The classic BS (surprise attack story) aside, America should not have a real battleship anyway. Yes, the British used cruisers and biplanes effectively against the Bismark, but they had real battleships as well. America had no real battleships and more-over, reducing the battleship to a cruiser effectively removed 8 IPC and 1 hit from the board, without drastically altering the setup. I am much more inclined to remove units than I am to add units.
BTW, I have a framed copy of the Navy Intelligence’s directive to shoot the next officer coming to warn President Roosevelt about the impending attack on Pearl Harbor. I’ll see if I can get a specialist to scan it or if it will damage the ink to badly. The ink back then did not hold up well to sunlight, so it may not be scanable, but we’ll see.
Agreed on the parameters thing, but I would keep the new “ends” as effective cut offs. After all, there comes a point in which defeat is pretty much a sure thing and by then, it might be wiser to just end and start a new game so you have more samples and thus, better results on the data.
I do not see a distinction between game balance and a game breaking strategy. If the game is balanced, there is no game breaking strategy. If there is a game breaking strategy, then game is unbalanced.
Japan should maintain the largest possible threat it can for as long as it can. By doing this, it extends the time America has to spend in the Pacific and thus, gives Germany the maximum possible chance to beat Russia before America draws their forces out of Russia allowing Russia to push them back into Europe.
If Japan does not block a frontal attack, then America will sink their ships and thus, there is no threat in the Pacific. One does not need to wait around for China to push Japan out, once the Japanese fleet is gone, America can stop building in the Pacific using what they have to maintain naval supremecy.
If Japan does block a frontal attack, now America has to worry about countering Japan’s builds. Further, countering Japans builds is only part of the issue, as Japan is blocking an attack thus America must either move forward and lose Australian air support or build planes for an all out air attack on the Japanese fleet.
Essentially, putting out picket ships forces America to make decisions and delays the point in which America can withdraw and help in the Atlantic. I agree that throwing away 24 IPC a round for Japan is a losing proposition, but it is better than throwing out 2 or 3 carriers, 2 battleships, a cruiser, a dozen destroyers, a bakers dozen submarines and a wing of fighters/bombers and ending up paying the bank a dozen IPC a round in convoy damage.
I have been on both the receiving and dealing end of a Round 1 Japan attack. It looks awesome, until about round 4 when it becomes clear their advance is mostly on paper, there is no real purchasing power to that expanse.
I assume India is small for most of the game, it is only later that territories are liberated and annexed that India finally grows.
Australia is Australia, there’s really not a lot Japan can do to it on Round 1.
America, on the other hand, is just a monster. The longer you can prepare for the monster, the better your chances seem to be. (Remember, if you attack America on Round 1, America can immediately start reinforcing England if they choose to go that route.)
I agree, if there is no help for the entire game, Russia will fall to Germany. The argument is not that Russia can win, the argument is that Russia can last until the Allies have time to come save them.
Jimmy:
If you flee with the Japanese navy, you cede 11 IPC in damages a round to convoy damage, meanwhile, with no reinforcements coming, it is only a matter of time before you are cornered.
As America, I can easily keep enough submarines in the water to prevent you from building a new fleet. Further, if you run away, even if you go all the way to S. Africa, all you do is bring the Americans with you, one step behind.
Doesn’t seem effective, but go and try it! Let us know!