Thanks for the help Whitmann
Posts made by Gravy
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RE: The 40 IPC Myth
I’m fairly new to this site and I’m interested in getting into some forum games. How do I get started? What is used for dice?
Sounds like a good way of getting to play some real good A&A players on this site. -
RE: Midway-Wake-Pearl, Naval Bases & The J1 Attack
We agree in our playgroup…the J1 attack cannot be stopped. Very disappointed with the playtesting for this 100.00 game.
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RE: Midway-Wake-Pearl, Naval Bases & The J1 Attack
I agree with Van Trump…we will be using the “no industries” rule as well to balance the game. Or we might be changing the opening set-up for UK (moving 1 trp and the BB to India so it can’t get taken out J1)
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RE: Midway-Wake-Pearl, Naval Bases & The J1 Attack
Kaufs, who has been winning the majority of the games between you and your good friend. We have a Japanese strat going right now (I’ve mentioned this J1 attack a few times already) that is 6-0. We can’t figure out what to do with the Allies to get a win. Since you have played alot of games, I’m curious to know if you think the game is balanced.
We are really thinking of starting a few house rules to stop the Japanese player from using the same J1 strat that is dominating our games.
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RE: The core problem: Building IC
Here’s what I’m trying out…12 sided dice from the Bulge game! Infantry now defend at 5 or under giving them a little more pop on defense. somewhere around 40% hit rate. Usually hits 1 out of 3, many times will hit twice. I like this in the game because now it will be harder for Japan to take out China and more difficult to retake Islands.
Infantry were hard to take out in the real war, especially on Islands, so this extra pop makes it more realistic. Japan can no longer send in 1 infantry and 6 planes to take out a chinese territory or Island, now Japan will need to spend more on ground troops rather than ships.
Everything else is relative on the dice. Bombers and BB hit at 8, Inf attack at 3, ART attack at 5 for more pop, Tanks def at 7 and attack at 7 giving them a little higher percentage as well since they cost 6ipc. Fighters def 8 att 7. What I like is now 8 infantry or so will be difficult to take out. Hey, just throwing it out there for you guys to think about.
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RE: Japanese Strategies
I’ve tried alot of different strats as the allies and I’m 0-5 against my friends J1 attack, J2 Philip scheme. The subs don’t work because 1. they are way too easy to take out and 2. subs leave your transports vulnerable. Plus he will now come right at me in Queensland, where I like to stage.
I tried being very patient and built up the US and Ausies in Australia, made it close when I took out the majority of his navy but he had so much money that he was buying 2 battleships a round. By the time the US is ready to hit him again, he’s ready for me and I was never able to get near the DEI.
I also tried sending all my fighters to India, but it just takes too long for the US to build carriers and fighters and it leaves Hawaii vulnerable the first few turns. When he saw my fighters leave for Australia, he came hard at Hawaii.
What is the most frustrating is watching his 2 subs station on India’s convoy and take 3 IPC’s/turn. Nothing I can do but watch. If I build ships, he wipes them out with help from hte 4 bombers. I have been close a few games, but you need good rolls. Honeslty, I’m really thinking of going to the 12 sided dice from the Bulge game to change the odds a bit…discuss this in another thread.
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RE: Japanese Strategies
gwlachmai, u must be playing a different game than me then because a good Japanese player should win 80% of the time with the J1 attack, J2 hit philipines, and destroy British Navy leaving two subs on India convoy…bleed India slowly to its death.
With just a minor IC in Kwangtung or FIC, 3 tanks a turn will allow the Japanese player to outproduce the allies in the Pacific, using the Philipines as its main base, the range is deadly.
Sure the allies can hit the Islands here and there and put subs in convoys but its easily taken back with a good Jap player.
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RE: Japanese Strategies
J1 attack eliminates the British battleship and 2 transports,thats huge…also takes out all of USA transports in range and it kills Britains economy right away.
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RE: Japanese Strategies
A J1 attack only works when you leave the Philipines for J2 while purchasing 3 transports J1. I’ve been telling you guys this now for weeks, try it as Japan and you will see how deadly it really is. Then purchase a minor IC in Asia ans just build 3 tanks per turn. It is a powerful Japanese strat that is really hard to stop.
We came close a few times as the allies but it is hard to stop because Japan can build alot of ships every turn and use the Philipines as its central core for all its attacks.
