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)
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)