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Der Leiter
03-30-2006, 11:49 AM
This is the fifth in my articles regarding the various nations in AAM. For each nation I intend to review the units, tactics involving them, and army suggestions.

The Japanese is the first 'major nation' reviewed, though many players feel that Japan is the most minor of these nations. In competitive play Japan has trouble dealing with many of the staples using the Sherman Rhino, SS Panther and especially the heavy tanks such as the Tiger, Pershing, King Tiger, etc. To put it succinctly Japan simply isn't good at range, however I feel this doesn't make them any worse than the other nations is simply requires a different mindset when playing.

As Japan's basic infantry, the Arisaka Rifle is seen as inferior to the infantry of other nations. 5 dice at medium range will hardly harm other 4/4 defence infantry, and against elite infantry it simply isn't worth firing. However, with Hand-to-Hand 12 and 8 dice at close rangethey are obviously great close combat units. By themselves though they will have difficulty getting there, and have to keep to cover as much as possible to avoid, or at least diminish its effects.

The 47mm Type 1 Antitank Gun is a cheap AT unit whose vehicle attack is better than most Japanese tanks'. That being said, their low defence and poor mobility don't generally make them worth using, especially as they're useless against infantry.

One of two Japanese commanders, the Imperial Sergeant exemplifies Japan's close quarters fighting aspect. For 9 points the Sergeant has the standard +2 initiative, and while his attacks are bad at range he at least has hand-to-hand 10 for close combat. Banzai Charge allows your infantry to move an attack and increases their odds to hit. This doesn't always turn out as good as it looks on paper since defencive fire from enemy infantry can ruin it, but it works extremely well against enemy AFVs.

One of Japans many anti-infantry units, the Imperial Sniper is an interesting alternatve to a Mortar or MG team. He has neither the quantity of fire of the MG or the dice of the Mortar, but improved accuracy over both. Superior Camoflauge increases his survivability, despite the 3/3 defence, and the sniper can double as an AA unit. Commander Hunter will rarely see use, but the odd time you get to use the SA the +2 dice will help considerably.

The Mitsubishi A6m Zero is the least of the new aircraft, but is also the least expensive. If AAM ever uses sideboard, the Zero would be great for one - to be used against enemy aircraft. As it is the Zero is cheap enough that two can easily fit in an army. They have two primary uses; one only applies if your opponent is playing aircraft, their antiair SA can be used somewhat to protect key areas/units. The second is simply as a ground attack craft against your opponents infantry, allowing you to attack any unit anywhere (such as commanders or other support units).

Japans only other commander, the SNLF Captain is the opposite of the Imperial Sergeant; embodying their ranged combat aspect. He's very inexpensive at only 6 points, and while his combat ability is poor it is his command ability that makes him very useful. A Type 89 Mortar used with the Captain reduces enemy infantry's cover saves to a roll of 6, and even with units like the MG or Sniper, reducing the cover roll from 4+ to 5+ is significanty. However, armies focusing more on close ranged combat may not have as much use for the Captain.

Japan's Elite, the SNLF Fanatics are powerful but expensive units. With hard charger they are difficult to stop, and greatly reduce the effects of defencive fire during the movement phase; making them great for leading charges into the enemy's defences, as the worst that will happen is you don't go anywhere (and use up an enemy's defencive fire this phase). Get these units close to the enemy as soon as possible. Unfortunately they're no better than Arisakas against vehicles.

Currently the only Axis Paratrooper, the SNLF Paratroopers are vastly inferior to the Screaming Eagles, but still have their uses. Trading off Hand-to-Hand 12 for Paratroopers and costing 5 instead, the SNLF Paratroopers are best used to harass your opponent in vulnerable areas or to reinforce forward positions. You could use them to move on the objective early on, but it's doubtful they can hold it for long without rapid reinforcements. Possibly useful in small numbers.

The Type 1 Ho-Ni is Japans primary AT unit, and a must have for Japanese Armies. It doesn't even bother with a terrible AI attack, but focuses instead on AT. It's attack is equivalent to an M4A1 Sherman, but at a fraction of the cost. Don't expect them to survive an attack, so be careful of their placement. Use Ha-Gos to support them, and flank enemy tanks, whenever possible.

