LCU beginner thread (Full Version)

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AW1Steve -> LCU beginner thread (4/10/2019 8:27:49 PM)

Some of you more experienced players have done countless wonderful thread on how to do this and that , and various beginners handbooks/checklists. But has anyone do a "land combat for the absolute idiot"? I could really use a link to such a primer , or failing that , some really good advice for a land warfare rookie. CV groups I can handle , strategic bombing I'm pretty good at , and ASW is my forte. But I run and hide when some one says "LCU" , or "China". I can handle Marines and amphibious warfare. But anything on land , especially in the CBI really escapes me. Help! [:D] Many thanks in advance for any and all assistance. [&o]




jdsrae -> RE: LCU beginner thread (4/10/2019 9:03:13 PM)

I’m just paying more attention to this recently and trying to do the following:
1. defend in complex terrain especially Jungle Rough and Heavy Urban. Try to learn the terrain defensive bonuses. Don’t give up complex terrain lightly, make the enemy pay something for it.
2. Attack with coordinated air, artillery, armour and engineers supporting your infantry whenever possible. If on the coast, get the navy big guns involved
3. Fly as much recon as possible. Bombard to “recon” on a meeting engagement.
5. generally use deliberate attacks and pause a few days between them to let fatigue and disruption recover., not to zero but down in the teens. Use shock attacks sparingly, like a siege that you got a 1:1 previously and need to try and end it quickly. If a unit has mostly disabled squads either withdraw it out of hex or don’t let it attack until sufficient have recovered (a Bn is about 36 squads, so if it can put a Bn into the fight and you need it throw it in)
6. Keep supply lines / withdrawal paths open.
7. For cities with big enemy stacks, prepare for the target and get HQ units in hex and/or within range to prepare too to get the bonuses
8. Once you’ve got the above, try for manoeuvre in attack when you can instead of frontal assaults. Ie, try to go around then enemy in complex trrrain, cut off enemy supply line and keep yours open and you will get the advantage. “Hit em where they ain’t” where possible.
9. Unless you have some sort of advantage like sheer numbers or firepower stay on the defensive until you can build up strength.
10. Be clear on the mission for each part of the map, is it delay, defend at all costs, probing attack or all out assault? If it’s your main effort concentrate on it and only open a secondary effort if you have overwhelming superiority (ie allies 1944!)




GetAssista -> RE: LCU beginner thread (4/10/2019 9:50:30 PM)

One of the things specific to land combat that beginners often miss is the rules wrt hex sides - hex side control and movement through hex sides.
0. Use "W" hotkey a lot
1. Each hex has 6 inner hesxides, and 6 outer hexsides, one from each adjacent hex (for which it is inner)
2. You cannot move LCU out of the hex through inner hexside controlled by the enemy. So one-hex encirclements are perfectly possible
3. Supply cannot cross enemy controlled hexsides no matter direction or inner/outer
4. All inner hexsides' control is awarded to you if there is no enemy in the hex. Any hexside control is awarded to you if you cross it with LCU.




HansBolter -> RE: LCU beginner thread (4/11/2019 11:46:39 AM)

Large sieges are all about monitoring your disruption and fatigue levels to determine how long you need to rest between attacks.

It's beneficial to have a controlled base nearby well stocked with supply and support that you can rotate battered units out to for recovery, especially combat engineer units that take heavy losses reducing forts.

If the siege is an isolated island base you need additional seaborne assets ready to come ashore and replace battered units that are moved into reserve for recovery.

I spent two years siegeing Hong Kong with the Chinese. It wasn't until the last six months when Allied combat engineers and supply finally arrived that progress was made and the base finally taken in September '45.

Heavily defended bases with level 9 forts require lots of comb at engineers.

In mid '45 the Americans start getting Corps Combat Engineer Groups that are brigade size. Prior to that only companies, battalions and regiments are available. Company sized combat engineers get eviscerated it large siege battles and battalions get heavily beat up. Regiments and larger hold up well.

