In AAR you couldn’t attack neutrals
Yes, and there’s a good reason for that. There’s no simple way to do the neutral situation without it being abused, so the OOB version tends towards making attacking true neutrals a rare option
These Japanese rules are designed to closely resemble the ones in AA Pacific 2001.
Destroyers. The Japanese may use destroyers to transport 1 infantry per turn. Destroyers may not attack while transporting.
Surprise Attack. On the first turn that Japan attacks the Western Allies (UK, USA, and ANZAC), all Allied units defend at a 1, except on the first round of every combat, where they do not get a Defense roll at all. These rules do not apply to the Chinese.
Victory Points. Japan no longer wins by controlling 6 Victory Cities for a complete round of play. Instead, they win by accumulating 22 Victory Points. Japan collects 1 Victory Point for every 10 IPCs it collects (including bonuses). Japan can also win by controlling Calcutta, Sydney, or San Francisco for a complete round of play.
If Japan does not accumulate at least 1 victory point every turn (i.e, it makes <10 IPCS a turn), it loses automatically.
The Allies can also win by holding Tokyo for a complete round of play.
Moderator’s edit: Added tag [Pacific 1940] to title.
Japan should be multiple territories (3). This allows for more realistic conquest of the island nation.
But Japan’s overpowered already. Are there any Allied bonuses that can be used along with this?