Empire of the Sun Example of Play:
Turn 2, 1942 Campaign Game
This example of play is intended to provide new players of EOTS a better understanding of the mechanics and some of the strategy on turn 2, which is the first turn of the 1942 Campaign game. In tournament play, this is the standard scenario and in my experience the 1941 start is pro-Japanese. I recommend that you use the 1941 start to work out an "optimal" Japanese opening because this can both be fun and educational. But for competitive play, I think you will find that with experience, the 1941 start makes it too tough on the Allies.
Play is not intended to be optimal--though some moves like the first two Japanese card plays are (IMO). Rather, the play is intended to be instructive, showing both what to do and what not to do on turn 2.
Commentary is provided throughout in shaded text.
Strategic Phase
Per scenario instructions, the reinforcement, replacement and strategic warfare segments have already been completed. So we go to the Deal Strategy Cards segment.
Japanese Card Draw: Flight Instructors(3), Grand Escort Command(3), Mahatma Ghandi(3), Indian Worker’s Strike(3), Ha-Go(3), Ants(2), China Operation—Doolittle Raid Reprisal(2) [OPS values are in ()]
Japanese Card Draw
An “average” Japanese draw for turn 2 would be two offensives, about 4 3OC cards, 2 2OC cards and 1 1OC card. So this draw is below average in terms of offensives but above average in terms of OC values. With an average hand like this, I will pursue my usual Japanese objectives which focus on securing (but not conquering) the DEI, making a push towards Rangoon and New Guinea/Solomons.
US Card Draw: Arcadia(1), Orde Windgate(2), Tornado Taskforce(2), Heroic Repairs(2), Halsey Carrier Raids(2)
Allied Card Draw
Heroic Repairs will be a nice safety valve. Nothing special about the draw overall though—No Japanese ISR, Operation Vengeance or War in Europe for example.
US Emergency Naval Move: Dutch CA to Batavia, [US Asia CA] to Biak, US Asia DD to Soerabaja, CA Kent to Guadalcanal.
The objective here is to create as many battle hexes as possible for the Japanese to deal with on turn 2. Since Japan can only create one battle hex for each non-EC offensive, spreading out your naval forces with the EM is the best way to go. In addition, placing naval units in Soerabaja, Biak, Batavia and Guadalcanal requires Japan to use naval escorts to attempt invasions of these locales which will further place constraints on Japanese play in turn 2.
The Offensives Phase
In the Initiative Segment, we see that Japan has 7 cards, the US has 5 and no Future Offensive. So Japan has Initiative.
The first objective for Japan is to isolate the MA and SW HQs so that Allied forces in the Philippines and Malaya can’t reinforce the DEI bases.
Japan Offensive #1
Grand Escort Command(3)
Activate CF HQ for an OC offensive = 3(logistic) + 3(HQ) = 6 activations.
Movement
- CV Soryu (Tokyo) to Eniwetok
- [18th](Tokyo) to Davao
- 2AD (Peiping) to Singora by strategic movement
- [16th], CVL Zuhio (Davao) to Batavia. Declare Battle A. 1/7 ASP used
- 23rd AF(Taihoku) to Miri, join Battle A
The Soryu moves to the Marshalls to limit the options of the Marine brigade on Wake. After the movement of the 2AD, 23rd AF and the CVL Zuhio, the MA and SW HQs are both out of supply and thus, Allied reaction is not possible.
Invasion of Batavia
Reaction
- No reaction card plays for the US
- Intelligence dr = 8 > Intelligence Value of 5, Surprise
Even though reaction movement is not possible, the Allies still roll to change the intelligence condition to intercept for the purpose of the battle in Batavia.
Combat
- Japan attacks with 16 factors (the 23rd attacks at half strength from extended range), dr = 1 + 3surprise = 4, 50% x 16 = 8 hits. Flip CA Dutch.
- CA Dutch fires back with 3 factors, dr = 4, 50% x 3 = 2 hits, no effect.