I was using the Aussie company sized combat engineers at Hong Kong and had to rebuild them from dead several times over. I also had three American combat engineer battalions attacking at HK. They would get so beat up in each attack I had to pull them out to Canton to take replacements and recover before moving them back to HK for another round.

Combat engineers are absolutely vital in any large siege battle.




Trugrit -> RE: LCU beginner thread (4/11/2019 2:00:44 PM)


I think you have been around awhile Steve. I don’t consider you a rookie.
You were playing this game well before I was. I consider you a good (PBEM) player.
You must have been out of it for a long time.

It has not changed a whole lot since 2009. Ten years! Years go fast.

How much do you already remember and know?
Check off the parts below you already know about then ask about the rest.
Maybe you just need to refresh your memory on a few.

I don’t think you can get it all in one single help guide.
This is the main stuff you need to know about:

LCU Movement
Roads, Railroads
How to read and use the unit screen
Move mode reset to combat
Assault strength
Terrain types and effects
Rivers how they cause shock attack and disruption
Disruption in general
Forts how to build them and attack them
The difference between deliberate and shock attack
Replacements, reinforcements, upgrades
LCU Withdrawal
How supply works on the ground.
How to use the 5 hotkey to see supply paths
Hexside control
How headquarters work
morale, combat checks
Fatigue
Unit experience
How to split and recombine units
How Combat engineering units work
Para Drop
Retreats
Pursuits
Prep points
Cold Zones
Malaria Zones
Control Zones
Monsoon
Detection
Recon and spotting
Atolls
Stacking and what it does to combat supply
Attack odds
Artillery and bombardment
Reserves
Surrender
Banzi charge
Partisans
Milita activation

Here is 0ne (post #5)
Replacements and Supply:
http://www.matrixgames.com/forums/fb.asp?m=2714439





AW1Steve -> RE: LCU beginner thread (4/11/2019 2:34:49 PM)


quote:

ORIGINAL: jdsrae

I’m just paying more attention to this recently and trying to do the following:
1. defend in complex terrain especially Jungle Rough and Heavy Urban. Try to learn the terrain defensive bonuses. Don’t give up complex terrain lightly, make the enemy pay something for it.
2. Attack with coordinated air, artillery, armour and engineers supporting your infantry whenever possible. If on the coast, get the navy big guns involved
3. Fly as much recon as possible. Bombard to “recon” on a meeting engagement.
5. generally use deliberate attacks and pause a few days between them to let fatigue and disruption recover., not to zero but down in the teens. Use shock attacks sparingly, like a siege that you got a 1:1 previously and need to try and end it quickly. If a unit has mostly disabled squads either withdraw it out of hex or don’t let it attack until sufficient have recovered (a Bn is about 36 squads, so if it can put a Bn into the fight and you need it throw it in)
6. Keep supply lines / withdrawal paths open.
7. For cities with big enemy stacks, prepare for the target and get HQ units in hex and/or within range to prepare too to get the bonuses
8. Once you’ve got the above, try for manoeuvre in attack when you can instead of frontal assaults. Ie, try to go around then enemy in complex trrrain, cut off enemy supply line and keep yours open and you will get the advantage. “Hit em where they ain’t” where possible.
9. Unless you have some sort of advantage like sheer numbers or firepower stay on the defensive until you can build up strength.
10. Be clear on the mission for each part of the map, is it delay, defend at all costs, probing attack or all out assault? If it’s your main effort concentrate on it and only open a secondary effort if you have overwhelming superiority (ie allies 1944!)

Thank you. These are the sort of things I need to know. And didn't. [:o][X(]




AW1Steve -> RE: LCU beginner thread (4/11/2019 2:36:08 PM)


quote:

ORIGINAL: GetAssista

One of the things specific to land combat that beginners often miss is the rules wrt hex sides - hex side control and movement through hex sides.
0. Use "W" hotkey a lot
1. Each hex has 6 inner hesxides, and 6 outer hexsides, one from each adjacent hex (for which it is inner)
2. You cannot move LCU out of the hex through inner hexside controlled by the enemy. So one-hex encirclements are perfectly possible
3. Supply cannot cross enemy controlled hexsides no matter direction or inner/outer
4. All inner hexsides' control is awarded to you if there is no enemy in the hex. Any hexside control is awarded to you if you cross it with LCU.


