From: larryn@col.hp.com (Larry Neal)
Newsgroups: rec.games.board
Subject: A&A world at war expasnsion-Japan 1st move
Date: 17 Dec 1992 23:34:29 GMT
Organization: HP Colorado Springs Division
NNTP-Posting-Host: hpcstc11.col.hp.com


Erik writes:

>>Well we played this silly scenario a second time, and I really don't
>>reccomend buying this game.  Here is how the important part of the game
>>works:

>>Japan delcares war on the US the first turn.  Japan immediately takes
>>its double turn.  While fighting China in the land war with the land
>>troops there, Japan attacks the Hawaiin fleet with its fleet + plane,
>>and attacks Hawaiian island with 6 inf + planes.  Japan also transport 2
>>more inf towards western US.  Japan places 3 inf, 3 tanks on mailand (to
>>continue fighting China).  Now Japan takes its second move. Japan sinks
>>the 1 US transport, uses remaining fleet and some air to take out
>>western US fleet, uses inf, + air + banzai to take out W. US, losing
>>some air to keep a fair amount of land units there.

>>US is now unable to take back W. US, and Japan is not at war with any
>>other major powers.  Japan build 10 units in W. US turns 2 and 3, on
>>turn 4 does a banzia attack on E. US (US only has enough money to build

Only TWO infantry may be designated as banzii in a turn the rest
attack as they would normally.

>>4 inf per turn, since its inf costs 4$ and its production is so low). 
>>Japan takes E. US, and by the vicory conditions give, the axis win.

>>Pretty stupid I think.


>>Erik
>>---=

Erik,

After playing your senario the best I was able to do
was get 6i in western US. The US then counter attacks
with 1inf, 1arm, 1bom, 1fighter, and 1AA. Even if this
fails next turn the US has 4 new inf 1inf from panama
and 1 inf from alaska for a total of 6, plus spend your
1 extra IPC for one upgrade to mech inf., also britain moves
1inf from canada and sends the brit fighter over. you now
face 6 twos, 1 three, and a four.

example: Assume US counter attack leaves 2 inf turn one.
	 No Japanees attack turn two and three.
	 US and Japan build turn two and three.
	 then,
 Japan: turn 4 attack        US: turn 3 defense

 20 ones (reg inf)           11 twos (reg inf.)
  2 twos (banzi)             3 threes (3 mech inf)
  2 threes (fighter)         1 four (1 fighter Br.)
  maybe 3 threes
  (only TWO inf may be designated as Banzi)

  Hmmm.... still, given the victory conditions as Japan
  I might still go for it.
  What did the Brit player do in your game? They could
  build 5 units a turn in Canada to help the US.

The best move would be to anticipate this
with the Brits on the first turn.
turn one, rail the 1inf to west US. When Japan attacks this
unit would it be a declaration of war against the UK? 
If not then the US will most likely fall by turn 4
and the rest of this post is useless.

Then build 2 armor and 1 fighter.
raise 1 inf west Canada and 1inf Eastrn Can.
Send fighter and bomber to Eastern US from Britain.
Then on turn two after the US counter attack on turn
one, the Brits attack the remaining units and take it
back (or reinforce the US units). Then again build
in Canada to counter the next try until US can stand
alone.

The situation is only "silly" if the UK does nothing
to help their ally. Once the strategy is known it should
be relativly easy to counter it with British help.

Well, just MHO
Happy Gameing!
Larry