An interesting unit with an interesting look, the Type 87 Armoured Car provides Japan with a mobile AI unit. It's thin wheels and high gear make it less desirable offroad, making it easy to prevent the armoured car from being too effective. It also has little AT capability, and all things considered is somewhat pricey for what you get. Still with High Gear 3 and Strike & Fade, it could be usable in some games.

A fairly useless tank, the Type 2 Ka-Mi Ampihbious Tank is simply outclassed by it's cousin the Ha-Go. For the same price, Forest Runner & Camoflauge will see much more use than Amphibious; every map has forest, very few have significantly placed water. On top of this, the attack stats and speed of the Ha-Go are better. I'd only use these if I wasn't able to field enough Ha-Gos.

A powerful piece, the Type 89 Mortar packs quite a punch with it's 7 AI dice and Seasoned Crew. Despite it's mere 3/3 defence this mortar is often worth the price as few units will have the range to retaliate. Although it starts becoming expensive, combining these mortars with the SNLF Captain is a great way to remove entrenched enemy infantry.

I believe the caption on the Type 89A Chi-Ro says it all; "obselete by 1939". It's comparable to the Te-Ke Tankette, losing some speed but gaining decent infantry dice. It's hardly worth saving the two points instead of taking a Ha-Go though.

The Type 92 Machine-Gun Team is a reasonably cheap unit that can lay down a hail of fire. It's dice may not be spectacular, but they are good enough to support your infantry moving in against the enemy. They're a bit cheaper than the mortar, are slightly tougher, and while they may not be as effective against one target they can pin multiple ones each turn.

The backbone of the Japanese armoured force, the Type 95 Ha-Go is another Japanese essential. It's high speed, moderate dice, and forest-related SAs make it decent, and useful for flanking heavier enemy units. They're best used to harass the enemy while moving the Ho-Ni's into position. Against 6 or 7 rear defence their chances aren't great but can sometimes be good enough.

The Type 97 Chi-Ha sacrifices some of the Ho-Ni's firepower for a poor infantry attack. The tank is only particularily effective in the cover of a forest hex thanks to it's Surprise Fire ability. Overall the dice against infantry aren't too useful, and I'd much rather have a better attack against vehicles; Use these only if you don't have enough Ho-Ni's or Ha-Go's. Keep them to the forest, using road/forest hexes to your advantage.

The last, and one of the least, of the Japanese units, the Type 97 Te-Ke Tankette should never see competitive play. It's "specialized" against vehicles, but is useless at range against all but the lightest AFVs. It's best to use your speed 4 to rapidly close with the rear armour of the enemy and hope for the best.

There are many variations of the Japanese army, and the inferior firepower of most Japanese units dictates you have to close the distance. I've found that the most effective Japanese army is a very aggresive one, and while the SNLF Captain certaintly has his place he doesn't work well in it. The army I've created can be split into groups; the main body of infantry (Sgt, Arisaka, Fanatics) that move rapidly towards the objective, the tanks (Ho-Ni, Ha-Go) that will seek to engage enemy armour, and the support units (Zero, MG) that will primarily seek to disrupt enemy infantry for yours to attack, but may be called upon on other light targets (In particulary a Katyusha must be destroy ASAP). Use the Zero to engage enemy aircraft if your opponent has any, otherwise use it to support your infantry advance taking out any threats to them. The MG should support the infantry as well, but should also be advancing whenever it can to keep up with them. Lead infantry attacks with the Fanatics if you can. Your armour should try to engage enemy vehicles as close as possible.

Arisaka Rifle x3
Imperial Sergeant x1
Mitsubishi A6M Zero x1
SNLF Fanatic x3
Type 1 Ho-Ni x2
Type 92 Machine-Gun Team x1
Type 95 Ha-Go x2

If you don't have enough Ho-Ni's replace them with a Chi-Ha. Ha-Gos can be replaced with Ka-Mis. For those without Set III or enough fanatics, you can replace one with an MG, or two with an SNLF Paratrooper and Mortar.