Thank you. Not understanding the hexs has gotten me into deep trouble I my current PBEM. [&o]




AW1Steve -> RE: LCU beginner thread (4/11/2019 2:38:29 PM)


quote:

ORIGINAL: HansBolter

Large sieges are all about monitoring your disruption and fatigue levels to determine how long you need to rest between attacks.

It's beneficial to have a controlled base nearby well stocked with supply and support that you can rotate battered units out to for recovery, especially combat engineer units that take heavy losses reducing forts.

If the siege is an isolated island base you need additional seaborne assets ready to come ashore and replace battered units that are moved into reserve for recovery.

I spent two years siegeing Hong Kong with the Chinese. It wasn't until the last six months when Allied combat engineers and supply finally arrived that progress was made and the base finally taken in September '45.

Heavily defended bases with level 9 forts require lots of comb at engineers.

In mid '45 the Americans start getting Corps Combat Engineer Groups that are brigade size. Prior to that only companies, battalions and regiments are available. Company sized combat engineers get eviscerated it large siege battles and battalions get heavily beat up. Regiments and larger hold up well.

I was using the Aussie company sized combat engineers at Hong Kong and had to rebuild them from dead several times over. I also had three American combat engineer battalions attacking at HK. They would get so beat up in each attack I had to pull them out to Canton to take replacements and recover before moving them back to HK for another round.

Combat engineers are absolutely vital in any large siege battle.

Wow! Definitely good to know! If I ever get past the "being exterminated Part" , I'll definitely try theses tips. That's if I can ever go on the offensive. [:(][:o][X(][8|][:D]




AW1Steve -> RE: LCU beginner thread (4/11/2019 2:46:52 PM)


quote:

ORIGINAL: Trugrit


I think you have been around awhile Steve. I don’t consider you a rookie.
You were playing this game well before I was. I consider you a good (PBEM) player.
You must have been out of it for a long time.

It has not changed a whole lot since 2009. Ten years! Years go fast.

How much do you already remember and know?
Check off the parts below you already know about then ask about the rest.
Maybe you just need to refresh your memory on a few.

I don’t think you can get it all in one single help guide.
This is the main stuff you need to know about:

LCU Movement
Roads, Railroads
How to read and use the unit screen
Move mode reset to combat
Assault strength
Terrain types and effects
Rivers how they cause shock attack and disruption
Disruption in general
Forts how to build them and attack them
The difference between deliberate and shock attack
Replacements, reinforcements, upgrades
LCU Withdrawal
How supply works on the ground.
How to use the 5 hotkey to see supply paths
Hexside control
How headquarters work
morale, combat checks
Fatigue
Unit experience
How to split and recombine units
How Combat engineering units work
Para Drop
Retreats
Pursuits
Prep points
Cold Zones
Malaria Zones
Control Zones
Monsoon
Detection
Recon and spotting
Atolls
Stacking and what it does to combat supply
Attack odds
Artillery and bombardment
Reserves
Surrender
Banzi charge
Partisans
Milita activation

Here is 0ne (post #5)
Replacements and Supply:
http://www.matrixgames.com/forums/fb.asp?m=2714439





Thank you for your kind words. Actually I've never left. What I have usually done is to AVOID the land combat aspect by either enlisting a ringer (a partner who excels in LCU management) in a 2x2 game , with them stuck in the land warfare , while I handled fleet ops and strategic bomber operations. I HATE CHINA! (in this gan
me , that is). Now, belatedly , I'm trying to learn how to fight the CBI by myself , and pretty clueless at it. I can't palm it off on someone else , and can't ignore it , like I've pretty much done in the past. My current PBEM partner has taken nearly all od China, most of Burma , and has a real talent for land warfare. Not to mention and absolute hatred towards British units. I mean he skipped attacking Pearl Harbor so that he could put EVERYTHING into hunting force Z. [X(]




rustysi -> RE: LCU beginner thread (4/11/2019 6:02:51 PM)

quote:

and ASW is my forte.


