This is a balance rules change my group has played with a couple times and had success with. I’d appreciate if someone else out there with some time on their hands would try out the these new China rules and check to see if they offset the Japanese. Its worked in our little group, but as I am pretty sure we are the only A&A players in central Africa I have a limited player base to work with and I want to see if other metas get the same result.
We modified the following rules with the assumption that:
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Japan is too strong and their military superiority + potential IC advantages need to be offset and
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China isn’t the tarpit it should be
So, we have played with this rule:
China’s turn sequence is modified from that presented in the AAP40 rulebook. In China’s case the turn sequence is now:
1. Mobilize new units
2. Combat move
3. Conduct Combat
4. Noncombat Move
5. Collect income
6. Purchase Units
As you can see, steps 1, 5, and 6 are modified. China now must purchase units and sit on those purchased units in the muster area while all the other players take their turns. Its only when China’s next turn comes around that they may place the units they purchased last turn. Additionally, newly mobilized Chinese INF (and only INF) may be placed on ANY Chinese-marked territory (a territory with the Chinese national symbol). This means that the China player may place newly mobilized units in territories occupied by hostile forces. If China places newly mobilized INF in a hostile territory it is considered a combat move – those units can no longer move and must resolve their combat as normal in phase 3.
This also modifies the very beginning of the game. After starting IPCs are passed out to the players, but before Japan takes their first turn, China has to announce their build for the coming first turn. After China declares their build and places the appropriate pieces in the muster area, play starts as normal.
In play, the modifications to China have led to Japan having to dedicate more resources to the Chinese front. If determined, Japan will still overrun China – but now that progress takes 1 or 2 turns longer. China has the option of screwing with the Japanese behind their lines, popping 3 or 4 INF in unguarded or lightly guarded territories. This, in turn, forces the Japanese to slow any rapid gains in China with bolstering their back lines with 1 or 2 INF to dissuade the China player from “surprise insurrections.” Japan can no longer throw everything they have at the Chinese on turn 1 because leaving places like Kiangsu and Shantung undefended is a very bad idea. Garrisons become very important to the Japanese player. The moderate drain on IC and resources the Japanese would certainly like to get to India or the Pacific has helped counterbalance their other advantages.
And finally, its fun, as the Chinese player, to pop 3 INF into Chahar (or whereever) after the Japanese have moved on to see if you get lucky and can roll a couple 1s to eliminate the garrison.
So, there ya go. Like I said, my little group of 4 players has had good fun with the rule and it seems to help balance the Japanese – but would appreciate it if someone else could try it out. Let me know how it goes.