yvesp -> RE: Global War : a Japanese AAR (8/20/2014 5:29:59 AM)
|
quote:
ORIGINAL: WarHunter The following suggestions are in support of your overall strategy. Don't attack unless you have to, or a great opprotunity presents itself. Why? It deprives China of a .25 production bonus. Yes ; that's akin to destroying one unit per turn, at no loss to me. quote:
Build aircraft to do a camapaign of strategic bombing. Could be the most cost effective way to hamstring the production capability. Right. I can do this because I have spare BP to put into multipurpose air power, BP I did not find when waging land campaigns. This should average a loss of 1.5 per turn. quote:
Ground strike Chinese HQ's whenever the opprotunity exists. At this time, this is not important. Later, when the Chinese has enough units to launch an attack, yes: a HQ can boost the Chinese attack. Still, only ART should be used for that purpose: oil is too precious. quote:
Until the option for Japan/USSR is coded. Any Japanese/USSR land war will have to be a contrived adventure. If done before Germany and the USSR are at war. It adds all the militia units to the USSR force pool. No forced peace means prepetual war. Which also means Land impluses for the USSR, forever. Yes, the fact that this is not implemented is annoying. It is not a problem if the USSR and Germany are already at war, but otherwise it indeed boosts the USSR. I could force the USSR to play combined though. I can also play a mock peace between Japan and USSR. It's not like I were playing against a real opponent. The real bonus however is that the Japanese situation in China should not push the USSR into action: there always is a strong risk that if too many land units are embroiled into the Chinese hinterland, the USSR could declare war and the Japanese not have any serious land power to stop him. See my first AAR... This strategy removes a startegic liability: everybody knows that neither Russia nor Japan are willing to engage in a long costly war. Having spare land units is the way to be on the deciding side! quote:
Close the Burma Road as soon as its feasible, by use of USE action. Of course ; because it won't be closed militarily, and that's another way to limit Chinese production. quote:
Expect to send a sizable force to French-Indo China. The Nationalist forces will have enough leftover to give some grief. Although they are not very dangerous their nupmbers can be annoying. But my experience shows that their nuisance is not their military power, but their ability to infiltrate and cut supplies. This should not happen in my strategy. Furthermore, being close to the coastlines ensures a better supply flow. quote:
After my own expirence in China from both sides. Not taking China out may not be a bad idea overall. Good Luck. I'm glad you see that my way may not be the worst! I also had bad experiences with China, which is rather more difficult to fight now than it was on the boardgame: the change of scale indeed changes a lot of things. That's good, because historically, the Japanese had many troubles there ; the conquest of China was indeed a far away dream... In my previous AAR, the Japanese did not do bad in China, and lost rather few units while still advancing reasonably well ; the problem is that apart from the satisfaction "hey, I'm winning", this did not seem to help in any way the Japanese situation. The fact is also that I lost more BP to partisan action than to combat: as the Japanese advance, they cannot garrison, or keep strong enough force to retaliate rapidly. The worst is losing the northern resource, which is exceedingly easy, and once lost (either because it was unprotected or because the railway is cutoff), you have a hell of a time recovering it: it entails sending a a HQ and enough force to kill an entrenched 3 unit... In the end, it just becomes a bleeding loss of one resource per turn. I expect to avoid that problem in that game! The real fact is that I was always wondering, when playing the Japanese, why I was trying to advance into China. It happens that it was more a habit than well thought strategy: I would attack because I could somewhere gain that 5-1 attack ratio (not often) and that would hurt the Chinese. Oh... but this is far from being a strategy! The other reason was the dream of getting more resources : tactically, that was not unsound. Except that all shows that the loss/gain ratio is not in the favor of the Japanese. BTW, currently, the % chance of getting partisans in China is 0% (garrison ~30.) This means that as long as the Chinese don't venture closer to the Japanese lines, one of the Japanese goal is fulfilled.
|
|
|
|