not to rain on anyones parade, but a standard J1 war dec involves Java being taken with the fleet from Truk, which the UK does not have odds on sinking thanks to one fighter being unable to reach the fight.
Well, there is that problem. As the Japanese, once you’ve seen this move, you can just take Java J1, and that’s the end of that.
But the first time you see it, I like the idea of the Japanese just attacking it with everything they have. Whatever the Japanese suffer, the Allies will suffer equally, if not more.
The Allies already start the game 100 IPCs behind Japan in air units, and a minor IC build by Japan in Vietnam or Hong Kong will make up for the loss in ground units. Japan can also get 2 x more air units in its build phase on J2 in anticipation of the battle losses.
I don’t see how this move can possibly benefit the Allies?
If you’re going to do the air stack, it seems to me like a better idea to try it in Singapore on turn 2. Then you can get in 4 US planes (2 x bmbrs if you want), and you can have the British land forces moved to Shan State to counter attack Singapore should it fall. It’s a bigger, more spectacular battle, and more of a winner take all deal.
Of course, that is unless the Japanese take Singapore on J2, which is the same problem the air stack on Java has, the Japanese have the option of taking it away in the first place.
the problem with the game is not the J1 DOW, its the india crush which can be done with a turn 1, turn 2, and while i’ve not seen it yet i’m sure its out there, turn 3 dow. In the india crush, india falls turn 3 giving japan income advantage on the allies as well as TUV advantage, which means game over man.
I’m not super sure of all the mechanics of the J3 India Crush myself, but from what Jim says, I’ll take his word for now that it is broke until I get a chance to break it down.
But it sounds like it would have to just be banned. Disallow the Naval & Air Base build in Kwangsi and be done with it.
I just got back in from Dayton and two solid days of AAP:40. I’m too tired to for more now now, I’ll be back tonight.
But I think the J1 attack is equally as broke in this game. The main point being that the Japanese can build a major IC easily right in the heart of where the action is.
In OOB games that we’ve played, the Allies never overtake the Japanese forces in numbers. A skillful Japanese player can do exactly what the Allies try to do, namely hold down friendly losses and maximize enemy losses.
We continue to see large battles take place where both sides dish out equal amounts of losses to one another. When this happens, the Japanese gain an edge as their replacements make it back to the key areas a turn (and sometimes two) before the US units can make it back. That allows the Japanese forces to concentrate while the US units come straggling in piecemeal.
Two good players will maneuver their forces in AAP:40 like two boxers in the ring. If neither makes a mistake and gives the other an opening, then the best one can hope for is to move in and lock horns, hoping for the dice Godz to smile upon you.
We’re seeing games in which both sides maneuver, unable to gain a clear cut advantage. Eventually one sides moves to strike, and the battles have been winding up mutually destructive. In the race to build back up, the US is coming from Timbucktoo (San Francisco), and the Japanese have the option to rebuild damn near right where the battle took place.
The first turn only allowing the US to have a meager 17 IPCs gives the Japanese too much of a head start. The first big US buy doesn’t get placed until turn two, moves out to Pearl until turn three, and therefore doesn’t get into the action until turn four.
The designers, IMHO, have allowed the Japanese player to get too big a lead from third, and they’ve stolen home.