rdfs:comment
| - AAP40 strongly favors the Japanese. The Japanese have a stronger initial force, the central position and the ability to open the war with a surprise attack. The Japanese can defeat their foes in detail. Another problem is the political rules, which are overly complex and require much errata. Political Rules You can't enter land areas controlled by nations neutral to you or sea areas adjacent to neutral land areas. Otherwise, neutral forces ignore each other. Surprise Attack On the first round of combat, in the Japanese turn, on turn 3, non-Chinese allied units do not make hit rolls.
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abstract
| - AAP40 strongly favors the Japanese. The Japanese have a stronger initial force, the central position and the ability to open the war with a surprise attack. The Japanese can defeat their foes in detail. Another problem is the political rules, which are overly complex and require much errata. Political Rules You can't enter land areas controlled by nations neutral to you or sea areas adjacent to neutral land areas. Otherwise, neutral forces ignore each other.
* Turn 1: Japan and China are at war. Britain and ANZAC are allied. All others are neutral
* Turn 2: Japan and China are at war. Britain, ANZAC & Netherlands are allied. Japan & France are allied. USA is neutral.
* Turn 3+: Japan at war with USA, Britain and ANZAC. USA, Britain, ANZAC are not allied. Dutch East Indies & New Hebrides are absorbed by Britain. Indochina is absorbed by Japan. US receives wartime income. Surprise Attack On the first round of combat, in the Japanese turn, on turn 3, non-Chinese allied units do not make hit rolls. Stacking No more than 10 units of the same side may end a movement or place units phase in an area. Bases and industrial complexes do not count for stacking. Fighters scrambling on defense and land units on transport do count for stacking Extra Chinese Units Place 1 Chinese infantry in every Chinese-controlled area left vacant in the printed setup. Facilities Bases, Complexes and AA Guns, all are taken as losses in combat, and defend at 1. Defensive Scramble Fighters at Air Bases can scramble to defend adjacent sea areas, regardless of whether the base is an island.
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