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?
New Japanese battleship sculpts means the two historical Yamato Class Battleships can have their own pieces.
I figured Japan starts with two. They attack, defend, and bombard on a 5, fires twice in the first round, and takes 3 his to sink. I’m not sure if Japan should be unable to build more, or they cost 24 IPCs, and all other battleships cost 18 IPCs.
Wow! That’s quite strong.
I think a 5 / 5 battleship with 2 hits would be fine, but adding a third hit and 2 first round dice is too powerful I think.
I always play Yamato like that, but they only get one to start, not two and the second must be built
5-5 with 3 hits and preemptive fire against all ships.
the 5-5 comes from the Revised Most Powerful Battleships National Advantage for Japan.
The firing twice in the first round comes from a Revised Larry Harris Tournament Rule revision. The NA was titled Naval Night Fighting Skills, yet only applied to the battleships. Personally, I don’t think it was named well. I simply fuse the two.
Also, I think most house rules I’ve seen give SBBs 3 hits. I considered keeping it at 2 hits, but after I gave my supper carriers 2 hits, SBBs needed 3.