I tried another A0 solo playtest against the Hard AI on TripleA, this time taking the Axis powers. I kept the same 6 point bid for the Axis, but I “allowed” the computer to take a full A0 turn, including combat. (Good luck stopping it!)
Anyway, the results were very interesting. America used its A0 turn pretty conventionally, killing the Japanese sub in the Solomon Islands, stacking the Solomons with the entire US and Australian fleets, landing the Flying Tigers on the India carrier, killing the German subs in the North Atlantic, and moving the Atlantic transports to the coast of East Canada. USA also made some moderately aggressive attacks in China – I think the AI hit my 1 inf, 1 art in Kwangtung with something like 4 inf, 1 ftr.
What surprised me was that on A1, the USA followed up by attacking not France or Morocco, but Scandinavia! USA took both Norway and Finland with unescorted transports, and because the US took both territories, I could not attack those transports, because my planes were a little too far out of position and had nowhere left to land. That slowed Germany down a bit, because it meant that Russia was able to trade Leningrad for several turns despite making a very aggressive trio of attacks (Baltic OOB, West Russia OOB, Ukraine vs. +1 inf bid) on R1.
The large Allied navy in the Solomons plus the temporary loss of Kwangtung slowed Japan down by a couple of turns as well, since Japan had to spend almost all of the J1 and J2 builds on warships. I built a third Japanese carrier group, a few Japanese destroyers, and a second transport, and I was able to pick off the Indian fleet on J2 in exchange for a couple of fighters. America never reinforced the Solomons fleet with anything except what started off the coast of San Francisco and Panama, so by J3 I had naval parity and by J4 I had naval superiority. Meanwhile, Japan crawled up to about 38 IPCs/turn by picking off territories one or two at a time. It was very satisfying when I finally occupied all of China and southeast Asia! Britain was able to attack the East Indies on about B4, which drew one of my transports out of position, but because I had six fighters in the region, I was able to retake the East Indies with only one transport, so it wasn’t too big of a disruption. By then the Allied Pacific fleet was retreating from its high-water mark of West Australia back toward the Solomon Islands. I built a factory in Kwangtung on J4, and after that Japan didn’t have any serious problems.
Meanwhile, Germany was able to soak up most of Africa following a successful G1 attack on Egypt (+1 inf bid in Libya, and British never reinforced the Suez), which prompted the Americans to direct most of their IPCs toward reclaiming Africa via French West Africa and Morocco – I think they built 8 new transports and loaded them and sent them all south. Germany took and held Leningrad around G4 or G5, retook Finland, and was trading with advantage each turn in Archangel, Belorussia, and Ukraine. The Russians were down to about 10 units, with about 7 Allied planes helping to hold Moscow. Russia wasn’t out of it yet, but it was rapidly bleeding to death. Meanwhile, a large German air force (about 3 bombers and 6 fighters) plus a large garrison (about 15 infantry total in France and Italy) was holding the Allied Atlantic fleets away from prime territory. I don’t think they even made it to Morocco until A3 or A4. The Germans didn’t have all that many units to spare on the eastern front, but the large air force meant that even a couple of infantry could still knock out the Soviet garrisons at a profit.
I stopped playing after R6, mostly because it got late and I got tired, but also because I could sort of see where the game was going. The Allies were no longer putting any serious pressure on Japan, so Japan was going to get huge – with a focused effort, Japan probably could have seized India by J8 or J9, or Japan could add additional troops to the central route and stack in Kazakhstan to really wipe out the Russian economy, or Japan could just buy bombers and bomb Moscow. Either way, the Allies didn’t have anything going against Germany in time to counteract that; Germany was collecting 45 IPCs and had enough reserves to maintain its pace for several turns. It would have been a long game, but it was Germany’s game to lose.
I really enjoyed the variant – it felt more historical, and it felt more satisfying. Germany opens a bit bigger out of the gate because of the bid, but it also has more to worry about from the Allies in the early turns because the Allies still have about half of their starting Atlantic ships – it really does feel like 1942! Japan has to deal with genuine threats coming from multiple sides – the British threaten to break out of India and take Sumatra and/or Thailand, the Chinese are threatening to break out of Szechuan and take Kwangtung or Kiangsu, and the US/Australian fleet is threatening to kill the Japanese transports and/or take the Philippines or Borneo. There’s really a lot to keep tabs on! If you’re able to beat back all of those threats and start conquering territories as Japan, it feels like you earned the victory, instead of just effortlessly expanding while the American “Hard AI” awkwardly shuffles troops back and forth between the Eastern US and East Canada.
I don’t think I can recommend the A0 combat turn against a human player, especially with only a 6 point bid for the Axis; I think it would be seriously unbalanced in favor of the Allies. The only reason I was doing well this game is because the TripleA AI is so clumsy with the Americans on the 1942.2 map. Even so, I thought the AI did a great job with the actual A0 turn itself, and the overall pattern of American play seemed stronger when the computer was allowed to retain the core of the Atlantic fleet vs. when the Ai is required to rebuild from scratch. The AI sent four well-guarded, loaded transports in a very reasonable attempt to conquer Italy, and I had to abandon my Persian campaign in order to defend against it. That’s a lot more than an AI-controlled America usually pulls off in the first six turns of a 1942.2 game!