incbob
Posts: 727
Joined: 6/23/2004 From: Columbia, Missouri Status: offline
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First, the changes made to the 1941 startup have really done the job. The Japanese can do what they need to do, but they don't steam roll. The Japanese player now has to really start to watch how and when they do things as they no longer have infinite resources to do all that they want at the beginning of the game. So, now that I can see the middle of the game I see a potential problem. The Problem. WPP has naval/air interception only happening at the end of a fleets movement. This means an enemy fleet can sail right next to you big bad fleet, right beside your naval air power island, and nothing will happen because nothing is checked until the fleet ends its turn and moves to its final destination. This is fine, but it sets up a situation where Japan has to garrison many islands and ports. Example: Japan completely controls the Solomon Islands, New Hebrides, and Paupu New Guinea. The Allies can sail a fleet right through the Solomon's, past any naval air units or fleets, and right around New Guinea and invade Wejak. If Japan moves a unit from some other place the garrison Wejak then the Allies can just bypass it and invade where there are no units. This creates a situation where Japan has to garrison everything or the Allies just walk in without any resistance. The start of the 1941 scenario and the start of the 1942 scenario gives the Japanese a lot of 1-4 STR land units that are used to do these garrisons. The problem is that the Japanese player is not allowed to create these units and he cannot divide divisions to create these units. As far as I can tell the only thing Japan can do is build full strength divisions. This also is a problem because just to build a basic division will cost about 1/3 of Japan's production. You build 2-3 divisions and you cannot build anything else.
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