(09-25-2021, 02:57 AM)ComradeP Wrote: The Japanese currently have:
-Bigger battalions in terms of component units (4 company units) as the abstracted US weapons are not abstracted into a fourth company (unlike, for example, German battalions with abstracted heavy weapons in some PzC games). Fatigue management is much easier with 4 company battalions.
-More men in each battalion due to the additional company.
-Abstracted heavy weapons and AT support assets in 2 additional units for many battalions. More units equals more flexibility.
Gent:
The Japanese battalions (late stage war) and how it translates into J45 game play.
- Battalions are not full strength. Typically at 70% - 85% strength at best and with fewer men.
- Fatigue management difficult. Hard to cycle in fresh troops (Overwhelming Allied airpower. Naval power. Artillery). Typically, Japanese players need to break down units to cover more terrain negating (and actually increasing) accumulated fatigue.
- Abstracted heavy weapons (70mm) and AT support (37mm) have less firepower then Allied support weapons and again with fewer support weapons (not full strength) per battalion.
So, a Japanese battalion (Morale A) trenched in good defensive terrain (e.g. brush -20 + trench -40 = -60 defense) will reach max fatigue and/or break typically within 5 turns of concentrated Allied firepower (Allied unit attack. Airpower. Naval. Artillery).
Capturing Japanese bunkers is difficult in terms of game play and as it was historically. The Japanese fought to the last man. A successful Allied strategy for "bunker busting" is to surround and isolate it. Then repeated armor and infantry assaults to reduce the defenders and eventually eliminate them. May be "frustrating" to impatient players who assume it should be a "cake walk" to roll over the Japanese.
Regards, Mike / "A good plan violently executed now is better than a perfect plan executed next week." - George S. Patton /