vicberg
Posts: 1176
Joined: 4/19/2008 Status: offline
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quote:
ORIGINAL: WarHunter Vicberg, I appreciate your point of view. Its just that i have a different one. Before us is a screenshot. There are certainly many things we can take at face value. But there is no certainty as to the options in play. The options you feel are standard, are well your standard. I dont play with Chinese attack weakness. I do play with off-city reinforcements. I don't play with 2D10. I do play with 1D10 and Blitz bonus. Some other options i play with that are standard for me. Motorized Movement Rates, Railway Movement, HQ Movement, Variable Reorganization Costs, Scrap Units. That last one, Scrap units. When scrapping units for Japan, the 2-3 arty is always taken out. I find it a sub-standard arty unit. But there it is in the screenshot. Either scrapping is in and Kyldon, sees the unit as having worth. Or its not in play. If i'm going to game the Chinese setup, i'd like to recreate it as faithfully as possible. I can oly take it so far though. As the random pick of units will likely never be the same. As far as breaking down Japanese units, Max 1 corp breakdown at start. Any more is a dilution in power at start. On face value the weakest point of the Chinese line is the 3-2 army in the center. The Japanese can take a Combined with excellent chances of killing it. From there its just a matter of rolling the Chinese line, as they try and flee to better defensive terrain. And with the anemic movement, that's not so fast. Better to not have the 3-2 in that hex. One other thing about combat. With the 1D10 we're looking at a 7-1. With the 2D10 we're looking at +14. The chances of the Chinese player picking the Blitz table with the 1D10, never ever. The chances of Getting blitz table with 2D10, is at least a thought of survival. I just want to know the options in play to make adjustments for my comfort zone. Which is not so comforting to others. thanks for the conversation. Well, I always choose assault even if playing the Chinese. Blitz can preserve your troops but has a might higher chance of keep JP units face up for combat. Also, units retreat and flip more often, making it easier to kill them. It's a trade off. I NEVER scrap ARTY because ARTY is never sub-standard. It can ground strike and can ground support it's hex or hexes adjacent to it. It's HUGE.
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