Other Articles:

Der Leiter's Nationalist Chinese Army (http://boards.avalonhill.com/showthread.php?t=10346)
Der Leiter's Italian Army (http://boards.avalonhill.com/showthread.php?p=123967)
Der Leiter's Romanian Army (http://boards.avalonhill.com/showthread.php?t=10415)
Der Leiter's French Army (http://boards.avalonhill.com/showthread.php?p=124562)
Der Leiter's Russian Army (http://boards.avalonhill.com/showthread.php?p=128227)
Der Leiter's British Army (http://boards.avalonhill.com/showthread.php?p=129074)
Der Leiter's American Army (http://boards.avalonhill.com/showthread.php?p=129466)

Der Leiter
03-30-2006, 11:56 AM
I went over the 10K word limit again so had to cut down a lot. The Russians are up next... I will probably have to use two entires for them.

Also I will not being doing the Australian or Polish forces as 'stand alone armies' since they simply don't have the units to do so.

RaidingParty
03-30-2006, 12:09 PM
Superb article, DL. You describe the strengths and weaknesses of the Japanese very well.

I'd like to add that you should bring the Ho-Ni to a battle vs. the Americans, but against the Chinese you should bring the Chi-Ha! It has the highest defense stats at 3/3, and while this may not seem like much, it gives them resistance to MGs and light vehicles. Once you've cleared out the Chinese tanks, the Chi-Ha is invulnerable!

Der Leiter
03-30-2006, 12:15 PM
Superb article, DL. You describe the strengths and weaknesses of the Japanese very well.

I'd like to add that you should bring the Ho-Ni to a battle vs. the Americans, but against the Chinese you should bring the Chi-Ha! It has the highest defense stats at 3/3, and while this may not seem like much, it gives them resistance to MGs and light vehicles. Once you've cleared out the Chinese tanks, the Chi-Ha is invulnerable!

I'm assuming a more competitve environment, or at least one where you don't know for sure what you'll be up agastin.

If you know you will be fighting the Chinese, then as you said the Chi-Ha is a good choice as the extra AT dice are wasted, and you'll likely be fighting many infantry. I have yet to play Fanatics against the Chinese, but can only imagine the carnage.

Zhukov
03-30-2006, 12:20 PM
Nice article. I want to try out your Japanese army if I can get the pieces.

Der Leiter
03-30-2006, 01:56 PM
Nice article. I want to try out your Japanese army if I can get the pieces.

Well when/if you do, or if you just proxy for the pieces, let me know how it works out for you.

Colonel_Coo
03-30-2006, 03:40 PM
I really disagree with this army build.

Yes, I would take the Imperial Sergent
Yes, I would take two SNLF fanatics.
Yes, I would take two Ho-Ni's.

But in the game you will have to face down TANKS. Tanks and more tanks. A defense of 7 tanks is going to wear you out. You have two chances to hurt that tank with the above build.
If you fight the Chinese you will face at least 4 tanks.
If you face the Americans you will face at least 3 tanks.

So add a third tank killer. Don't worry, it won't live to end of the battle.
That Imperial Sergent must get his infantry to the front to face off against those tanks. Plane must not kill him.
Add another Imperial Sergent.
Since you are adding another Sergent, add two more fanatics.

Imperial Sergent: x2 @9ea 18pt
SNLF Fanatics: x4 @7ea total: 46pt
Ho-Ni: x3 @12ea total: 82pts

you'll need one Rifles per sergent to ensure that they get through.

Arisaka Rifles: x2 @3ea total: 88pt

That leave 12 points to play with.

Now at this point you could add in a Zero. But he'd die first use. You'd be better off with a standard MG and 1 more guy to exploit your commanders.

So:
Imperial Sergent: x2 @9ea 18pt
SNLF Fanatics: x4 @7ea total: 46pt
Ho-Ni: x3 @12ea total: 82pts
Arisaka Rifles: x2 @3ea total: 88pt
Type 92 MG team: x1 @7ea total: 95pt
SNLF paratrooper: x1 @5ea total: 100pt

That gives you 13 units. Of which only three can hit a 7 armor. 7 more can hit a 6 armor.

Zhukov
03-30-2006, 05:09 PM
Well when/if you do, or if you just proxy for the pieces, let me know how it works out for you.
I think I am going to try and Proxy it and play with it before my big game tommorow. Or my friend lets me borrow his if he ever needs it and he got tons of SNLF Fanatics and Japanese so I think I will only need a Proxy on the tanks and plane.

