How is the balance with the new Alpha 2 changes? Please give your view.
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@Cmdr:
My, unscientific, untested hypothesis is that the rule set for Alpha 2 with only the one modification of using the original setup charts provided with the rules in the box, may balance things out. That is, one would use the original setup for the global 1940 game, but use the rule adjustments given in Alpha 2. (National Objectives, Non-Aggression Treaty, etc.)
Okay, thank you for expounding on that. must test…
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I am game for testing the hypothesis as well….if anyone wants to pick up the challenge.
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@Cmdr:
My, unscientific, untested hypothesis is that the rule set for Alpha 2 with only the one modification of using the original setup charts provided with the rules in the box, may balance things out. That is, one would use the original setup for the global 1940 game, but use the rule adjustments given in Alpha 2. (National Objectives, Non-Aggression Treaty, etc.)
Wouldn’t this just revive the J3 India Crush? Or is the J3 India Crush not as much of a game breaker in Global as it was in stand-alone Pacific?
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Friend is coming over for a global game.
I think I can make all countries work, except one : America. What generally is a good way of playing the us? How many transports per round. Tanks to support the Infantry, or Art? etc etc
ty
Robert
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@Cmdr:
My, unscientific, untested hypothesis is that the rule set for Alpha 2 with only the one modification of using the original setup charts provided with the rules in the box, may balance things out. That is, one would use the original setup for the global 1940 game, but use the rule adjustments given in Alpha 2. (National Objectives, Non-Aggression Treaty, etc.)
Wouldn’t this just revive the J3 India Crush? Or is the J3 India Crush not as much of a game breaker in Global as it was in stand-alone Pacific?
The India crush relied on a major industrial complex in Malaya. In the alpha 2 rules, Japan could not have a major industrial complex in Malaya since Malaya isn’t an originally orange territory. Thus, the India crush would be abated, for the most part, as it is in Alpha 2 the way it is currently.
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The India crush relied on a major industrial complex in Malaya. In the alpha 2 rules, Japan could not have a major industrial complex in Malaya since Malaya isn’t an originally orange territory. Thus, the India crush would be abated, for the most part, as it is in Alpha 2 the way it is currently.
No it didn’t. India is taken on turn 3 using TTs. No complex was ever needed.
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The India crush relied on a major industrial complex in Malaya. In the alpha 2 rules, Japan could not have a major industrial complex in Malaya since Malaya isn’t an originally orange territory. Thus, the India crush would be abated, for the most part, as it is in Alpha 2 the way it is currently.
No it didn’t. India is taken on turn 3 using TTs. No complex was ever needed.
Jim, since you are the expert on the J3 India Crush I put this question to you. Assmuming OOB setup with Alpha 2 rules, do you think the J3 India Crush is the best strategy for Japan in the Global Game when faced with a US going 100% Pacific?
If it is, I don’t think going back to the OOB setup is a good idea. To be honest I don’t think it is a good idea in general, but that would seal the deal.
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The India crush relied on a major industrial complex in Malaya. In the alpha 2 rules, Japan could not have a major industrial complex in Malaya since Malaya isn’t an originally orange territory. Thus, the India crush would be abated, for the most part, as it is in Alpha 2 the way it is currently.
No it didn’t. India is taken on turn 3 using TTs. No complex was ever needed.
Then your version of the India crush should work just the same regardless of Alpha 2 or OOB rules. In both versions you start with 3 transports.
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@Cmdr:
No it didn’t. India is taken on turn 3 using TTs. No complex was ever needed.
Then your version of the India crush should work just the same regardless of Alpha 2 or OOB rules. In both versions you start with 3 transports.
I’ll leave it to Jim to elaborate, but I think you are wrong. I’m pretty sure Alpha “broke” the J3 India Crush gambit.
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Correct, it doesn’t work in Alpha 2, and it all has to do with the new set-up. The fleet with the TT in Car was important.
I’ll have to elaborate later, though.
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Please do, because the only method I have seen was the major industrial complex in Malaya and then walking to India.
The transport in SZ 33 doesn’t seem all that powerful. Why? Because it is no closer or further from India than the transport in SZ 20. What it is closer too is Hawaii and that is primarily what I am looking at in making the Pacific a balanced theater or operations. If Japan can take Hawaii on round 1 we get the following
1) America loses a National Objective
2) Japan gains a National Objective
** These two changes make up for the lost FIC National Objective
3) Japan has a landing zone for fighters defending in SZ 62, thus damaging carriers no longer means lost fighters and tactical bombers!
4) NSW, QUE, W. USA and Alaska are targets of opportunity from Hawaii
5) Collecting Midway and Wake for the island NO is no longer a suicide mission for transport captains -
But I would be equally happy moving all Japanese starting transports to SZ 6.
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http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=12&t=2386&start=192
I outlined the tactic here. OOB I’ve never lost with this, and never will.
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Taking Hawaii on turn 1 has about a 3 in 4 chance of succeeding. The India Crush is pretty much guaranteed.
I will play anyone who thinks otherwise.
As for doing this in a global game … only played Global OOB once.
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Hehe, i do remember you lost to me once Jim, (as Lord Nielsen) but granted i think you had rather bad dice then…
Going back to the OOB setup does not seem like a great solution to me, since it had its own problems like the India crush.
Has anyone considdered making the italians stronger as a way to balance the US income?? It seems to me that with a stronger Italy it might be impossible for the US to spend 100% in pacific and still stall the axis in europe… -
Correct, it doesn’t work in Alpha 2, and it all has to do with the new set-up.
Hell, the J3IC was one of the driving factors behind all the setup changes.
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I remember that. I didn’t do the India Crush as planned, though, as I got cocky and went for Washington. It was a tactic I saw Stoney do that I wanted to try that didn’t pan out.
Let me rephrase, I will always win unless I am retarded - and of course if you get that 1 in 100 battle go your way in Carolines or India. A 1 in 100 shot.
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Well, one could just alter the location of the Japanese transports. Take the 3 they start with, put 2 in SZ 6 and 1 in SZ 33. That would give me the effect I think would balance things out while stopping the India crush (although I’m still failing to see what exactly it was that gave Japan the required power. Was it the extra Strat Bombers? Because they have 3 transports in both versions.)
Of course, the other solution: +1 Transport in SZ 33 giving Japan 4 total.
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Then the India Crush tactic odds go from 99% to 99.9% with an extra TT by turn 3.
I outlined in the link how it works, and it is foolproof. I’d be happy to play it against anyone that is sceptical.
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Then the India Crush tactic odds go from 99% to 99.9% with an extra TT by turn 3.
I outlined in the link how it works, and it is foolproof. I’d be happy to play it against anyone that is sceptical.
Talking Alpha 2 everything + 1 transport in SZ 33. What’s that do to your India Crush?