I want to know what else keeps the game exciting the first few rounds besides the sino-japanese war.
Like what kind of options do the allies have to interfere with Japanese expansion early in the game?
I’ll go ahead and add my version of the Paratrooper Rule:
Cost 4, Att 1, Def 1. Delivery method: Your choice, whatever you like best. LH rule is good (bomber drops one into first hostile zone), or many of the others here are great as well.
Here’s the kicker: Special ability- Match either 1-1 or 1-2 (haven’t play tested enough yet to decide) with DEFENDER’S UNITS, reducing the defender unit by 1 Def.
Example: 1 tank and 1 paratrooper attack 1 infantry and 1 tank. Attackers = 1@3 (tank) and 1@1 (para). Defenders = 1@2 (inf) and 1@2 (tank) instead of 1@3 (tank). If you decide to match 1-2, then defender would be 1@1 (inf) and 1@2 (tank)
Thoughts?
After going back over this a few times, I’ve decided on 1-2 matching. First, the delivery method is a bit complex and expensive. 2, with bases having their own air defense now there is more tactical AA fire on the board. 3, at a 1/1/1/4 unit, they need 2 “points” more to be worth it. So match 'em 1-2 if you use my rules.