Figures.[:D]




rustysi -> RE: LCU beginner thread (4/11/2019 6:35:03 PM)

Keep in mind that this is from the Japanese side.

Agree with what's been said above, just like to add a few things.

In China you need to defend in 3x terrain, with few exceptions. One of which is Changsha(sp?). You don't have enough supply to build lots of forts, but your units will do it willingly (and freely too) in rough terrain. In addition to that those forts are not reduced in combat!!![X(]

BTW, one key to assist China a lot is to get massive supplies there in the early game. Did you do that? That means all the supply you can shove into Rangoon and then some. You also need to get it to move into China, by 'priming the pump', IOW play with the supply demand switches to get it into the interior.

Not sure if its better, but I prefer to put some HQ's directly in the combat hex to help units recover, rather than move them in and out. Remember one of the things needed to recover disabled devices is support. HQ's also tend to draw more supply into a hex.

OK, the rest of this has probably been said above, but I'd like to reinforce a few things.

Keep your opponent isolated where possible, big help if he can't get supplies. Bombard with arty and air as much as possible. Once he's unsupplied this will keep him disabled and fatigued. Units that need rest and you don't wish to move out of the hex should be put in reserve (no pursuit) mode to help recover quicker. In this mode they won't be subject to any arty bombardments (not sure about air) by your opponent.

Don't use shock attacks against well fortified targets, unless he's out of supply. Even then its better to reduce the forts before you do so. Lot's of times at a base he'll be forced to retreat before all the forts are gone.

Pick a number for an AV at which a unit won't attack. I like to do this because the more disablement's a unit incurs the longer it'll take to recover for future ops.

Hope some of this helps.[:)]




AW1Steve -> RE: LCU beginner thread (4/11/2019 7:48:37 PM)


quote:

ORIGINAL: rustysi

Keep in mind that this is from the Japanese side.

Agree with what's been said above, just like to add a few things.

In China you need to defend in 3x terrain, with few exceptions. One of which is Changsha(sp?). You don't have enough supply to build lots of forts, but your units will do it willingly (and freely too) in rough terrain. In addition to that those forts are not reduced in combat!!![X(]

BTW, one key to assist China a lot is to get massive supplies there in the early game. Did you do that? That means all the supply you can shove into Rangoon and then some. You also need to get it to move into China, by 'priming the pump', IOW play with the supply demand switches to get it into the interior.

Not sure if its better, but I prefer to put some HQ's directly in the combat hex to help units recover, rather than move them in and out. Remember one of the things needed to recover disabled devices is support. HQ's also tend to draw more supply into a hex.

OK, the rest of this has probably been said above, but I'd like to reinforce a few things.

Keep your opponent isolated where possible, big help if he can't get supplies. Bombard with arty and air as much as possible. Once he's unsupplied this will keep him disabled and fatigued. Units that need rest and you don't wish to move out of the hex should be put in reserve (no pursuit) mode to help recover quicker. In this mode they won't be subject to any arty bombardments (not sure about air) by your opponent.

Don't use shock attacks against well fortified targets, unless he's out of supply. Even then its better to reduce the forts before you do so. Lot's of times at a base he'll be forced to retreat before all the forts are gone.

Pick a number for an AV at which a unit won't attack. I like to do this because the more disablement's a unit incurs the longer it'll take to recover for future ops.

Hope some of this helps.[:)]

So China is basically a massive supply sink. Here's a question about a crazy theory of mine: If supplying the Chinese army is so hard , would it make sense to MOVE as much of the army as possible closer to it's source of supply? Stillwell did great things with the 5th Corps of Chinese troops that he was given. Say if select units of the Chinese forces were moved to the Indo Burma border , couldn't they be trained and built up, as well as trying to aid in resisting an attempt to take India? And if the Chinese Air Force were evacuated to ,say Calcutta , to receive supplies and use the few junk air frames they have as trainers , rather than expended as a "forlorn hope". Training aircrews to the day when they received decent US aircraft...and aid in the retaking of China? Just a thought. Do you think that might work? [&:]




HansBolter -> RE: LCU beginner thread (4/11/2019 8:20:30 PM)

The problem for China is that the "source" gets cut off very quickly.