Kevin2
03-31-2006, 12:24 AM
I used to play this...(against americans only, no heavy tanks)

2x Ho-Ni
4x Arisaka
3x SNFL Paratrooper
2x Mortar
2x MG
1x Imperial Sergeant
1x Imperial Sniper

Quite simple strategy - Ho-Nis to hunt Shermans (always in pair to get 2 to 1 advantage, however suicidal for at least one of them after their attack), Arisakas ev. SNFL paras (back-up or "hunters") to rusch the objective and to be Banzai charged by the commander for CA against tanks ev. dangerous Soldiers (flamethrowers). Sniper, Mortar and MG to attack Soldiers, AT guns or half-tracks from distance (being in cover)...

Kevin2
03-31-2006, 12:28 AM
to Der Leiter: I forgot to thank you for your great review of japanese units... the other nations reports are nice as well, but the japanese are my favourite of these "smaller" nations...

Der Leiter
03-31-2006, 12:48 PM
I really disagree with this army build....

Fare enough. However with your build if you face a 'parabomb' or 'flying sherman swarm' the Ho-Nis are 36 points of wasted units, which is why I kept it to only 2; in the event your opponent surprises you then it's not quite as much tied up, though still a significant quarter of your army.

But in the game you will have to face down TANKS. Tanks and more tanks. A defense of 7 tanks is going to wear you out. You have two chances to hurt that tank with the above build.

You'll only face one defence (7/6, 7/7, 8/6) tanks, and despite the dice the Ha-Gos can still help out, though mainly if one of the Ho-Nis manage to disrupt the target.

If you fight the Chinese you will face at least 4 tanks.
If you face the Americans you will face at least 3 tanks.

I hardly think you need to worry about Chinese tanks in any competitive game. Even in casual they aren't difficult to take out; with my army the Zero should be able to neutralize one on the first turn if you really wanted to.

With the Americans you're not guaranteed to fight 3 tanks, especially with the American Tiger available - the Pershing. Also the parabomb army is still quite popular.

The Ha-Gos at least provide you with some options; they can harm vehicles or infantry. For 9 points I think they're good enough.

I think I am going to try and Proxy it and play with it before my big game tommorow. Or my friend lets me borrow his if he ever needs it and he got tons of SNLF Fanatics and Japanese so I think I will only need a Proxy on the tanks and plane.

I played my version last night, though there seemed to be some confusion. I was expecting a standard game and ended up playing against a massive chinese army; there were simply too many Riflemen and MGs for me to kill them all. I think even if every shot I fired killed one he would have still had extras left. The other extremely dissapointing moment was having a single chinese MG gun down TWO of my fanatics in one turn. Grrr.

to Der Leiter: I forgot to thank you for your great review of japanese units... the other nations reports are nice as well, but the japanese are my favourite of these "smaller" nations...

Thanks! From time to time I enjoy playing the 'little guys.' With fewer units to choose from it means the game will be mostly about skill (and luck) on the battlefield, and less about getting a lucky matchup against an opponent that has no counter for your army (Sherman Rush, Parabomb, etc).

Colonel_Coo
03-31-2006, 12:58 PM
I have not tried the Fanatics against the Parabomb, but believe that the 4 SNLF Fanatics, SNFL paratroopers, Two Segents a machine gun and 2 Arisaka rifles are MORE than a match for the American ground forces. It may beclose if they bring all para's. But if they bring even one Sherman, then they are in real trouble.

The Machine gunners of China are hard to kill. To beat China you must enforce the 15 unit rule. China is not immune to that rull.

15 machine guns at 6 points will get you 90 points of Chinese to face. This build is not competive as it cannot deal with any tank at defense 4.

Consequently, China should need to run at least 3 T-26's. I run 6 in my army. So figure 3 tanks = 36 points 10 units at 6 each leaves 4 points.

3 tanks, 10 Machine Gunners and 2 rifles for China. 15 units. Strong build.

So, I'll agree on you Ho-Ni assessment. 3 may be less versatile and overkill but I would just substitute an anti-inf tank with defenese 3 in its place.

