@delaja
The ability would also be lost if Japan DOW’s in the USA turn. So the ability can only be used after announcing a Dow which is immediately preceded by a combat movement that is declared the surprise attack. Maybe the wording should change but this is how it should be played.

Best posts made by Delaja
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RE: Japanese surprise attack clarification
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RE: Japanese surprise attack clarification
@hbg-gw-enthusiast
Mind I don’t work for HBG anymore.
But the way we designers played it, was that once at war and DOW’ed by a different Alliance, that ability could be lost. Japan could in this case use it against USA but not against UK, because it is no surprise that they are at war. The surprise attack should look like the Pearl Harboir attack. A surprise attack on an Allied player that was not yet at war with Japan. If it was up to me I would rewrite the existing rule to explain this intention better.Similarly if USSR DOW’s on Germany first, Germany looses the surprise attack in the form of the lightning war ability as well. Besides the turn limit before it has to happen due to the advantage in tank tactics represented by Medium tanks introduction in the game.
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RE: Peacetime Income Increases via D6+3 Instead of D12
The range is from 12 to 6 (not 11 to 5).
Sure it works well like this. Some people may want to play with less luck. Others want more randomness. Give the US player the choice which system he or she wants to use. -
RE: Peacetime Income Increases via D6+3 Instead of D12
I made up one of the rules that ended up in the China at War expansion by HBG, that KMT could buy a unit from Germany that it could not build itself and Germany would then profit a bit from a slightly higher price. This based on a historical deal in military training and aid for KMT by Germany. Chinese had German uniforms in the thirties.
What about selling tech rolls to nations that want more tech rolls. Instead of cash, you could say USA sells one of its tech rolls and UK gets +2 on the needed number for one roll. Less luck, but at a cost (instead of a profit like the KMT-Germany example.
In this way, players from the same alliance could help each other research techs faster. Certainly limit this to maybe one tech sold per turn. This could be done instead of lend lease, but under the same rules of lend lease. As if sending scientists and material to test and research.On income rolls, it would be a good way to decrease luck. I made up a different system. Just put markers numbered 1-12 into a cup. Take one marker out of the cup each time. Each number will come up only once. Then you could leave out 1,2,11,12 and you have the same system. The thing is that on average 3,5 is not 3 Each player group must decide for themselves how they wish to reduce luck factors in the game. Some play with low luck. I know that the best or worst rolls in a game are the moments we have emotions and impress us most and bring dialogues and anxiety to the table. Low luck takes that empirical experience away. It is neither chess nor catan. House rule it to your optimal experience!