There is also a similar variation of this that I call the J1 Gambit- ANZAC Variation
I will make a thread for this also.
:-)
There is also a similar variation of this that I call the J1 Gambit- ANZAC Variation
I will make a thread for this also.
:-)
I’ve played only one game so far but today I did a little more in-depth analysis (mainly because I have to write down some J1 moves with J2 options otherwise people are waiting on Japan all day :-))
Anyway this is this is one of the many options Japan has so lets discuss it. Here is my best J1 Gambit- US Variation moves- you can try it, analyze it or trash it. Looking for feedback either way. I’ll explain some of the reasoning as I go and conclude after
J1 Gambit- US Variation
Purchase- $26- 3trn, save $5
Combat Moves
to Hawaii
2inf, 2art from Jap via 2trn from z6 to z26
whole navy from z6 to z26 (sub will sink US trn- free, rest of the units will attack Hawaii and take it easily)
to Phillipines
2inf from Car and Palau via trn from z33 to z34 to z35
whole navy from z19 to z35
1BB, 1AC (loaded) from z33 to z35
1bmr from Man to z35
(1SS, 1DD, 1bmr attacks US des and 1CZ, 1BB, 2inf, 1tac, 1ftr attacks Phil)
1inf from Jehol to Chahar- free
to Anhwe- free
1inf, 1art from Jehol
1mec from Man
1inf from Shangtung
1inf from Kiangsu
(taking Chinese territory while still moving units south towards India)
1inf from Siam to Shan St- free
(important move to stop Brit planes from attcking Siam which will have some bmrs on it- read next move)
to z37 (to sink BB-automatic if you are attacking on J1)
1bmr from Kiangsu
2bmr from Jap
1ftr from Formosa
(take bomber as hit- ftr needs to defend in Siam- Noncombat all planes there)
to Yunnan
2inf, 1art from Kwangsi
1ftr, 1tac from Kiangsu
to Kwangtung
3inf, 1art from Kiangsi
1ftr from Okinawa
1inf from Kwangsi to Frindo- free
Noncombat
3bmr, 1ftr from z37 to Siam
to Kwangsi
3ftr, 2tac from Man
1ftr from Kwangtung
1ftr, 1tac from Yun
5ftr, 4tac from Jap to Caroline
4inf, 1art from Man to Jehol
1inf from Korea to Man
Analysis-
Trying to maximize all Jap units yields (barring really bad dice)- capture Hawaii, Phil, sinking Brit BB, Chinese gains while moving south, Halt ANZAC, UK, and US National Obj, Japan income= 26 + 8 (US gains) + 4 (UK gains) + 2 (French) + 3-4 Chinese bucks = approx. 42-46 dollars.
At the same time you cut off nearly all naval and air threats for at least a couple of rounds if not more and you have transports ready to ship a ton more ground units to the south. If US retalites at Hawaii sea zone, they will pay for it- chances are they will sit and build.
Many lethal options for J2- prediction, China dead by round 4-5, India round 6-7. Japan may have to back off of Hawaii by the time an India take down occurs. Showdown with US in a fight for ANZAC/Hawaii.
Nice job Italian guy!!! +1 for you. Please make one for AA42, AA50, and AAE40 :-)
HOT TIP- buy another copy while the prices are decent- you’ll regret it if you don’t- that’s why I bought 2 P40s and 2 AA50s- because I know I can’t control the chimps at WOTC
@Imperious:
What if japan just kills China for the first 3 turns and gets in position for American entry by a large pile of pieces right off FIC, then India would fall on turn 4-5.
Japan kills one enemy at a time knocking out 2 before turn 6, then the showdown with USA?
This sounds about right –more or less with the game we played and option analysis. Pretty linear strategy though, however this will change with the global game- should have more options depending on what other powers do.
Pacific 40 Battlemap ready- I’m chomping a the bit to play this online here.
Tried to download the map on this thread but it said it was corrupted. :-(
In the long run this seems like suicide however. When do you predict India to be sacked??- rd 2 or 3, then what?? Ignore China and gun for ANZAC?? By round 3-4 US will have over 100 IPCs in material to backhand Japan from ANZAC or at its own doorstep. Japan’s units will be spread thin and too far (at India) to make a comeback at the homefront or attack ANZAC efficiently. Doesn’t make sense to me.
However the scamble can stop the bombardment of that territory right???
@KH:
What if Japan goes completely after USA. Is it thinkable the overwhelming starting power of Japan can break USA and take it’s capital after some rounds? Any ideas out there?
