Special first turn attack advantage for Japan?


  • I suspect that you haven’t yet figured out how to maximize Allied cooperation.  I’d spot the Allies 6 to 8 IPCs worth of units at startup rather than change any rules.  That way you can make adjustments later if you need to without changing the way the game plays too much.


  • @Krieghund:

    I suspect that you haven’t yet figured out how to maximize Allied cooperation.  I’d spot the Allies 6 to 8 IPCs worth of units at startup rather than change any rules.  That way you can make adjustments later if you need to without changing the way the game plays too much.

    Maybe you’re right we`ll try to play several games more. However, according to this new setup from official site you gave me:
    http://www.wizards.com/default.asp?x=ah/faqs/axispacific

    the difference is only -20 IPC points (1 transport + 1 fighter) regarding to original setup. Are you sure it could be enough together with 24 vps for Japan to balance the game?

    Thanks in advance


  • Pretty much.  This may seem like an odd question, but you are playing with sub stalling, right?


  • @Krieghund:

    Pretty much.  This may seem like an odd question, but you are playing with sub stalling, right?

    Mr. Krieghund, I’m afraid I do not know what is sub stalling. I have recently bought this game even though it is old.  I didn `t find anything about sub stalling in my user manual. Should I apply this rule in order to balance powers in the game, and if the answer is Yes , please tell me where to find instructions for that rule? Or could you explain me here substalling rule, please?


  • Attacking subs are allowed to submerge before any round of combat.  This allows them to move into a hostile sea zone and submerge immediately, without fighting at all.  This can cause problems for the victimized fleet (unable to load transports, take advantage of naval base movement, etc.).  This is called “sub stalling”.  Many players don’t like this, so they make house rules against it.  This is fine, but it changes the game balance.


  • @Krieghund:

    Attacking subs are allowed to submerge before any round of combat.  This allows them to move into a hostile sea zone and submerge immediately, without fighting at all.  This can cause problems for the victimized fleet (unable to load transports, take advantage of naval base movement, etc.).  This is called “sub stalling”.  Many players don’t like this, so they make house rules against it.  This is fine, but it changes the game balance.

    Oh, I see. Preaty much interesting. Is this a house rule, who invents it? And what happens if a destroyer is present in that zone? Can it detects substalling or submarine is immune to it? Whether this rule holds true for Japan and the Allies or only for Allies?


  • @vokac:

    Is this a house rule, who invents it?

    This is a standard rule.  As I said, some people don’t like it, so they make a house rule that an attacking sub must survive one round of combat before submerging.

    @vokac:

    And what happens if a destroyer is present in that zone? Can it detects substalling or submarine is immune to it?

    The presence of a destroyer makes no difference.

    @vokac:

    Whether this rule holds true for Japan and the Allies or only for Allies?

    It applies to everyone.


  • I found some Tournaments rules for A&A. (attachment in my post). Some Pacific detailes are also mentioned in it. What about BIDDING rule, what is exactly bidding for a number of I.P.C.'s and what is the sense of that rule?

    Pacific tournament rules.doc



  • Thank you

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