@LT04:
Having not done any investigating at this point, what were to happen if the US picked up on this as they go later in the line up and went KJF?
Whoa whoa whoa, hold up… killing Japan (at all) in Anniversary Edition??? :-D :-D
I have to say, this is too bad, that this strategy was found already… it is a variant of the JTDTM, and if past Axis and Allies games taught us anything, if Japan invaded Moscow in WWII, it would have been an Axis blowout :wink: That is of course, if Japan had the capability to do so.
I think a better question to ask is, were ANY Axis and Allies games playtested?
Classic- Favors Allies, with bids going around 21 IPC
Europe- Broken Axis strategy (1. buy all tanks 2. move east 3. ??? 4. profit!), I would guess the Allied player would want a high bid here as well (UK needs more ships at the start, else by the time a two front war begins, Moscow has fallen… I would guess a bid around 12 IPC, and denying the German free cash at start, would fix this)
Japan- Broken Axis strategy (1. attack India 2. attack India some more 3. ??? 4. profit!), I have heard that playing the game with a ~12 IPC Allied bid to India helps fix this.
Revised- Horribly imbalanced for the Allies, if said Allies enjoy bombers.
Larry Harris Tournament Rules- Major improvement, fixing what shouldn’t have been broken in the first place, bringing the revised bid down to ~8 IPC
D-Day- Probably the most imbalanced one yet, as there is no single broken strategy… the German player can do whatever he feels like and still come out on top 9 times out of 10.
Bulge- Heard mixed things about this, I haven’t noticed any major imbalance.
Guadalcanal- A pretty balanced game, as long as you don’t play with the optional rules. It is harder for the American player to win, but not to the point where a bid is necessary… besides, rolling a 1 randomly at a good time can net you a victory point, so luck plays quite a direct factor in victory anyway (often games are only a couple VPs apart, from my experience, and for those who don’t know, basically, if you roll a 1, a ship is destroyed, if you roll a 2, the ship is destroyed or damaged depending on the ship. Capital Ships are worth VPs for destroying, only. So if you roll a 2 against the ship, you damage it and it is removed from combat, if you roll a 1, it is destroyed and you get a victory point… purely random, but fortunately this doesn’t happen enough to spoil the game).