joshuamnave -> RE: Setup (3/21/2014 6:25:16 PM)
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While there is no "right way" to set up, there are certain principles you can follow that may help. Here are some things to consider when setting up units: Is the country on the offense, or the defense? If you're on the defense, first identify the most critical hexes to defend, then figure out the best way to attack those hexes. For example, as the nationalist Chinese, your early game critical hex is Chang Sha, and there are 3 main approaches that need to be guarded against. Once you figure out what you need to defend, then figure out how to defend those hexes. Keep in mind that the number of ground units in a hex is sometimes more important than the quality of unit - it's relatively easy to root out a single unit, harder to clear a 2 stack, and much harder to bust a 3 stack. When you're defending the approaches, it's not always necessary to place units in the hex, sometimes being adjacent is just as good or better. Again, using the Chinese as an example - the northern approach to Chang Sha relies on a rail line that passes through clear terrain. Chinese units on clear terrain are snacks for the Japanese army. But units in the mountains or behind rivers that are adjacent to the rails are much more defensible, and still exert zoc's onto the rail lines which slow down enemy movement and block supply unless the rail hexes are garrisoned. For the Communists, your first critical hex is Sian. The hexes north of Sian are all clear terrain, so defending them isn't easy and is usually not necessary because there is a river between you and them. To the east, however, is a nice mountain hex that will double the value of your defenders, while also being protected by the same river. The Japanese would much rather attack from the south and the east, where the river line isn't halfing their attack values, and fortunately for you all of those hexes are mountainous - so let the river defend the north, and use your precious infantry in the mountains. You also have to keep in mind the game mechanics. A common mistake when setting up the Belgians following a German DOW is to place one or more unit in Brussels. Remember that the Germans can't attack an empty hex. If you double stack the city to the east of Brussels, no German unit can reach Brussels on the first impulse of the attack, and the city can't be blitzed. If you set up units in Brussels, or in the clear hexes NE and SE of Brussels, then Brussels falls on the first impulse before the allies can reinforce it. Remember also the words of Fredrick the Great "He who defends everything defends nothing." You can't defend everything, so triage - figure out what you want to defend, what you're willing to give up, and what you want to defend just enough to siphon off some enemy units. Keep your HQ's off the front lines as much as possible. Leave them one hex behind the lines where they can reorganize units that have been flipped but not yet killed, or reorganize your defensive air. Set your air up as far back as possible but still in range of the hexes you want to defend. Setting up naval defense is trickier (for me at least). Never station your fleet in range of enemy air unless you also have decent air cover. One lucky turn can wipe out a significant portion of your navy and beyond the cost of rebuilding it, ships take a long time to get back on the map. For the CW, figure out how many ships you want on convoy escort duty, and which sea zones they will cover. Early in the game, German subs can really only project into Faroe's Gap (they can go further, but they'll be in a low box and much less of a threat). Remember that so long as you control London, they can't sail straight from the North Sea to Bay of Biscay. Once France falls and the subs rebase to Brest or elsewhere on the French coast, you'll have to protect more sea zones. Surface ships have 2 ASW each - study the naval warfare charts and you'll see that the first 3 ships (2, 4, and 6 ASW factors) are each a jump on the chart. After that you need 10 factors (5 ships). Once you know how many ASW factors you want protecting a sea zone, multiply that by 3 - that's how many ships you'll need dedicated to full time convoy escorts (There are articles about how to do it, but essentially you'll have 1 group of ships in the 0 box, 1 in the 1 box, and 1 in the 3 or 4 box, and you'll rotate them each turn so that they convoys are always protected at the start of each turn). Setting up the attackers is similar, but in reverse. First, figure out your long term strategy, which will inform your short term goals. Are you planning to Vichy France, or conquer it? Going after Spain/Gibraltar, or mowing through France and heading east? Planning to do a Sea Lion or a more historic game? What's your plan in the Balkans? If you're going for a full conquest of cosmopolitan France, you'll need to take Toulouse and Lyons. That means an early Dow by Italy and an attack through the Alps. Planning to take Yugoslavia out early? You'll need to set up for that. What about Denmark and the Benelux countries? Do you need to reorganize your militia the same turn they're called up? If so, designate an HQ for the job and place it accordingly. Once again, identify your crucial hexes, then figure out the path you're going to take to reach them, and set up the units you need to get the job done. For Japan, you have to decide how much of your force you want to designate to taking the communists out early. Do you want to push up to Lanchow or just take Sian and screen them off while you demolish the nationalists? Where are your supply sources, primary and secondary, and where do your HQ's need to be to keep your units in supply? Are the Chinese set up to harass your supply lines? If so, are you going to screen them or kill them? Keep in mind the weather line that divides China - generally it's good weather in one zone and bad weather in the other, so station your air so that they can easily move between the zones depending on the season. I know that's all pretty general stuff, but hopefully it helps a bit. Good luck!
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