How is the balance with the new Alpha 2 changes? Please give your view.

  • Customizer

    The India crush relied on a major industrial complex in Malaya.  In the alpha 2 rules, Japan could not have a major industrial complex in Malaya since Malaya isn’t an originally orange territory.  Thus, the India crush would be abated, for the most part, as it is in Alpha 2 the way it is currently.

    No it didn’t.  India is taken on turn 3 using TTs.  No complex was ever needed.


  • @jim010:

    The India crush relied on a major industrial complex in Malaya.  In the alpha 2 rules, Japan could not have a major industrial complex in Malaya since Malaya isn’t an originally orange territory.  Thus, the India crush would be abated, for the most part, as it is in Alpha 2 the way it is currently.

    No it didn’t.  India is taken on turn 3 using TTs.  No complex was ever needed.

    Jim, since you are the expert on the J3 India Crush I put this question to you.  Assmuming OOB setup with Alpha 2 rules, do you think the J3 India Crush is the best strategy for Japan in the Global Game when faced with a US going 100% Pacific?

    If it is, I don’t think going back to the OOB setup is a good idea.  To be honest I don’t think it is a good idea in general, but that would seal the deal.

  • '18 '17 '16 '11 Moderator

    @jim010:

    The India crush relied on a major industrial complex in Malaya.  In the alpha 2 rules, Japan could not have a major industrial complex in Malaya since Malaya isn’t an originally orange territory.  Thus, the India crush would be abated, for the most part, as it is in Alpha 2 the way it is currently.

    No it didn’t.  India is taken on turn 3 using TTs.  No complex was ever needed.

    Then your version of the India crush should work just the same regardless of Alpha 2 or OOB rules.  In both versions you start with 3 transports.


  • @Cmdr:

    @jim010:

    No it didn’t.  India is taken on turn 3 using TTs.  No complex was ever needed.

    Then your version of the India crush should work just the same regardless of Alpha 2 or OOB rules.  In both versions you start with 3 transports.

    I’ll leave it to Jim to elaborate, but I think you are wrong.  I’m pretty sure Alpha “broke” the J3 India Crush gambit.

  • Customizer

    Correct, it doesn’t work in Alpha 2, and it all has to do with the new set-up.  The fleet with the TT in Car was important.

    I’ll have to elaborate later, though.

  • '18 '17 '16 '11 Moderator

    Please do, because the only method I have seen was the major industrial complex in Malaya and then walking to India.

    The transport in SZ 33 doesn’t seem all that powerful.  Why?  Because it is no closer or further from India than the transport in SZ 20.  What it is closer too is Hawaii and that is primarily what I am looking at in making the Pacific a balanced theater or operations.  If Japan can take Hawaii on round 1 we get the following

    1)  America loses a National Objective
    2)  Japan gains a National Objective
    ** These two changes make up for the lost FIC National Objective
    3)  Japan has a landing zone for fighters defending in SZ 62, thus damaging carriers no longer means lost fighters and tactical bombers!
    4)  NSW, QUE, W. USA and Alaska are targets of opportunity from Hawaii
    5)  Collecting Midway and Wake for the island NO is no longer a suicide mission for transport captains

  • '18 '17 '16 '11 Moderator

    But I would be equally happy moving all Japanese starting transports to SZ 6.

  • Customizer

    http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=12&t=2386&start=192

    I outlined the tactic here.  OOB I’ve never lost with this, and never will.

  • Customizer

    Taking Hawaii on turn 1 has about a 3 in 4 chance of succeeding.  The India Crush is pretty much guaranteed.

    I will play anyone who thinks otherwise.

    As for doing this in a global game … only played Global OOB once.


  • Hehe, i do remember you lost to me once Jim, (as Lord Nielsen) but granted i think you had rather bad dice then…

    Going back to the OOB setup does not seem like a great solution to me, since it had its own problems like the India crush.
    Has anyone considdered making the italians stronger as a way to balance the US income?? It seems to me that with a stronger Italy it might be impossible for the US to spend 100% in pacific and still stall the axis in europe…

  • '10

    @jim010:

    Correct, it doesn’t work in Alpha 2, and it all has to do with the new set-up.

    Hell, the J3IC was one of the driving factors behind all the setup changes.

  • Customizer

    I remember that.  I didn’t do the India Crush as planned, though, as I got cocky and went for Washington.  It was a tactic I saw Stoney do that I wanted to try that didn’t pan out.

    Let me rephrase, I will always win unless I am retarded - and of course if you get that 1 in 100 battle go your way in Carolines or India.  A 1 in 100 shot.

  • '18 '17 '16 '11 Moderator

    Well, one could just alter the location of the Japanese transports.  Take the 3 they start with, put 2 in SZ 6 and 1 in SZ 33.  That would give me the effect I think would balance things out while stopping the India crush (although I’m still failing to see what exactly it was that gave Japan the required power.  Was it the extra Strat Bombers?  Because they have 3 transports in both versions.)

    Of course, the other solution: +1 Transport in SZ 33 giving Japan 4 total.

  • Customizer

    Then the India Crush tactic odds go from 99% to 99.9% with an extra TT by turn 3.

    I outlined in the link how it works, and it is foolproof.  I’d be happy to play it against anyone that is sceptical.

  • '18 '17 '16 '11 Moderator

    @jim010:

    Then the India Crush tactic odds go from 99% to 99.9% with an extra TT by turn 3.

    I outlined in the link how it works, and it is foolproof.  I’d be happy to play it against anyone that is sceptical.

    Talking Alpha 2 everything + 1 transport in SZ 33.  What’s that do to your India Crush?

  • Customizer

    Alpha 2+?

    Let me look at it.  I’ve tried going turn 1 with Japan, but there just wasn’t enough to kill to make it worth while.  Allied loses are replaced pretty easily with the money they make, as there is not much to get at.  Plus the blockers can now be out of harm’s way.

    If you feel that Japan is the weak link in the game due to economics, then boost their bonus $ in peace and at war.

  • '18 '17 '16 '11 Moderator

    Yes.  But people are routinely having sh!t fits when you talk about adjusting the economic situation on the map leaving the only viable solution a permanent adjustment to the pieces and the only viable option I see there, that won’t make Japan overpowered (OP) or leave them too weak is to give them a transport in SZ 33.  That would give them 4 ground units to hit Hawaii with, decent odds.  Not great, not horrible.

  • Customizer

    If a successful Hawaii on turn 1 is the only way to win, I would vote against that.  More money at least would leave more options on the table for Japan.

  • '18 '17 '16 '11 Moderator

    No, I am thinking it would give Japan options, options that would make a round 1 attack a wise decision, not a desperate move to not lose.


  • @jim010:

    Taking Hawaii on turn 1 has about a 3 in 4 chance of succeeding.  The India Crush is pretty much guaranteed.

    I will play anyone who thinks otherwise.

    As for doing this in a global game … only played Global OOB once.

    The difference is that with Global, US get a larger economy which it can dedicate to the Pacific, yet Japan stays the same.
    I think if only playing Pacific 40 that Japan is strong enough, but if playing Global, the game is out of sync due to the increased US abilities can still be spend fully in the Pacific.
    It does seems like the global game is balanced from the notion that USA spends money in both theaters of war from the start, and when they don’t …… well.

    Pacific balance does not equal Global balance.

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