The other thing I would like to do if I get enough feed back is play this more in a "Dungeon Master" role that as a hot seat player (especially since I don't do well trying to play both sides, to easy to make your assumptions reality). If I get some good tactical/strategic suggestions I will switch the game path to using them.
Hopefully, this will great an AAR that follows the best balanced results (although not necessarily a balanced game, it should end up highlighting where the game is out of balance).
Also, I would like to see discussion of the tactics used with the view of identifying its weaknesses and how to do it better.
My only "house rule" will be that the loops don't exist since my understanding is they won't in the next update so I want to take a look at what effect this has.
Also, there is a bug that will affect tactics. In update 02 it still cost 60 Landing Ships to invade with an Army unit. This creates a number of problems that changes tactics to compensate for not being able to land a large unit.
An example of what I mean by backing up after trying different tactics to test them will be how I handled the invasion of the Philippines which I will discuss in a separate post.
The War
Oil is the first major problem for the Japanese. Initially, they have production of 3, upkeep of 43 and inventory of 160. This means they have to have oil within three turns or they lose. This is why any game modification that might cause the Japanese to fail to take DEI will also be a game killer. It can happen. In this last update the strength of the DEI units (I believe) was increased. Because they can't land an army (I don't even think they have one near enough) if the defense of Bataria holds up and they get heavy rain they can't shutdown the Japanese air and sea power.
Of course the war starts with Pearl Harbor.
My results for that are three sunk battleships and two bottomed. The Japanese also withdraw their two subs so they can get them into action elsewhere as soon as possible.
