Part 2: VP discussion of current VP totals
To get the big elephant out of the way, I don't think good Japanese play can lose given the current VP rules/lack of house rules. India or AUS (or both) are indefensible with appropriate play, even with the advanced timetable of March '42 transports given to the Allies. In my second game vs. YueJin, Japan goofed and took 4-5 turns to take Batavia, so India and AUS were never threatened. However, with the unblockable claiming of the Solomons + Fiji & co. islands, the VP timer is ticking very hard, even with a backdoor Burma play that caught I think 4-5 armies worth of Japanese. In this game, the Allies have the Philippines in mid-'43, probably a mistake, neglecting Operation Cartwheel, as the Japanese were probably too entrenched on the unapproachable abovementioned islands. For what it's worth, I have never lost a Japanese game, even with plenty of mistakes and non-optimization. I think I have enough games under my belt to make some of the following claims that Japan is overpowered in 1.02
What are factors leading to this? Obviously the lack of Allied response capability and small garrison sizes compound to allow the Japanese to land anywhere. Here are a few examples: any Australia city is ripe for taking with one army with a leading 1-2 strength garrison unit to clear the landing zone to prevent invasion effectiveness drop; to surround the garrison with ZoC (since division vs. division ZoC is last come first serve, probably not good for the game); and to add some combat value. Japan can count AUS tokens to see whether there is likely a combined corps or where there are likely only divisions. Cutting the northern ports off in mid-australia is a death blow, basically. India garrisons in Ceylon have the same issue. The Axis player KNOWS everything is weak, and the Allies can't defend everything. Allied garrisons should probably be increased. I just started playing WPE and notice that they are low, but that is supposedly because there is plenty of time to build up. Here, that's not the case. IJN can be knocking on Melbourne's door turn 3, Ceylon turn 2.
Problem 2: IJN landing craft AND transport capability. The first is obvious and is being addressed in stjeand's mod by divvying them out over 8-9 turns. The second is more subtle. Japanese start with 200 (or 180?) transports. This allows chaining of relocation of garrisons within 50 hexes with supreme ease. This also allows invisible floating armies (which currently don't suffer the 5% effectiveness/turn embarked penalty as the manual says) to wait for the perfect opportunity to strike without retaliation. Embarked units count as blockade counters. This should probably be removed, or mixed fleets prohibited from blockading. Early turns, IJN can focus their actual ships on bombardment at key hexes (AUS invasion, Moulmein, Ceylon), while 3 x 1 strength units using 3 transports can blockade ports (!). Toning down either or both of these capacities would likely lead to a more historically plausible game without the super min-maxing that I go through in the early turns WITHOUT having to introduce a complex set of house rules or port suppression rules.
Problem 3: The weather. In conjunction with problem 2, Axis first look at the weather allows them so much. Heavy rain means you can safely engage in surface combat or LBA-free blockading. Less obvious is the fact that you can ALWAYS plan around where the Allies can invade. If you can move around 20 divisions per turn based on the weather (if one were inclined to do so), this gets silly quickly. I don't see a good way around this problem, but removing about half the transports mitigates it a bit.
Problem 4: fleet/raider mode. Fleet mode is basically useless unless you're rocking a 20 stack with 6 full CVs. There is almost zero reason to be in fleet mode unless you are such. Okay, not too big a deal, set everything to raider mode. Besides this taking a lot of decision-making out of the game, it actually increases micromanagement. If you forget to set something to raider mode, the enemy can shop around with a 20 stack and the undo button to sweep in and sweep out. I'm not saying I don't do this because it is in fact the optimal play, but this is silly. The other, less known (only YueJin seems to know about this other than me in the 10+ opponents I've played) feature is that adding a ship to a fleet imparts its characteristics onto the fleet. This includes country (allowing you to refuel with the incoming ship's oilers, but ONLY IF YOU DON'T CLICK OFF THE FLEET, which resets the ship order) AND FLEET/RAIDER MODE. I PM'd Alvaro very, very early, and he said it wasn't a bug. This has huge ramifications, obviously, and unknowing players are extremely disadvantaged not knowing it.
Possible changes: raider mode has only one OP the next turn, thresholds for engaging on fleet mode (although this can obviously be gamed too), more oil usage for raider mode.
Problem 5: less of a problem, but advancements seem to have a 95% correct choice. There is no reason to take anti-tank. Even as the IJA, you start with '42 assault and '39 anti-tank, which means that even if you wanted to defend islands later on, you're never going to catch up. Escort fighters are almost certainly the only feasible choice with the supremely increased range. Interceptors have only one more attack factor (something from 6 or 10 vs. 5 or 9 of escorts). Interceptors should get another point or two bumped up. Fighter bombers MAY possibly be worth getting if the ground attack was bumped up 2 or 3 more points, allowing attritional strafing with low oil cost, and this could allow a Chinese air force to be something to actually consider.
For air, we know there is the naval air bug already, as well as a non-advancement from '44 to '45. I am sorry to say that I don't see strategic bombing ever being a feasible game plan. Unless you are able to mass right outside the home islands (in which case you've already won), there is no chance you can bomb the stuff that really matters, aka, production, and even then, you're likely better off actually destroying the units with ground support or fishing for hits on ships. I use strategic bombing advancement simply for the range increase on tac/ground groups. Ground attack advancement only adds 1 or 2 points to the already high 7 points of the ground attack unit type. It's probably 70% of the time better to stick them on '39 and just pump out more instead of upgrading. The anti-air in infantry advancements outpace this increase and should probably be revisited.
Going along with the assumption that a trade war is useless because of the VP distribution (and no bonus for actually destroying, say, all of Japan's shipping), there is no reason to upgrade subs at all. The capacity of the IJN should never be dependent on subs destroying it, since subs operate in wolfpacks and never as lone assassins. Subs are most useful for spamming to blockade important targets and thus are best kept at the cheapest. I would rather have 4 x '39 subs than 3 x '42 subs with slightly more defense. Since naval damage is a huge crapshoot, taking the guaranteed extra counter is 95% of the time better.
Tanks/motorized can be a good surprise when the opponent isn't expecting the 9 OP. I got thrashed by this once so don't see a need to change it.
Problem 6: specialties. Half of them are NEVER the pick. In my long game vs. YueJin, I took ~6 anti-air specialists on BBs but still came out worse for wear on almost every even-at-worst battle with LBA superiority. It's entirely possible that it's confirmation bias and low sample size, but here we are. Same for torpedo or tactician: if we don't have battle reports with the stats, all of these are what-ifs that are again 95% of the time inferior to just taking elite on a corps and calling it a day. I don't have good experiences with infiltrator trying to fish for surrenders with probably 50-70 less than 3:1 attacks (expected value of 2-3 retreats at least, with none observed). Anti-tank is similarly 95% of the time never going to used. Engineer and artillery are fine (artillery is probably better than you think, mathematically), although engineers doesn't let airfield building across different countries.
That's all I have off the top of my head. Feel free to tell me why I'm horrendously wrong