RaidingParty
03-31-2006, 01:35 PM
If we're talking about a competitive environment that ignores historical restrictions, then their deadliest opponent is the tank-heavy Russians! Even a Banzai-charging Fanatic will have a hard time 5/5 and 6/6 tanks, and the Russians will typically field at least two of these. Stack a Cossack Captain on top, and you have an invincible juggernaut. They can only be faced with Ho-Nis, and possibly some Ha-Gos for mobile support.

The next greatest danger is the 5-point SS-Panzergrenadier. These guys can face SNLF Fanatics 1-on-1 (with better ranged dice), but unlike the SE Paratrooper, they are cheaper than the Fanatic. They can only be faced with long-range support, and the best of these is the Mortar. The Mortar is also great protection against AT guns. In the meantime, the Ha-Gos do wonders against German tanks with weak rear armor.

So far, I can't justify using a Zero. The Japanese already has plenty of anti-infantry, so it's only effective as a hedge against aircraft.

Here's my idea:
Imperial Sergeant x1 (9/9)
SNLF Fanatics x4 (7/28)
Mortar x1 (9/9)
Type 92 MG team: x1 (7/7)
Ho-Ni x2 (12/24)
Ha-Go x2 (9/18)
SNLF Paratrooper x1 (5/5)

Colonel_Coo
03-31-2006, 01:42 PM
I like the single Imperial Sergent idea, but with ME-109's running rampant, I voted to add two. Same reason but for the P-51.

If we're talking about a competitive environment that ignores historical restrictions, then their deadliest opponent is the tank-heavy Russians! Even a Banzai-charging Fanatic will have a hard time 5/5 and 6/6 tanks, and the Russians will typically field at least two of these. Stack a Cossack Captain on top, and you have an invincible juggernaut. They can only be faced with Ho-Nis, and possibly some Ha-Gos for mobile support.

The next greatest danger is the 5-point SS-Panzergrenadier. These guys can face SNLF Fanatics 1-on-1 (with better ranged dice), but unlike the SE Paratrooper, they are cheaper than the Fanatic. They can only be faced with long-range support, and the best of these is the Mortar. The Mortar is also great protection against AT guns. In the meantime, the Ha-Gos do wonders against German tanks with weak rear armor.

So far, I can't justify using a Zero. The Japanese already has plenty of anti-infantry, so it's only effective as a hedge against aircraft.

Here's my idea:
Imperial Sergeant x1 (9/9)
SNLF Fanatics x4 (7/28)
Mortar x1 (9/9)
Type 92 MG team: x1 (7/7)
Ho-Ni x2 (12/24)
Ha-Go x2 (9/18)
SNLF Paratrooper x1 (5/5)

RaidingParty
03-31-2006, 01:50 PM
I like the single Imperial Sergent idea, but with ME-109's running rampant, I voted to add two. Same reason but for the P-51.
I'd prefer two Imperial Sergeants too, but it's hard to fit both in a balanced 100-point army. I opted for the Mortar because of 5 defense units, and a 2nd Ha-Go because they just work so darn well in pairs to flank tanks. My tactics may be outdated with the invention of aircraft. :D

FSSF
04-04-2006, 04:30 PM
I agre 100% with your tank distribution Der Leiter.
Ho-Ni and Ha-Go are the only two japanese tanks worth using.
Although it is tempting to field more than two Ho-Ni (there are so cheap and yet pretty good at what they do); there were a few games where they were wasted points because my opponent didn't field vehicules (Germany 100 points army with PAK40 can be very effective).
I like the Ha-Go too. One of the best "harasser" you can buy for 9 pts.

I don't bother to use the japanese AT gun. I tried three at close range vs a Sherman and didn't even get a single hit! Ho-Ni are virtually AT guns that moves anyway (same bad defense too).

I don't bother using the japanese MG either. For a good, long range attack vs soldiers, I prefer to spend two extra points for the Type 89 Mortar, the best japanese unit before the new SNLF Fanatics came out. Even with the MG's double shot, the japanese mortar still get's me more hits. Can even take out 5/5 defense soldiers. With a SNLF Captain beside it, cover is almost never a problem.

The Mitsubishi Zero is so fragile (3/3 defense), that it will usually get only one shot. I'm not sure a 12pts. one-shot is worth it. Not in a 100 points game anyway. Even units without Antiair can take it out pretty easily. Maybe in larger game I will field one or two.

