect to wrap up the turn finally and move on to turn 3.


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