@Emperor:
@Cmdr:
Trying this out in an AARe game right now. I’ll report back my findings.
Can you link the thread, i’d like to take a look.
AAMC Game 17841
Dunno if you can look at them if you are not participating in them though. :(
Anyway, this may work really well in AARe or AAR with National Advantages because it’s Colonial Garrison, not a purchased Industrial Complex.
And, just as a side note, I think National Advantages are designed to make KJF the easiest method. Almost all of the Allied National Advantages in LHTR 1.3 and 2.0 seem geared toward making Japan’s life a living hell.
Non-Aggression Treaty (duh)
Russian Railway (speedy assaults on Japanese forces in the east)
Colonial Garrison (Indian IC with immediate addition of infantry, 2 armor on UK 1)
Radar (duh, 2 or less in India, that isn’t falling soon!)
Fast Carriers (Think SZ 61 is safe? Think again!)
Marines (naval attacks at 2 or less with infantry only are cheap and effective)
Chinese Divisions (duh)
Mideast Oil (Move England’s fighters, bomber to India fast)
Enigma Decoded (Save a fighter and armor to defend in India)
Mobile Industry (Move an IC to Novo, now you are building right on top of Japan)
Russian Winter (Coupled with Non-Aggression can force Japan to not attack for a round)
Joint Strike (Good for Naval hitting of Japanese fleet by both American and British fleets)
Island Bases (Again, duh, the Pacific is where most of the islands are anyway!)
Granted, a lot of those can be used effectively against Germany as well, but KGF is pretty standard online, and these just make KJF almost irresistible.