Getting as much supply into Rangoon as possible before Burma falls is the SOP.

Once Burma falls supply will be limited to what you can fly over the hump.

A major focus for me in my current game was opening a route to a coastal port so massive deliveries could be brought across the Pacific from the WC. It was early '45 before I managed to deliver 2 million supply to Hangchow after having established myself at Okinawa. It rapidly dispersed throughout the country side and left my army flush.




rustysi -> RE: LCU beginner thread (4/11/2019 8:25:52 PM)

To the above, yup!!![:D]

Forgot to add. Get those units that are unrestricted out of China ASAP. They go to northern Burma/India to resist/train. Mostly train, if possible. There're also a number of Chinese units (not many) that may be 'bought out', but that's going to depend on what you wish to do. How many PP's are you willing/able to spare for such at this difficult point in the war.

Also, don't forget Ledo. Get the base built up and start transporting supply from there as well. Something is always better than nothing. Not too many transports you say, don't forget bombers may transport supply as well. I doubt your bombers will be doing much at this time of the war.

Not many players seem to give much thought to China, much to their loss. It may still fall, but at what cost, that's the main thing.




RogerJNeilson -> RE: LCU beginner thread (4/12/2019 9:17:35 AM)

all the above and here are a few thoughts.

1. Understanding hex side control is vital, its often far better to move round rather than directly attack until time is crucial.
2. Once an enemy is beaten if surrounded by hex side control it has nowhere to go - and unless the force is in a vital production centre you can leave an overwatch detachment of quite low AV in the hex as a 'police' force and move on. Only exceptions are where they still have a supply route, or they are astride a strategic road/rail link, or they are in a production centre which you want to produce for you.
3. Understand the terrain and fort multipliers.... smaller units well supplied can do very well unless the enemy throws everything at them - and if they do then they are not doing it elsewhere.
4. Retreat routes are always to the nearest friendly location.... but this has to be where there are no enemy troops in the hex. By judicious placing of quite small units you can force a retreat path for an enemy force that is far from ideal for their rest and recuperation. Sometimes a delay of a day or two to put these in place pays massive dividends - especially in China.
5. If the enemy is not bombarding you and he does not have air recon then you can safely pull loads of troops out a hex after combat and he may still think they are there.

Roger




GetAssista -> RE: LCU beginner thread (4/12/2019 9:28:11 AM)

quote:

ORIGINAL: AW1Steve
So China is basically a massive supply sink. Here's a question about a crazy theory of mine: If supplying the Chinese army is so hard , would it make sense to MOVE as much of the army as possible closer to it's source of supply? Stillwell did great things with the 5th Corps of Chinese troops that he was given. Say if select units of the Chinese forces were moved to the Indo Burma border , couldn't they be trained and built up, as well as trying to aid in resisting an attempt to take India? And if the Chinese Air Force were evacuated to ,say Calcutta , to receive supplies and use the few junk air frames they have as trainers , rather than expended as a "forlorn hope". Training aircrews to the day when they received decent US aircraft...and aid in the retaking of China? Just a thought. Do you think that might work? [&:]

It all does work, and actually is a standard practice for good Allied players. Chinese corps that can be moved to India better be moved as soon as possible to refill into 800+ AV monsters through 42 using India supply, and then march back into Burma and then China. You are only constrained with how much PPs you are willing to spend, and how many corps can be bought out. Same with airgroups




Chickenboy -> RE: LCU beginner thread (4/12/2019 3:18:52 PM)


quote:

ORIGINAL: AW1Steve
So China is basically a massive supply sink. Here's a question about a crazy theory of mine: If supplying the Chinese army is so hard , would it make sense to MOVE as much of the army as possible closer to it's source of supply? Stillwell did great things with the 5th Corps of Chinese troops that he was given. Say if select units of the Chinese forces were moved to the Indo Burma border , couldn't they be trained and built up, as well as trying to aid in resisting an attempt to take India? And if the Chinese Air Force were evacuated to ,say Calcutta , to receive supplies and use the few junk air frames they have as trainers , rather than expended as a "forlorn hope". Training aircrews to the day when they received decent US aircraft...and aid in the retaking of China? Just a thought. Do you think that might work? [&:]


To answer this specific question-yes. Unencumbered access to supply will help flesh out the Chinese AF and LCUs. Moving the relevant units to India, for example, where they could soak up the surfeit of supplies on the excellent Indian rail network would help them become much more effective fighting units in time.

