@Redjac:
They cannot be that strong everywhere.
But they can be strong everywhere that matters.
The problem you are missing is that the US has more IPCs to spend than Japan only on turn 2.
Every other turn of the game, Japan will have more IPCs to spend than the US, or at least just as many.
Unless the Japanese player is completely stinkin’ falling down drunk, it’s pretty hard to for the US player to suprise and over take an opponent who has just as many, if not more IPCs to spend than you do.
J1, Japan is at 26 IPCs US1, US is at 17IPCs
J2, Japan is at 40/41 US2, US is at 55/56
J3, Japan is at 60/61 US3, US is at 55/56
The total spend for Japan over the first three turns is 106 IPCs, 127 for the US. A whole 21 more IPCs. After that, the US just falls further behind in IPCs.
By turn 4, Japan will be sitting on 65+ IPCs, the US at 55, China on maybe 3, Britian on Maybe 5, and the ANZAC on 10-15. The Chinese & British IPCs are irrellivant, and so by turn 4, the two sides are basically equal in IPC expenditure.
Consider that Japan starts the game with enough units to take out China, and only needs a few more infantry in order to take India out, Japan can use it’s at start military might along with it’s new builds to counter whatever the US/ANZAC forces are able to do.
Consider also that Japan starts the game with something in the neighborhood of 100 IPCs more in aircraft units, 67 IPCs more in ships than all of the Allies combined, you can see how absurd the Allies position is.
J1, Japan takes the PI & Celebes. J2 Japan takes the rest of the DEI. J3 Japan takes Singapore. J4 Japan places a major IC in Singapore. India will fall within 4 turns of this. Japan has more than enough to defend Japan & Truk, and to send excursions into the Solomans.
We’ve even had games where the US has taken Truk, but in doing so lost so many units, that it essentially won the game for Japan. Won the battle, lost the war.
Nearly all of our games have gone the same way. The first three turns of the game seem fairly exciting and balanced, but this is an illusion. The reason for this is that the main bulk of the Japanese forces spend the first three turns smashing through the PI, the DEI & into Singapore.
While these forces are tied up, the Allies feel that they might have a chance to catch up to the Japanese in strength and make a game of it.
After turn three, the at start Japanese forces are finished securing the Japanese economy and a location for their major IC to finish India, and are then free to join whatever the Japanese have been building over the first three turns to go against the US/ANZAC forces.
Now the real zinger for the Allied player is this, at the same time as Japans main at start forces are freed up to go back against the US/ANZAC forces, the IPC level of the Chinese & British have crashed to nearly zero, and their board positions nearly wiped out.
So starting turn 4, the poor Allied player gets the double whammy. The main at start Japanese forces now turn their full attention toward the main Allied force (the US), and the Allied player finds that 2 of it’s players, the Chinese and the British, are reduced to the point of waiting to be conquered.
Oh, and speaking of the Chinese. I saw a thread here that suggested that the Chinese player go with a “go north” defensive game plan. I tried it, and the first game it gave the Japanese a little suprise, and China actually survived a couple turns longer than it usually does. After that, the Japanese player adjusted for this new strat, and pounded the Chinese just as before.
The starter of this thread, Buckeyeboy and myself have now completed just over 150 hours of gametime playing this game. Virtually no Allied wins.
We are now switching over to playing this game with a bid for the Allies.