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RE: Japanese Strategies
Some nice ideas there hobbes…I will try them out tomorrow, I do always purchase 1 bomber every round for US but maybe all subs purchase instead of destroyers and battleships might be the way to go. Problem is that you can’t protect your transports when you buy all subs.
I’ll have to keep the transports in New Zealand. I will be more aggressive with India as well.
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RE: Japanese Strategies
I’ve tried the subs tactics many times, all the Japanese player has to do is send one destroyer with a bomber or two and the subs are gone…they just don’t defend well at all. I can take a few of the Islands now and then, even leave a few ships but the fortress from the Plilipines just blows them up.
The key is getting the Japanese player to make a mistake with his purchases, not timimg his transports properly or not protecting them. but we find that its alot easier for the Japan player to recover from a mistake than the allies since it takes so long for tthe allies to rebuild.
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RE: Japanese Strategies
I’m not giving up just yet…but the game is definitely slanted now towards Japan with this strat. I have come very close with the allies but you need good rolls. Also think that Bombers are way to powerful in this game for what they cost. JMO
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RE: Japanese Strategies
Its waiting to hit the phillipines until round 2 that really unbalances the game. Japan builds 3 transports in J1 then hits the plill with them round 2 then DEI round 3…easily done with many survivors ready to hit Australia or India.
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RE: Japanese Strategies
The one thread has already discussed this issue with the conclusion that Japan shouldn’t be allowed to build an IC in Asia. IC’s can only be built in Japan or Ausralia. Hard to stop Japan when they only need to build 3 tanks for asia a turn and then buy carriers and battleships…by turn 3 Japan is at 65 and the Philipines is a fortress with unbelievable range that will rip the allies apart when they get close.
If Japan doesn’t take dumb chances and slowly bleeds India, its over.
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RE: Japanese Strategies
You Folks didn’t read the most important thread on this board…if Japan attacks J1, but waits to take the Phillipines J2 with 3 transports from the J1 build and then buys a minor IC for Asia, THE GAME IS OVER. Allies can make it very close if they get some good rolls but will not win,
Can;t believe the play testers let this get by on a 100 dollar deluxe game…our play group is trying to come up with a few house rules to change the balance of the game…didn’t take long!!!
India dies a slow death, the US just doesn’t have enough to out produce Japan.
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RE: The core problem: Building IC
We are now finding it very difficult to beat Japan with a J1 attack and waiting to hit the Philipines until J2. I have not beaten this yet in about 5 tries as the allies although I have come close. By taking the Philipines in round 2 with 3 loaded transports from Japan (J1 purchase), Japan can mop up the DEI J3 easily.
All the allies can do is sit and watch, try and build up the US and ANZAC in Queensland and be aggressive with the Ausies. With just a minor industry in Asia, a good Japanese player can slowly bleed India and build up enough Ships to dominate the sea.
I’m hoping I can beat this as the allies, not saying the game is unbalanced just yet since I’m sure the play testers have used this strat (i should hope so for a 100.00 game) but it is very tough to beat even whan I build alot of Bombers with the US. Japan can just keep building ships and use its subs to kill India’s economy.
I might need to be much more aggressive with India and keep a flow of fighters comming in…anyone else using this Japan strat?
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2 questions
Can Battleships still bombard if they have taken a hit in a previous battle. I assume they still can from my interpretation of the rules.
Also, does one enemy warship destroy 2 or 3 transports in the same sea zone or do you need to designate one ship or plane per transport in order to destroy them? Really appreciate the help from the members on this form. Thanks
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Carrier question
As the defender, my carrier takes a hit, do the planes on this carrier have to move 1 space after the battle or can they remain on the carrier. Next turn, if the carrier is not repaired I know they are not alowed to take off but can they remain on the carrier and defend as usuall?
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RE: New US strat thats tough to beat
sorry. should point out that he has at least 7 bombers by end of round 4 unless I attack J1, then he has 8. I might just try and put alot of pressure on Hawaii in our next game…force him to have to buy more ships off the start instead of the 2 bombers.
Or I will have to try an amphibious assault on Queensland. Not easy considering he has all the ANZAC fighters and infantry on their. But doing that takes away from capturing the DEI…I usually fall back and take the DEI, thats where the money is. Taking AUST doesn’t reward the Japanese player economically!!