Imperial Sniper is an another unit I will hesitate to use in 100 points games. Just being good at removing the single commander most player field is not worth it.

Sadly, a single Imperial Sergeant is also in the category of not worth fielding in 100 points game. I like the little fella, but I've been through too many games where he will not ever get close enough to the enemy to get to use Banzai. As soon as an opponent see a bunch of Arisakas making it's way toward him, the Imperial Sergeant is tagged with a big priority bullseye for enemy snipers, MGs, Airplanes, etc. At 9 points, I prefer to field 3 more Arisakas or an extra Type 89 Mortar (that can attack at long range) or a SNLF Fanatics that has a better chance of survival. It's too bad, but unless Japan gets a transport vehicule or even better (but will never happens) a tank with transport SA, the Imperial Sergeant will not see play in 100 points game for me.

SNLF Paratroopers are often misunderstood because most players compares them to the other paratrooper: the Screaming Eagles. That is an error. Screaming Eagles are USA's schock troops, they are expensive 5/5 hard chargers with very good attack numbers that gets even better with their Captain. If SNLF Paratroopers have to be compared to an allied unit, it would have to be with the new Communist Partisans. In both case, they are not the best soldiers. They will probably not be your game-winners. They are both annoying, harassing, cheap enough to swarm like flies and to sacrifice (as long as you take down an enemy sniper, MG or artillery unit with you). They were both made to slow down your enemy. Making him retreating some AI units to take care of them before thay can do some serious damage. Oppponents will have to watch their back and (in the case of the SNLF paratroopers) may have some units pinned down in the back of his line just to be prepared for your drop.

The SNLF Fanatics is Japan's best unit right now. I try to field as many as I can. They are the toughest Japan can offer (5/5 defense is better than all their tanks!) and can take out other elite infantry units (SS-PG, SE Paras, etc.). Sure they cost a lot, but Japan has no unit that cost over 12 points anyway.

Kevin2
04-05-2006, 08:38 AM
I have got 5 brand-new SNLF Fanatics and can't wait to test them...

Last weekend we (myself with 666) have played 100 japanese vs. americans on the HHR jungle map (BTW for me the best "unofficial" map) and the little guys have lost :(

Japs (16 units)
2x Ho-Ni
2x Mortar
2x MG
1x Imp. Serg.
1x SNLF Capt.
6x Arisaka
2x SNLF Para.

Americans (9 units)
2x Sherman
1x M2 Flame.
1x SE Captain
1x BAR Gunner
4x SE Para.

Despite my units power-play I was not able to benefit from the many forrest having no Ha-Go or Chi-Ha. We have placed the map with the hill and the stream in the center and the objective was "covered" by the stream. Unfortunatelly I rolled for the "bad" side - I had to cross the stream to get to the objective... I have sacrificed quite early both Ho-Nis for one Sherman, I was even able to use the Banzai charge of Arisaka the other one, but I was only able to disrupt the other Sherman. 666 had placed 3 of his paras plus BAR plus Flame on the objective. His paras had additional dice from their commander (covered behind) and my troops had to close down trough an opened terrain. His flamethrower was able to get 4 instant kills :( My only successes against his were from the distant MG and Mortar. 2 of my Arisakas had a fight with another SE Para which tried to distract these from the objective rush. The Para could not resist the Hand to Hand at the end, but both of these Arisakas were finally flamed... I have lost in 7th not being on the objective... Totally I have lost both Ho-Nis, 1 Mortar, 1 MG, both paras, both commanders and maybe 4 of the 6 Arisakas... 666 has lost one Sherman, BAR and 2 of the 4 Paras... Quite a massacre ;)

Anyway I still like to play the japanese and with the SNLF Fanatics it will be even more fun.

Definitelly for the future sets I would appreciate some tranport unit and some better CA (at least 7-8) units...

tomster
04-06-2006, 07:47 AM
long live the emporer

Raptor
07-31-2006, 09:13 PM
So when are you adding the Honor Bound Hero? I know he's only one thing but he's a pretty good one thing.

Der Leiter
08-01-2006, 05:46 AM
So when are you adding the Honor Bound Hero? I know he's only one thing but he's a pretty good one thing.

The obstacles can also make an impact.

I'll try getting around to them after I do the British - possibly on Thursday.