Feinder
Posts: 6589
Joined: 9/4/2002 From: Land o' Lakes, FL Status: offline
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I do not know if WitP will be modeling it this way, but I think there was a fairly useful (and potentially usable) solution Victory Game's(?) board game "Pacific War, The Struggle Against Japan 1941-1945". There were several major HQ units, and player would assign "command points" to each HQ unit for the coming month. The scope of the HQ units were such that each side had about 12 major HQs, to assign CPs to, that filtered down to their subordinate HQs. In the case of Chines HQs, their was a divisor of about 1/3, that essentially meant that if you sent 300 CPs to SWPAC, you got 300 CPs, but if you sent 300 CPs to the Chinese HQ, you only got 100 CPs of effort (I'm oversimplifying, but you get the gist). If you really did want to launch a major offensive in China, you were welcome to, but in order to truely muster a large force, you were going to have to do so at great expense to your other theathers. In that respect, the Chinese theater was generally reagared as "not worth the effort" by both sides. Logistically, the Japanese were required to keep so many divisions of troops and numbers of planes near the Russian border (tensions there also). They also needed to keep a presense in China, because if he left it undefended the Allied player would be tempted to mobilize the Chinese masses. As the war dragged on, Japan would be tempted to pull the experienced divisions in China, and transfer them to Burma or elsewhere (and replace green divisions for garrison duty in China). Regarding issues between the Nationalist and Communist Chinese, the simple rule was that they could not stack or participate in any attack together (seemed to work well enough). One caveate' on that is that, you could make in WitP such that the Communist troops could be "activated" by BOTH sides (at great expense), by the Japanese -and- the Allies (but again, with no cooperation with a Nationalist unit). -F-
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