Hello, I play pacific 1940 a lot. I have also played global a few times. Pacific 1940 second edition is a great game but I can almost easily win every time if I’m Japan and I attack on the third turn. A new rule was passed around late 2014 to allow the USA to receive a 30 IPC bonus if Japan attacks or declares war on them before turn 4. This seems to balance the game a little but I can still always win with Japan. The strategy for Japan is pretty much the same. Take the money islands, build a minor in French Indo China and Kwangtung and knock out China and India. Post in the Philippines with your huge navy and three fighters that can scramble and those six deadly kamikizes. Let Anzac and USA come to you so you can use the fighters to defend at 4 when the big navy battle happens. Eventually you will be making more than the allies with the money islands NO and the India NO. You should be around the 70-75 mark. Then when the time is right strike at Sydney or Hawaii and hold it and you should win as it will be six victory cities. For the allies, man this can be tuff lol. You better hope Japan attacks you on turn 1 or turn 4 because turn 2 and especially 3 it’s going to be difficult.
1: China: buy men and hit and run and fall back to the north west of China. You will be lucky if the Burma road is open more than two turns. Pull back and make Japan come to you.
2: UK: pull everyone back to India and just buy men!!! Try to bring your navy down to Australia and unite them with Anzac and hopefully later USA. If it looks like India is going to fall then pull your airforce out and send them to Australia to hopefully land on a Anzac or American carrier. If Japan hasn’t declared war early then take as many islands in the south as possible .
3: Anzac: small ships and transports are good. if it looks like Japan is going to invade then pull your forces to south Australia because from there you can hit any territory. Use your small ships to convoy raid or unite with the main USA fleet. Queensland is a great staging area for the allied navy early in the game. Also since there’s a airbase there fighters don’t hurt also since they can scramble.
4:USA: the big boy lol. The problem is when USA is neutral she only makes a freaking 17 ipcs a turn. While Japan is around the 40 mark and Japan has soooooooo many aircraft at its disposal. USA I say aircraft carrier early then mainly subs, destroyers, and a transport every turn with land units. A few rounds into the game get a navy base on the Johnson islands and start combining your fleet with the Anzac fleet and hopefully a small UK fleet. try to take the money islands by sacrificing transports because Japan will have a bigger navy early in the game. When the time is right move to Dutch New Guinea with your fleet and prepare for the big battle. Sometimes it’s better if Japan attacks you and sometimes it’s better if you attsck them. Hopefully you will have a lot of subs at your disposal. If you win the navy battle then Japan is pretty much toast even if they have India and China. Good luck and let me know how the war goes lol. I am playing anniversary edition on Saturday 😜
Convoy Disruption Game Mechanic
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Hello, I’m new to this site but I was wondering if I could get some advice and suggestions on a problem I’ve noticed while playing. I’m currently at Round 9 in a 3 player A&A Pacific 2nd Edition game with my brothers. While going relatively smoothly I have noticed a problem when we’re doing convoy disruptions. Due to the fact that we save IPCs during our Purchase Units phase there’s a lot of times where a ship or planes in a sea zone with a disruption space will be able to score hits but unfortunately not able to do much because of that savings cushion. It’s admittedly kind of making the mechanic a bit useless even with our other house rules of not requiring enemies to be in the same zone and always having to roll dice hits under 3 to decrease IPCs collected during the Income Phase. I would greatly appreciate help with this. My game would benefit greatly.
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@themightyyamato45 hi and I am glad you are enjoying your new game.
Convoying an enemy, can be a very worthwhile use of your Subs and other units. Early on , Japan should do it to deny India any income, so it can get the upper hand there and take Calcutta . Also, it can deny Anzac 14 or 1/3 , should it own any or the DEI. Late on in a game , it can help the Allies , by denying Japan the ability to wage aggressive war.
Can I ask why you save some of your income? That isn’t usually what you do. You spend , spend, spend ! It means you have as many units as possible in play. -
P Panther moved this topic from Player Help on
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Welcome to the forums.
As Witt allready suggested, the more pieces you bring on the board the better.
Holding back or savings is only good to spend it ob the very next Round for something bigger or expensive.
But this occasionally happens mostly for the minor Nations such as Anzak and Italy with sometimes very low income. -
@witt Thank you for the reply. And to answer your savings questions there’s three reasons for that. 1st is there’s situations where there will be some IPCs leftover that won’t be able to purchase any unit (I.e one or two). 2nd reason is in the case of smaller powers (and I have noticed someone else has chimed in on this) the limited amount of IPCs is something you might want to save up to invest in larger units later, the ANZAC player in my game has managed to get himself a carrier through saving as an example. 3rd is there are some strategy plans that simply don’t require large amounts of units. Hopefully this clears some things up a bit more. But because of this frequent saving both sides aren’t really able to chew a hole into the other’s economy.
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Welcome to the world of A&A.
Convoy disruption can devastate your enemies,especially in A&A Pacific SE.Income from almost any territory that touches water can be eliminated.For example,SZ6 beside japan and korea 11 ipcs…ouch!One mistake you may be making,quote"roll dice hits under 3"is wrong.Die rolls of 3 count for a loss of 3 ipcs.Remember subs and air units on a carrier roll 2 dice.
I hope this helps. -
@ampdrive don’t worry I know that bit. I’m just having problems with how it interacts with the income phase. Me and the other people I play with tend to save IPCs during the purchase units phase either through strategy or not enough leftover to purchase a unit. So more often than not myself and opponents tend to have a small cushion of IPCs to soften any losses taken during collect income phase from convoy disruptions. That’s the issue we’re facing. Although regarding dice rolling is there any situations where you wouldn’t have to roll? Like there’s a certain number of units in a sea zone that would make it impossible for the opponent not to lose IPCs? Hope this clears some details.
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@themightyyamato45 SZ35 (phillipines worth 2ipcs)Once its been convoyed for 2 ,there’s no need to roll more dice.
Sometimes you have to convoy when you don’t want to.I’ve had to convoy London just before a sealion invasion,thus reducing the amount of ipcs I get from sacking UKs capitol.