ADavidB
Posts: 2464
Joined: 9/17/2001 From: Toronto, Canada Status: offline
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quote:
ORIGINAL: dtravel ADavidB, all your advice is fine but it is all based on one assumption. That the Allied player has any choice in the matter. As you concede, the Allies start out at lower experience levels than the Japanese so they have the advantage there. The Japanese aircraft have longer ranges, so if the Allies fall back far enough to avoid being wiped out then they abandon the battlefield to the Japanese. The Japanese can then bomb Allied land and naval forces without opposition and will gain even more experience, multiplying their advantage there. The Japanese start out with more aircraft, so they can outnumber the Allies on all fronts. Even if the Allies do manage a local numerical superiority somewhere, the interior lines of communication allow the Japanese to shift reinforcements in faster than the Allies and counter the numbers. (Assuming that they even need to since they are likely to be taking fewer casualties than the Allies because of their range and experience advantages.) Now, in normal play the answer is for the Allies to stand and fight, knowing they are going to lose in the short term, hoping to slowly attrition the Japanese air forces in the process. But that can't work if they can't shoot down any Japanese aircraft, which is exactly the situation the original poster is in. And quite frankly, he's in that situation solely because of the PDU. I must be the only regular Allied player and occasional Japanese player who likes PDU. I use it happily to balance out my forces, give myself sufficient replacements, and move obsolete planes to backwater units. I'd like more flexibility with PDU. For example, those Dutch units that we all save from the DEI should be allowed to be given "excess" planes such as P-39s. That's the sort of thing that all "refugee" air units did during the War. As far as "choice" goes, the Allied player always has lots of choice. Let's face it, during the first few weeks of the Game the two players aren't that mismatched in forces because it takes some time for the Japanese player to bring the KB back from the HI, replenish it and move it to its next objective. Sure, eventually the Japanese start to get lots more Zeros and Naval bombers, but there is plenty of time for the Allies to move back, regroup and start to rebuild. Of course, that's assuming that this is a "Historical Beginning" game. I can never understand why any Allied player would agree to taking the absolutely idiotic limitations on non-historic start that so many Japanese players want. Some of the Japanese player requests are so extreme that they really ought to just play head-to-head and turn off all the Allied forces... Cheers - Dave Baranyi
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