@Guerrilla:
For Balancing #2 for General playability probably #1… #3 is out the Window…
I have been thinking is there any other Advantage the Japanese had? If we (you :lol: ) changed it to something a little more thinkable instead of a suicide unit… Because it is not really an advantage… Or maybe make a multiple dice rolled for the Kami to give it more appeal… possibly 2 Die? Besides 5 Planes is all that is needed to sink a Carrier not the 200 represented in the piece…
GG
How about Fugo Raid as a new advantage for Japan? 8)
Biological Warfare
The Japanese infamous Unit 731 of the WW2 was a secret government biological-warfare organization that operated in Manchuria. The organization, under the direction of one physician who had become interested in the possibilities of germ warfare in the 1920’s, conducted intensive experiments (mainly centering on plague and anthrax). After tests had been performed on thousands of unwilling human subjects, in 1942, the Unit commenced large-scale germ warfare on Chinese soldiers and civilians; the deaths numbered in the tens of thousands. During the last stage of the war there was a plan of attacking US population with bacteriological warfare, by using “Fugos” or balloons. These balloons were to be released from Japan in the winter months when the jet stream is the strongest. Fortunately for the Allies the war ended before the plan become a reality. The head of Unit 731 ordered the remaining human subjects murdered in order to destroy evidence of the Unit’s secret operations.
Fugo Raid: Japanese Balloon Bombs
Japan used balloon bombs, supposed to set fire to and drop antipersonnel bombs randomly on the U.S. There was even a plan to use balloons in order to attack the enemy with plague.
Once during the game you can launch a Fugo Raid to reduce enemy industrial production. A Fugo raid must be launched during your mobilize new units phase and from an antiaircraft gun, which may attack an industrial complex within 4 spaces. There is no defense against this attack. The Fugo Raid causes both an economic and a military setback. The opponent must surrender the territory’s income value in IPCs to the bank (or as many as the player has), and no units can be built in this territory on your enemy’s next turn.