Bill, i really don't know how i could have missed this choice. Maybe just the pressure after so many hours spent on this GC, then just "whaaaaat? A win already?! Let just quit this game and have a normal life again!!".
2 years later, i just miserably come back to the most addicting game i've ever seen, and just try again. And fall again to this drug.
Geoff: if i was playing against a human opponent, believe me, i would not worry at all about an allied return before the end of 1942. But the AI just doesnt' care about the VP and continue to fight for every bit of land i want, even when the odds are on my side (and in stock GC against AI, AI has no HQ limits, so you can destroy so many Oz militia units in the New Guinea campaign in the firsts months). Kudo to the AI and the developpers as you're never get bored in a GC against allie AI, but if the AV was a real end like i thought it was, there was a good chance i would have taken such an advantage my GC would be in danger in january 1st 1943. But i have to recognize the AV on my 1st game was 99% pure luck (2 american CVs sunk by some godchosen submarines i totally forgot in the middle of the Pacific).
I recognize i still suck in this game, but still i love it so much (being a video game player usually, i can't explain this passion). If you saw my other strategic choices, i'm sure you would laugh even more!
Numdydar: I agree with you, man, in the first months, if a good IJ player uses his huge advantages to the best at the beginning, and if the allies really try to put too much resistance, the advance in VP can become really impressive. Then add a bit (ok, a lot, in fact in my case) of luck like in my 1st GC, then this advantage can become difficult for the allies side to make a significant come back before 1943. In real games human vs human i doubt it would be a x4 VP matter, but in many AAR i read made by good IJ players, end of 1942 can still be a japanese happy time.
< Message edited by Crazypantoufle -- 9/8/2015 9:55:29 PM >