Or is this plain stupid, not worth any discussion?
Respectfully said in your own words- it is “just plain stupid”.
Played our first game yesterday with some AAexperienced friends of mine. Of course, it took us a while to get used to the new rules and such but we made good progress in understanding how this game functions- mechanicwise anyway.
Some concerns:
For the game to go faster Japan needs to know what there doing. There was a lot of down time because of so many Japanese units to move. This will get better with time though. Good idea to write down J1 moves and possible J2 moves ahead of time once people get used to the game- otherwise the UK/ANZAC/US/China player can bring a book or watch some football or something. :-)
J3 or J4 seems like the best time for Japan to attack. A J1, J2, UK/ANZAC1 or 2 don’t really make much sense- suicide for the player that does. With this being said, it was kind of a bore for the Allies to wait 3-4 turns to do any rolling dice- not very fun, although understandable. Hopefully this will work its way out over time also.
In the first game we played Turn 3 seemed to be the best option. Beating back China on the way to India (or killing them off- they can be a little peave if not exterminated) seemed to do well and gather forces in the the sea zone under Malaya). Let UK get the bonuses, you will get them back next turn because they must defend India.
India and Australia turtle up against the massive wave of Japanese forces headeing towards them. Japan buys transports, infantry and ICs later. Keeping a stalemating naval force to blockade the US force east of Midway line (North-South) seems to work. Keeping the US out of the war as long as possible is key. Doing this, with give Japan a chance because then the US really doesn’t get rolling until about round 6 because of wait time and travel of forces. If you attack early- make it round 4-5 and Japan is in a heap of trouble.
Played first game yesterday.
Had a question with the political rules- just wanna make sure I’m reading this right…
For the US to go to war it either has to wait on Japan to attack them OR wait until after the third turn correct? It is not allowed to just attack Japan when it feels like it as the UK/ANZAC can correct???
Thanks in advance Kreighund,
:-)
Read the rulebook and the FAQ/Errata (uugghh) and I’m all updated. Set it up once to see the “starting lineup”. First game will be Saturday (Canadian Boxing Day) with 2 other AAjunkies. :-)
If not yet at war, Britain and/or ANZAC are free to take control of the Dutch East Indies and French territories by moving land units into those territories, as long as those territories have not been captured by Japan.
Nevermind, I was reading it wrong, thanks.
and Mech Inf can attack at 2 when supported by Artillery- that should go in the FAQ’s/Errata soon that pretty big.
Thanks for the answers guys :-)- I think I understand everything else. There are a lot of rare but important scenarios that people have come up with in these threads. I assume these will all be included in the FAQs. Example- Kamikazees on a loaded carrier of one power with planes on it from a friendly power- that is just one of the many little snafus people come up with- yet important. :-)
Read the rulebook thoroughly- finally- and the FAQ’s/ Errata thread.
Wow there are a LOT of FAQs questions still to be added. Didn’t think all the new units and rules could cause so many scenarios/questions!!!
Well here is my question: Does a Mech Inf paired with an Artillery increase the Mech Inf’s attack value to 2??? I thought I read this somewhere but not sure.
Also, still confused on the Dutch thing as it pertains to declarations of war (there were some conflicting statement made in the Rulebook/FAQs- help clear this up for me please :?- If Japan takes the Dutch territories, then that is a war declaration on all the Allies- true??? However Brit/ANZAC can take them for free without repercussions???
Thanks Kreighund :-)
I ordered my new Battlestrip already and contacted WOTC with my concerns- just the battlestrip and the IPC chart. Then I just read the FAQ/Errata- WOW are there a lot of mistakes.
After Europe 40- I’m done buying AAproducts. I’m not confident they will make good products anymore. The quality is degressing fast with each new product they come out with. I hope their “Magic Cards” goes down in flames. FieldMarshallGames should just take over the AAline.
IF they reprint the AA50, I highly doubt it will be of any highly quality as the first print. With the new mistake infested AA40 games though I doubt the chimps will see the need to even make the reprint. :x
Info is all here for a new battlestrip:
http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=36&t=2115
Finally got my 2 copies yesterday-woopee :|
@Imperious:
Who was the guy who typed out the rules? Is he still employed? Were the rules typed out on a computer with spell checker?
ooh, ooh, aah, aah… :wink: (scratch armpit)
I preordered my 2 copies a couple of months ago and the company just got them in. Shipping today. Glad its coming, but disappointed in their service. Probably won’t order from them again. I’ll go with either coolstuff or fieldmarshal for next time. :-(