Hi bumatank : )
Pacific is the best!
I suggest U to turn u’r questin to the other sections of this form,
asking those that chat on A&A Europe, World and D-Day, why don’t they join us.
It’s been posted before, but may be relevant to these latest modification suggestions: a relatively simple mod to balance things is to move japan’s VP counter at the end of the whole round instead of at the end of Japan’s turn. Thus to keep its gains, Japan has to think even farther in advance.
Hi, I am a fan of the “normal” Axis and Allies and play int since several years. Now a friend of mine has bought the pacific version, we played it a couple of time and I must say, I’m quite dissapointed. Maybe we play it in the wrong way, because we`re used to the other version, but in non of our games the allies had even a chance to win the game.
During the first turn the Japaneese player kills much of the allied fleet and in round two he owns all of the Islands in the south western pacific. The british have enought to do with protecting their capitols, and even if they manage to do so, Japan has 10 to 15 Victory-Points, at the moment the US-Player has a new fleet, that is big enough to be dagerous for the Japaneese ships. From that point on the allied can start to conquer back their territories, but its quite impossible to do so fast enough, to prevent the Japaneese player from winning by victory points.
What goes wrong with us?
The Out of Box rules for AAPacific are heavily slanted in favour of Japan. Equally capable players will see that Japan will almost always win. To even our the game, give the Allied players 12 extra IPCs to spend (one time only) at the start of Allies 1. The Allied player allocates these extra IPCs among India, Australia and US before J1. This is in addition to the convoy money that is split between Australia and UK. Finally, have Japan play to 24 IPCs. Leave everything else the same and you will see that the game is well balanced.