Against the AI, I would encourage you to try this. You may even be successful in building up a massive force in Chinese LCUs.

Against a PBEM opponent, this approach is fraught with peril. Most games that I am familiar with have a basic 'pay PP' HR to move restricted LCUs out of their national boundaries. That would include those Chinese units you mention above. Their HQ (in yellow) may be changed by paying a modest PP cost. The vast majority of the Chinese units are restricted and cannot have their HQ changed. So ahistorically moving them out of China to India would open up a Pandora's box of problems:

1. If all rules are off for movement of LCUs out of restricted national boundaries (i.e., no PP cost for new HQ / theater), then the Allied player should expect a massive flush of *all* Manchuko garrison forces (minus those needed to keep the Soviets from auto activating) into mainland China. This includes all base, artillery and engineer units that do not necessarily impact the assault value calculations for garrisoning Manchuko. These are sizable forces that will be brought into theater on existing rail networks-probably in the first week of the war.

2. If the Allied player bugs out most of the Chinese LCUs to India to get at excess supply, what will they leave behind garrisoning China? By running towards Indian supply, you may be hastening the downfall of China. My vague recollection is that this has been done in some AARs and is usually an Allied disaster.

It will take months to get the Chinese out of China to a suitable Indian supply center. Months away from defending critical Chinese cities. It will take months to get them fleshed out and allow them training as an offensive force. Then months to get them back into the relevant fight and re-liberate ground that they fled en masse. What will become of the theater in the interim? Will there be anything left?

What will happen to Chinese LCU squad replenishment when all Chinese national HQs are captured by the enemy?

Where will the Manchuko forces go to next on the continental Asian landmass after they capture the Chinese national HQ cities?

I haven't played a game like this before, so will yield to those that have experienced a really-o truly-o "no HRs" sort of game with this outcome. But it seems to me that this is 'opening up a whole 'nuther can of worms'. Unintended consequences and all that.





AW1Steve -> RE: LCU beginner thread (4/12/2019 4:22:41 PM)


quote:

ORIGINAL: Chickenboy


quote:

ORIGINAL: AW1Steve
So China is basically a massive supply sink. Here's a question about a crazy theory of mine: If supplying the Chinese army is so hard , would it make sense to MOVE as much of the army as possible closer to it's source of supply? Stillwell did great things with the 5th Corps of Chinese troops that he was given. Say if select units of the Chinese forces were moved to the Indo Burma border , couldn't they be trained and built up, as well as trying to aid in resisting an attempt to take India? And if the Chinese Air Force were evacuated to ,say Calcutta , to receive supplies and use the few junk air frames they have as trainers , rather than expended as a "forlorn hope". Training aircrews to the day when they received decent US aircraft...and aid in the retaking of China? Just a thought. Do you think that might work? [&:]


To answer this specific question-yes. Unencumbered access to supply will help flesh out the Chinese AF and LCUs. Moving the relevant units to India, for example, where they could soak up the surfeit of supplies on the excellent Indian rail network would help them become much more effective fighting units in time.

Against the AI, I would encourage you to try this. You may even be successful in building up a massive force in Chinese LCUs.

Against a PBEM opponent, this approach is fraught with peril. Most games that I am familiar with have a basic 'pay PP' HR to move restricted LCUs out of their national boundaries. That would include those Chinese units you mention above. Their HQ (in yellow) may be changed by paying a modest PP cost. The vast majority of the Chinese units are restricted and cannot have their HQ changed. So ahistorically moving them out of China to India would open up a Pandora's box of problems:

1. If all rules are off for movement of LCUs out of restricted national boundaries (i.e., no PP cost for new HQ / theater), then the Allied player should expect a massive flush of *all* Manchuko garrison forces (minus those needed to keep the Soviets from auto activating) into mainland China. This includes all base, artillery and engineer units that do not necessarily impact the assault value calculations for garrisoning Manchuko. These are sizable forces that will be brought into theater on existing rail networks-probably in the first week of the war.

