View Full Version : Allied Help Needed
Phate
12-19-2004, 07:55 PM
Hi all 'expert' players,
I badly need help for allied stratigies (note NOT NAs or adjusted rules/set ups) to give the allies a hope in hell of winning against a good Japanesse player. So far I have found it hard for Japan to loose without exeedingly bad luck.
Ta
Zero Pilot
12-19-2004, 08:30 PM
Are you facing the Japanese India crush, or a VP win? ~ZP
Krieghund
12-20-2004, 10:33 AM
Are you using the adjusted set-up or the out-of-the-box set-up?
Moderator Sinister
12-20-2004, 11:46 AM
Are you using the adjusted set-up or the out-of-the-box set-up?
If he's using the out-of-box set up I think the advice would be something like ...pray.
series
12-23-2004, 06:53 PM
nah, just cheat, or bull rush the japanese mainland from USA.
Phate
01-09-2005, 09:02 PM
In answer to above, (sorry about delay) using box set up and basic VP victory with australian rush very common (always hurts).
Praying so far has no helped.
Karel Doorman
01-10-2005, 06:40 AM
Playing out-of-the-box rules, if Japan isn't going for India, buy US bombers, fighters, carriers and escorts and find a place (and hold it!) from which you can bomb the Japanese mainland to lower his VP's. If you're a bit lucky this can work. It worked a few times in our group, but please, don't forget to pray!
And you really should try the new setup sometime, or play with for VC's combined with lowering US IPC value. I played a few games this way recently and the game was much more balanced. Playing A&AP this way really got me into the game again!
-------------------------
"Don't worry Joseph, you can always send their families to your Siberian Gulags. Sorry, I mean Japan's Siberian Gulags." (A sensitive German Karel Doorman tries to put a smile on the face of his "friend" Joseph Stalin who is suffering heavy losses.)
Beast1313131
01-26-2005, 11:11 AM
I always buy subs and Bombers for the Americans. For the British it depends on what happened on the first Japanese turn. As for the Australian Rush, you need to get Americans down there quickly and the Australians then need ground units.
Me 262 Schwalbe
01-26-2005, 04:11 PM
Yes, the US can get in lot of fighters and some ground forces to counter an attack on Australia. Use the harbours and carriers.
MANCHILD
01-26-2005, 08:34 PM
Hey guys, what are some rule adjustments to create a more even game? Played several games with the out of the box rules and the game lasted 3-4 rounds. Gets kinda of boring trying to play japan and losing so quickly. The money from the U.S. is to hard to contend with. Please help a fellow A&A junkie. The original A&A game still rules.
Me 262 Schwalbe
01-27-2005, 01:46 AM
Hey Manchild, follow this link:
http://boards.avalonhill.com/showthread.php?t=3794
We don't use VC's but play only for total victory with Sinister's IPC adjustments. Very balanced though when playing good opponents.
Krieghund
01-27-2005, 11:00 AM
Hey guys, what are some rule adjustments to create a more even game? Played several games with the out of the box rules and the game lasted 3-4 rounds. Gets kinda of boring trying to play japan and losing so quickly. The money from the U.S. is to hard to contend with. Please help a fellow A&A junkie. The original A&A game still rules.
I think after you've played some more, you'll come to realize that Japan has a huge advantage. The set-up in the box is actually incorrect. The official FAQ has the correct set-up with Japan a little weaker:
AAP FAQ (http://www.wizards.com/default.asp?x=ah/faqs/axispacific)
Once you discover the ways to make Japan invincible, you may want to consider the following rules changes to balance the game:
Count the Japanese victory points at the end of the US' turn (that way Japan has to take and hold a territory to get credit).
Japan can win only on victory points - not on capital capture.
No substalling allowed (attacking subs must fight one round before submerging).
Kamikaze may not be used until "activated" - they are activated on the first turn Japan collects less than 30 IPCs of income (this makes them more of a game-saving "desperation weapon" than an advantage for Japan).
Optional - Repair damaged battleships at the beginning and end of Japan's turn only, not the end of each turn (gives the Royal Navy a little more punch).
These rules make for a balanced as well as more active game - more small battles.
Good luck!
pellulo
01-29-2005, 04:50 AM
In playing the Basic Game, it seems that if the Allies can hold out, for the first turn, Japan usually loses (it might be a LONG drawn out game, but, Japan usually loses).
A varation that I tried, is the basic one, the Japanese thought of, grabbing so much territory, that the war weary Allies sue for peace. Of course this failed Historically, especially with the Acardia Conference, of the Unconditional Surrender of the Axis Policy was stated. The German despair, and, isloation, when the European Axis Forces were surrendering or changing sides/backing out of the War, back in 1943-45 (e.g. Italy, Finland, Bulgaria, Rumania,).
What I tried is that Japan has to threating India directly (with a sizeable force), have some forces (not just a lone trooper that survived an invasion of NW Aussie) in Australia, and, still be some sort of threat to the USA fleet & Pearl Harbor area. If Japan can achieve this, she sues for peace, and, only keeps hafe of what she conquered (The Brits. get the Japs. out of the Aussie. area, and, the threat to India is gone, USA usually gets Phillipine Is. back). The big loser is China, Japan gets not a minor victory, but, more like a moderate one, and, the Allies get some territories back, along with forces to sent to the European War.
This works out better for Japan (better some Empire, than none), and, saves the Allies a long drawn out slugfeast, thanks, Pellulo
AATigers1
05-11-2006, 04:22 AM
When playing the allies; use UK money to assist India and drive hard to FI-China, Aussie player must move to keep NG/ NBrit., US fleet must move to assist then press on to the Carolines, subs/aircraft are critical for the US/ Aussies to unhorse the Japs, remember if the Japs don't control the sea zones they don't get the VPs. Speed, Speed.
Now, if you want to win as the Japs in 4 turns I have a nearly unstoppable plan.
Cruizin2000
05-11-2006, 01:49 PM
I like this game but it's broke. I know the 4 turn Japanese strategy - 4 VPs on the first turn. I think that the only way the Allied player can win is to get the Japanese player snockered on booze.
C2000
AATigers1
05-12-2006, 09:59 AM
Is this done by a prebooze preemptive or 1 shot/ 10 VPs/ turn? Do you have to use sake to be more PC or can it be an alcohol of the *** player's choice? I think I would prefer the later method as it would still lead to a more challenging start.
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