@kungfujew:
But you should certainly do what Whackamatt suggested. Post your planned moves. I’m very curious to know where all your planes and naval ships are when you’re setting this plan in motion over the first few turns. Feel free to explain why you’re positioning where you are and what kind of Allied moves you’re expecting to be able to counter. You never know maybe you’ll convince me and I’ll sign your petition to make the immediate US bonus on a Japanese turn one attack. I’m almost always in favour of making a game more challenging.
Kaufschtick and others on this site have been calling for effective allied strategies from day 1.
We KNOW the J1, J2, J3, J4 moves that work. They have been posted in more than one thread. What we desperately need is someone to post the Allied counter moves instead of nebulous assurances of parity.
Specifically, what exactly does US buy their first 4-5 turns?
What is the most effective use of UK power, which decays rapidly?
Where exactly do you move and place Chinese inf? (bear in mind any defensive stack gets whacked by MJAP, massive Japanese air power)
How can ANZAC best support the growing American fleet?
My original idea for parity is simply ban the J1 attack. I’m inclined to use the caveman method developed by Kaufschtick. Regardless, when I play the allies we use OOB rules, when I play Japan, I offer game balance.
As far as sticking with a game through to its conclusion, Japan is on a tight deadline. If the game is not clearly won within a few turns it is probably an allied victory. If Japan reaches the point where it has to dodge a superior US fleet, Japan has lost.
I favor Midway because of the psychological effect it has on my opponents. They tend to overprotect Japan. A competent Japanese player can counter it.
As far as using ANZAC and UK air to whittle down the Japanese fleet, if a Japanese player allows this to happen they deserve to lose.
I have lost twice, both times as allies. Both times to less than perfect opponents. Japan can afford to make a couple of mistakes, the allies none.
I likened it to a chess match: the winning player (Japan)has any number of imaginative moves and strategies to try. The losing player (Allies) must make one perfect defensive move after another just to survive.