@Gwlachmai:
The IPC value of combat units in the game at start are 515 for the Allies and 614 for Japan, of which the allies lose a minimum of 102 in a J1 attack, for very little cost to Japan. If India falls on J3 or J4 and the Japanese are in possesion of the DEI it is extremely difficult to come back from that. Feel free to play a forum game and show us how “skilled” allied players defeat the J1 India rush.
I’ve been reading through your online game with Whitmann and I would have played the 1st Allied round differently, especially the UK and ANZAC. I have never played by forum since I’ve always preferred face to face or using TripleA but I can try it out if it isn’t much of a hassle to use, especially rolling for dice.
I haven’t decided yet if the game requires a bid, I just think that there is more to be discussed regarding it. Imagine the Allies get a bid of 1 inf and place it on Borneo/New Guinea/Phillipines/Kwangung. Would that make a J1 attack more likely to happen? If so, doesn’t that remove a little flexibility to Japan’s options and makes the game more predictable, predictability being the main issue behind the reasoning that Japan can’t be stopped by using a J1 attack.
If Pacific needs some sort of balancing against a J1 attack then it might be better to keep trying until there’s a solution within the game. Someone mentioned on another post that the game testers simply couldn’t have ignored how devastating the J1 attack can be for the Allies without introducing some way to counter it. To me this is like playing Bulge, where I never won as the Allies but I know that there’s something that I’m not getting right, yet.