Yah! I love that its getting put through its paces now by league. Looking forward to see how all these games shake out.
Regarding, “J1 DOW is a must now” thats a very interesting perspective, and you might be right. But i willl say that the general view among the TripleA-online regulars who initially conceived of and play-tested the mod is that it makes J3DOW at least as viable as J1DOW (if not more so). There are several reasons for this:
1. Textbook J1DOW doesn’t address Guam, which gives USA +5 when at war
2. J1DOW permits USA to get the North Africa Beachhead objective on US1, before Italy has had a chance to do anything with FrenchNorth Africa–another +5 for USA;
3. Sinking the ANZAC transport on J1 isn’t as big a deal cuz ANZAC still gets +3 for Gilbert+Samoa+Fiji, and the DNG NO is only worth 3.
4. J1DOW ensures that UK Pacific gets +3 for the Indian Ocean NO for several rounds of war.
5. J1DOW completely negates any strategic benefit of pursuing Vichy France (which actually can be a big bonus for Axis when UK is the only player at war on the Atlantic side)
6. J1DOW makes it more difficult for Euro Axis to contest the med (which is much more important in the Mod) or to challenge the UK no-sub objective for more than a round or 2.
You are very correct, however, that Axis definitely needs to hit the ground winning and move quickly to secure the win, regardless of when Japan DOWs. While J1DOW certainly remains viable (I’ve had some success with it in Mod games), I think its benefits are counter-weighted enough for later JDOWs to warrant serious consideration.
Food for thought. It will be really interesting to see what conclusions can be drawn from all the League games using Balance Mod.