Post Battle Movement
- 23rd AF to Batavia
- CVL Zuhio to Miri
- Dutch CA Emergency moves to Balikpapan
At the conclusion of the battle, the SW and MA HQs are out of supply. The key Japanese units to close the net are: 23rd AF in Batavia, CVL in Miri (without an air unit in Miri, Batavia is out of supply), CVL in Davao, 21st AF in Tainan, and ground units in 2911 and 2913. Also note that the Allied player used the Emergency Naval move of the Dutch CA to reinforce Balikpapan, requiring Japan to escort any invasion to that resource hex.
MA and SW are Out of Supply. Blocking hexes indicated by letters: Z=Un-neutralized ZoI, I=Impassable Ocean, E=Enemy Unit, L=Land without a port
(For those following at home with the rulebook, Movement refers to steps A and B in "6.2 Offensives Procedure." Reaction corresponds to steps C, D and E. Combat refers to step F and Post Battle Movement to G.)
USA Offensive #1
Arcadia(1)
EC offensive which is played as the event. Place ABDA in Kendari.
Placement of ABDA creates a supply line to Tjilatjap which allows the Dutch Air unit to neutralize the ZoI of the 23rd AF and in turn opens a supply line to Singapore. While this appears to be a good move since it potentially will allow Allied units to react and resist the Japanese assault on the DEI, Arcadia is probably better saved to negate ISR later in the turn or stored as a Future Offensive.
Japan Offensive #2
Once again, Japan’s objective is to isolate the Allied HQs in Malaya, the Philippines and now the DEI.
Flight Instructors(3)
Activate CF HQ for an OC offensive = 3(logistic) + 3(HQ) = 6 activations.
Movement
- 25th AF(Kure) to Davao. Declares Battle A in Balikpapan
- CVL Ruyho(Davao) to Makassar. Joins Battle A
- [18th], CA Nachi(Davao) to Balikpapan. Joins Battle A. 2/7 ASP used
- BB Nagato(Kure) to Balikpapan. Joins Battle A
- [16th] (Hong Kong) to Makassar. 3/7 ASP used
The CVL Ruyho puts ABDA out of supply. Coupled with the positioning of the 25th AF in Davao, the MA and SW HQs are also out of supply. Thus, no Allied reaction is possible.
Reaction
- Intelligence dr = 9 > Intelligence Value of 5, Surprise
Invasion of Balikpapan and Makassar
Combat
- Japan attacks with 41 Factors, dr = 3 + 3surprise = 6, 100% x 41 = 41 hits, elim [CA Dutch]
- Due to surprise, the Dutch fire after Japan and with no remaining units, no return fire is possible
- Japan now has both air and naval superiority for the ground battle. Thus, the minimum Japanese result is 1x 9 = 9 hits (dr = 0 -1jungle +2air +2naval = 3) which eliminates the 5th Dutch Regt.
- The Dutch unit is too weak to inflict damage on the Japanese army unit
- Japan takes Balikpapan without a loss. Japanese Resources Marker to 5
Post Battle Movement
- BB Nagato to Truk
- 25th AF to Makassar
- CVL Ruyho to Davao
- CA Nachi to Miri
Japanese Resources to 5
Japan has achieved its objective of isolating the Allied HQs. Note that in order for Japan to trace supply to Makassar from the S HQ, it is necessary for Japan to control Balikpapan. The supply line is traced over sea to Miri, overland to Balikpapan and then by sea again to Makassar, exactly 10 hexes which is the range of the S HQ. While it is a minor diversion to take Makassar and designate an air unit to “babysit” ABDA, this move is necessary to minimize Allied mischief in the DEI and Philippines. If the Allies are allowed to reinforce the DEI resource hexes with stronger ground units, Japan will be unlikely to conquer the DEI and needless to say, will have difficulty winning.
USA Offensive #2
Pass #1
Not too many options for the US. Reorganizing the Burma defenses is viable, but the US is planning on raiding the Marshalls and possibly using the Chindits card so not enough cards are available to move the Burma forces. (Note that this is not necessarily a great plan for the US.)