Thanks barney. I’ve been trying to find threads with similar thoughts to mine to add to before starting new ones, just didn’t see that one!
Looks like General Veers’ idea is awfully similar to mine. I like it, I like he went a step further even and added prerequisites for the Japanese in attacking Australia and India as well, it re-balances from my prospect. I think it’s a good way to add the islands in while still keeping the basic mechanics of the game, which is my goal as much as possible.
To answer your question, yes, you could still convoy SZ 6. You could even strafe it still in my opinion. Just the physical invasion of Japan couldn’t take place until the prerequisite islands have been controlled as well.
If I’m the Japanese, I would put serious thought into garrisoning three of those islands to stall the U.S. invasion of Japan. And if I know going into it that I have 6 land units against 6 land units (with whatever amount of supporting naval and air units in the attack and defense), I know there’s a chance I could hold an island for more than one turn, thus slowing the Allied advance one turn. While this seems to favor the Axis in terms of slowing down the Allies, it must be remembered that you’re potentially taking 18 INF and an assorted amount of airpower to defend said islands that would normally be able to make the march to China or India.
I like the ideas on there, but in my opinion, adding Seabees, different AB and NB rules, etc., is something where we start getting a bit too convoluted at times in terms of the game play of this particular game. You run the gambit of altering the game entirely, which I’m not opposed to by any means, but there may be others who want to try and keep the basic mechanics while still adding to the game. I like the idea of adding value to the islands in the form of +1 IPC, I just wonder how much that money could actually change events.
That being said, I will definitely be giving some of those a look and try them out in our games!