What part of PA?
/also from PA
Can some one explain the advantages of a T1 invasion of the Philipines to me (other than you gat an NO that turn)? I really fail to see the advantage of it.
Assuming, NOs: The difference between taking Philippines on J1 is 14 IPCs. (Japan gains 7, US loses 7) I think I’d like to keep a carrier’s worth of money between me and my principle opponent.
Assuming you are playing with NOs.
If you want to skip the phillipines for the first round (you’ll get it round 2)
this option is not on your list.
Then I have seen:
1 to EI
1 to Bor
1 to Kwa
2 to Burma
This really threatens India/australia/persia/ & africa.
The UK units in India can only run to persia (with TransJordan units), and be pressured by the remaining Burma Japanese invasion force (2 inf, art?), and 2 inf from east indies, and 2 ftrs on sz37 a/c. Russia may need to help.
Taking Philipines presents a chance for the UK DD to block and stop 2 of 4 transports from going after Australia (sz48). Philipines are a money grab though, and stop USA from getting some money as well.
I think that would be the 3+ Asian mainland option, and I might try it my next game.
If you are winning with technologies, you would probably have been winning anyway. If you are losing with technologies, you could have cost yourself because you spent too much on technologies.
This is exactly it.
Game mechanics that usually result in the winning side ‘piling on’ don’t make for fun games, IMO.
In my current game, Australia held versus the J2 attack of 2 infantry, 1 artillery, 1 tank, 1 fighter. The AA gun hit the Japanese fighter and the land units mopped the Japanese invaders. Australia ended with an infantry and an artillery and Japan won’t achieve one of their national objectives for at least 2 turns.
Who says you need to keep it?
Maybe you don’t. I’ve played the scenario a few times and I think it very well might be worth trying to save; you can delay British landings for a turn or two and that might be worth the 14 bucks you blow on it. But I’m not sure.
Usually you get to blow the fleet on a suicide strafe with your aircraft, and it takes it’s money’s worth before dying. That is, assuming the dice gods don’t take a dump on you.
I’ve seen the Battleship at Hawaii (SZ53) survive against 2 fighters and a destroyer on J1. I’ve seen the Battleship in SZ2 survive the G1 attack of 2 subs and a fighter. I’ve seen G1 Egypt turn into a disaster where both the British tank and fighter survive.
I think LL in AA50 might change the game a bit more compared to previous versions b/c of the number of Axis attacks in Rd 1.
G and J have roughly about 20 combined attacks to do.
In ADS (no matter how good the odds for each single battle) you will lose (or have a disaster in) probably 2-4 of these battles.
LL takes that away. Even in Egy (the worst of the rd 1 attacks) is essentially a guaranteed clear of the UK ftr.
Japan doesn’t have to worry about a bad Pearl with 1 dd, 2 ftrs vs. 1 bb. 2 ftrs are guaranteed to sink the UK dd in Sz 35 and US dd sz 56. Ger is guaranteed to kill the DD in Sz 12 with an attack of 2 ftrs vs. dd and ca.
Ger is guaranteed to only lose 1 air in attack on Kar if they do that. There is just no risk to any of the Axis attacks.
The biggest Allied adv in AA50 is the number of Axis attacks on rd 1 and the mathmatical probability that all of the combine attacks won’t succeed. LL removes that.
20 attacks with individual odds of 95% to succeed still means you will only succeed in all of them like 35-40% of the time. This of course doesn’t even count that Egy isn’t a 95% winning battle.
Although, I do still think the Allies will have the Adv. I don’t think the Axis can maintain the economic lead long enough.
Interesting analysis. I’ve never played with LL, but it sounds unappealing.
Tech ruins the game.
A lucky paratroopers roll can result in the immediate fall of Great Britain. Heavy bombers usually results in a timely concession in whatever power opposes that who rolled it. Long range aircraft, at least in the Pacific, it pretty much game over. Especially when the US rolls it and is now about to hit an undefended stack of bombers with their new found range.
Our gaming group plays with the house roll that techs are delayed, and don’t come into effect until the end of your turn. However, even this probably isn’t enough for heavy bombers, which is just ridiculous in it’s power.
We’re toying around with an espionage rule that allows you to steal techs reached by other players, in order to ‘balance’ tech.