Yeah, the more I think about it, option #2 does sound like a better plan for a couple of reasons:
1 > If the allies take those territories and Japan takes them back, it’s a little more income for Japan plus a factory up on the front lines. Along with whatever reinforcements Japan has streaming up from India, it might be enough to start pushing the Allies back, or at least hold them to a stalemate while attacking in other areas.
2 > If they liberate Moscow, Russia will collect money before Japan’s next turn. If Japan can retake Moscow, that’s extra cash in Japan’s bank.
3 > If Japan puts a large stack nearby but nothing in the actual territories, it may halt the Allies’ eastern progress. They see the large Japan stack and don’t want to liberate those factories just to have Japan take them, so they don’t move any farther.
Yes, a plan is forming. An evil plan. My hands are wringing in anticipation. BWAH ha ha ha ha!
When Japan captured Sydney (the 6th VC on the Pacific board) with no Allied units in position to retake it or any of the other Pacific VCs, we were going to call an Axis victory. However, on the next US turn they captured Berlin and Rome and the UK wiped out all but the last 3 German units. So, with the Allies dominant on one board and Japan dominant on the other, we decided to see how this turns out. We will probably finish this out next weekend.
As of the end of last round, Japan has 141 IPCs to spend. The US has 84, UK has 41 and France has 25 for a total Allied income of 150 IPCs. So it is more or less even. Japan, US and UK all have techs. I made a system where everyone can get free rolls for tech according to their income on the IPC chart (no NOs, capital plunder or convoy damage counted).
0-24 IPCs = 0 rolls
25-49 IPCs = 1 roll
50-74 IPCs = 2 rolls
75-100 IPCs = 3 rolls
101+IPCs = 4 rolls
At the beginning of each turn, if you qualify for 1 or more rolls, you get to pick which tech you want to try for. You put a control marker and a tech marker on the tech you choose and roll your die. If you get a 6, you get that tech. Put your control marker on that tech and the tech marker back in the tech marker bin. If you do NOT get a 6, you keep the tech marker under your control marker on the breakthrough chart. On your next turn, you get to roll 1 die for that tech again, PLUS you get a new tech roll for that turn to try for a different tech. You get a roll each turn, but you have to pick a different tech each time. You get to roll for all of the techs where you have control markers AND tech markers each turn until you get a 6. So, after a few turns, it is possible to get more than 1 breakthrough.
If you qualify for 2, 3, or 4 rolls, all of those have to go to 1 tech you choose. So you would put 2, 3 or 4 tech tokens under one of your control markers on the tech chart. If you get a 6, you get that tech and discard all the tech tokens. If you get more than one 6, it is still just for THAT tech. You can’t apply an extra 6 to another tech.
You can buy extra tech tokens for $5 each and apply them to any of the free rolls you have marked on the tech chart. However, if you fail to roll a 6, you lose the purchased tech tokens. You only keep the free roll to try again next turn. I figure that evens out the right to choose your techs.
So far, Japan has 7 techs with 2 still to roll for, the US has 3 techs with 3 to roll for and the UK has 5 techs with 4 to roll for. (US has less because they were neutral for 3 rounds).