World at War - The Japan Strategy
Third in a series by:
Christopher Askwith

   While many World at War players will often say that Germany is the more important of the Axis powers, it is almost inarguably Japan. While in 1939, it is the Germans who are running over their enemies, as the game goes on, the importance of the Japanese sneak attack becomes such that it could easily spell the triumph or ruin of the Axis. The timing of the sneak attack is so critical for the Axis powers, mainly because it can come at any turn, while the German blitzkrieg occurs only on turn one.

Game Turn One: This turn is not as important for Japan as it is for Germany. Wait out the maneuvers in Europe and Africa with some ease, knowing it will not affect you terribly, yet. The only important thing now for you in the short term is that Indochina should become Vichy. Firstly, this gives you the extra IPCs, and keeps the Allies from becoming a major pain, and secondly, you can influence Indochina to join you. In the first turn, you must totally smash China, to wipe it out by Turn Three or so. Don't use your sneak attack.

   Your purchases are mostly to be aircraft, infantry and tanks. You have four objectives on Game Turn One: Mongolia, North China, Hofeh, and Kwangtung. There are two reasons why you want Mongolia. First of all, it's an extra IPC, and secondly, you want Russia to get as little territory in the area as possible, so you won't have to tie down lots of infantry in case the Russian player gets aggressive in the Far East on Turn Five. You should, making judicious use of shore bombardment and banzai attacks, be able to take over all four territories with little chance of successful repercussions from the Chinese. Infantry should go into Manchuria, to rail into China or stay as they are later, and Tanks should be placed in Korea, to be railed to the front lines later. Bombers go to Korea, and Fighters to Japan, for later placement on carriers.

Game Turn Two: On this turn, you should get a submarine, more infantry, and if you really feel like it, another carrier (they were the historic linchpins of the war in the Pacific). On this turn, you should begin getting your naval and air power in position for the sneak attack (it's only two or three turns away after all). If Indochina is Vichy and not under your direct control, keep trying to get it. The extra fighter goes a long way to get many targets in the area. You can get South China and Tsinghai, if the Russian player hasn't invaded the latter. China is no longer a threat in any sense of the word, and by Turn Three it will be nonexistent. On continental Asia, your goal is to begin preparing for the eventual invasion of India and perhaps defending against a Russian offensive.

Game Turn Three: This is the turn of preparation. Wipe out China if it already isn't completely eliminated, and get your troops in place for the coming sneak attack. Your purchases should consist of infantry, transports, and bombers. You should have two or three battle groups in the Pacific. One group for the Dutch East Indies and India; one for the Philippines and Australia, and the largest (perhaps with two carriers), for Hawaii and the Western US sea zone. Your bombers should be split into similar groups. Try to influence Vichy Indochina if you still have to.

Game Turn Four: Ideally, if the Allies have been lax in preparing to face you, you can launch your sneak attack now. Otherwise, keep preparing and reinforcing and launch the attack next turn, when the Germans begin the Russian campaign.

Game Turn Five: If you didn't launch the sneak attack last turn, this is the latest you should do so. At this point, Russia will enter the war, so be continuously vigilant, since Russia goes after you. You will have three theaters of operation, based upon your naval battle groups.

India and SE Asia: This will have likely the middle-sized fleet and the middle number infantry upon transports. On your first impulse, take out Indochina If it is free, Burma, Malaya, the Dutch fleet, and as many Dutch colonies as you can. On the second impulse, polish off the British in India, including their fleet, and the remaining Dutch colonies. If you have the transports and troops to spare, you could either help the Germans by landing in Africa or help your other battle group and invade Australia from another route. If India is poorly defended, go for Tibet as well. It's an extra IPC.

Philippines and Australia: This will consist of the smallest fleet, and perhaps more infantry/transport combos than the previous group, depending on how America and Britain have reinforced their most remote possessions. On your first impulse, put your entire battle group into taking out the Philippines. It could be very difficult. On your second impulse, attack Eastern Australia (the richest of the three territories), destroying any British ships that happen to be there. If there are no British ships there, you may consider reinforcing your primary battle group.

Hawaii and America: This will be the biggest battle group, ship-wise, but will probably have the least amount of transports. On your first impulse, take Hawaii. This will include a fierce naval/air battle against a powerful foe. On you second impulse, get rid of the rest of the American navy, while you should take out Wake Island and Midway. This is the most important battle. Here is where most, if not all, of your bombers, carriers, and submarines, should concentrate themselves. You will most likely find your fleet of carriers and battleships right up at the Western US SZ with a decent US air force waiting. Hope you have a lot of fighters left; you'll need them.

   For your purchases (placed at the end of the first impulse and useable during the second), you should either buy infantry to reinforce your continental territories to resist Russian invasion, or you can buy infantry, tanks and transports to attack Alaska, and maybe establish a permanent position on North America.

Game Turn Six: While the previous World at War articles went no further than Turn Five, because their respective subjects, Germany and Britain, are capable of going on the offensive against all their enemies by then, the Japanese player cannot attack Russia until Turn Six. Thus, I shall include tips for Japan for this turn.

   First of all, now is the time to open a second front against Russia. If need be, also snake your way up the British possessions into the Middle East to help the Germans. It will be easier to win if the Axis puts up a united fight against the Allies, mainly by crushing Russia in a vast, sweeping pincer maneuver. In the meantime, continue furiously to deny the Americans a navy in the Pacific. Base your carriers and submarines in Hawaii, eventually try to invade the United States proper. If your campaign has gone well, your navy will have no other foe in either the Pacific nor Indian oceans except the Americans. If the Allies are particularly weak, you may not need to conquer the US except through the land routes.

   Note that the difficulty of taking the Allies by storm in your sneak attack will be increased dramatically if they follow most of the advice in this series of strategic tips. top Top of page.