• Customizer

    This is absolutely fascinating. It’s amazing how many plans there were for operations against the Allies that had the possibility of prolonging or possibly even reversing the course of the war, but were never put into action because of the advance of the Allied powers once they got going against the Axis.

    I remember one idea that claimed there was a large Japanese population in Ecuador, South America that was supposedly waiting on orders from Tokyo. Now, whether or not that was true I don’t know. It could have been true or it could have been equally possible that the Japanese in Ecuador had no more to do with Japan than the Japanese-Americans that were interned in 1942 did. Whichever was the case, Ecuador could have possibly had air bases within bombing range of the Panama Canal.


  • An attack like this in 1944 or 1945 would have been completely pointless because by that time most of the US Navy’s ships were already in the Pacific, so cutting off the Panama Canal route linking the US east coast to the Pacific would have had little effect on the transfer of US ships from the Atlantic to the Pacific.


  • Well it would have reduced lend lease via Barents sea, plus some support to Australia. The Panama Canal should have been one of the US NO’s, pretty obvious in fact.


  • Doesn’t it seem like a rather remote chance that the Axis could really get there in a game?  I mean in the real war there was the element of surprise, however in a game you’d be able to see it coming.

    Adding it to a N.O. seems fine, but it still seems like a pretty remote terr. to ever be taken.


  • I think allowing an axis transport in either side would suffice as control, the idea being the ship is sunk in the canal to close it. Japan considered sending and sinking an ocean liner in the canal before the war started. A transport would work too. The rule could be that if the axis send any ship to Panama is is removed from play, but for 3 turns no allied ships can pass in either direction.

    Other than that, the US player loses 5 IPC for 3 turns, representing the dredging operations and cost of sending supplies by other means.

    Alternatively, you can add a convoy token to this area, but it counts as double value or some other fixed value close to max damage of 5-10 IPC a turn.


  • I like the idea of the axis being able to sacrifice a ship to close the canal for three turns along with the loss of 5 IPC for three turns is a very good idea.  I think I will be adding that to my games.

    Thanks,


  • Doesn’t that seem out of proportion?  Measure that against damaging and repairing a Major Industrial Complex.


  • I’ve thought about adding a Naval Base to Panama and adding an American NO +5 IPCs if the naval base was undamaged at the start of the US turn. Thoughts anyone?


  • Giving easy money to US player just imbalances the game. I would replace an existing NO that is also easy to keep.


  • @Imperious:

    Giving easy money to US player just imbalances the game. I would replace an existing NO that is also easy to keep.

    Sounds fair to me.


  • Or make Panama worth more IPCs and Mainland USA less.

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