2. If the Allied player bugs out most of the Chinese LCUs to India to get at excess supply, what will they leave behind garrisoning China? By running towards Indian supply, you may be hastening the downfall of China. My vague recollection is that this has been done in some AARs and is usually an Allied disaster.

It will take months to get the Chinese out of China to a suitable Indian supply center. Months away from defending critical Chinese cities. It will take months to get them fleshed out and allow them training as an offensive force. Then months to get them back into the relevant fight and re-liberate ground that they fled en masse. What will become of the theater in the interim? Will there be anything left?

What will happen to Chinese LCU squad replenishment when all Chinese national HQs are captured by the enemy?

Where will the Manchuko forces go to next on the continental Asian landmass after they capture the Chinese national HQ cities?

I haven't played a game like this before, so will yield to those that have experienced a really-o truly-o "no HRs" sort of game with this outcome. But it seems to me that this is 'opening up a whole 'nuther can of worms'. Unintended consequences and all that.


You are absolutely correct (as usual). What I was proposing , and didn't make clear, was to move a few select Chinese units (like Stillwell's 5th corps) across the border to build up faster. I was suggesting moving some of the others to move near the Chinese/Burma border as to be closer to possible supply lines. You really couldn't move the whole Chinese army , nor should you (for the reasons you list and others). My intention was to rebuild a small part of the Chinese army (to return as reinforcements so to speak) while the vast bulk of the Chinese LCU's delay the Japanese juggernaut. I recognize that there are no "quick fixes" , but was really looking towards a more efficient "cheap shot" so to speak. [:D]




Chickenboy -> RE: LCU beginner thread (4/12/2019 5:43:44 PM)


quote:

ORIGINAL: AW1Steve
move a few select Chinese units (like Stillwell's 5th corps) across the border to build up faster. I was suggesting moving some of the others to move near the Chinese/Burma border as to be closer to possible supply lines.


This is an Allied 'must do' as far as I'm concerned. Get 'em out while you can! After Burma is...erm...'liberated' by the Japanese, it will be much more difficult to safely transit northern Burma on your way to Ledo / E. India.

IIRC, the Chinese divisions that served in / were recuperated in India IRL were relegated to E. Indian territory. They can probably be helpful there securing rail networks while filling back out. Beware any backdoor manuevers by the Japanese to cut off this area by landing further west in India and 'backfilling' this area.




geofflambert -> RE: LCU beginner thread (4/12/2019 7:25:11 PM)

Bonus tip of the day: You may have to move AFVs and ART units through jungle to get them where you want them, but don't move them into jungle to fight there unless there's a road present.




Trugrit -> RE: LCU beginner thread (4/13/2019 10:01:53 AM)

You need to be careful how you move.

Units given long march orders may follow the supply path and not go the route you want.

They can spend a long week or more going in a direction you don't want.

Just watch the direction they are marching.




BBfanboy -> RE: LCU beginner thread (4/13/2019 2:08:11 PM)


quote:

ORIGINAL: Trugrit

You need to be careful how you move.

Units given long march orders may follow the supply path and not go the route you want.

They can spend a long week or more going in a direction you don't want.

Just watch the direction they are marching.

And if the enemy takes control of a hex along the route of march, your unit will march right up to the point it is to cross into the enemy hex and then abort in the hex it is in and wait for orders! It will not enter the enemy controlled hex unless that is the destination hex.




witpqs -> RE: LCU beginner thread (4/13/2019 2:56:14 PM)


quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: Trugrit

You need to be careful how you move.

Units given long march orders may follow the supply path and not go the route you want.

They can spend a long week or more going in a direction you don't want.

Just watch the direction they are marching.

And if the enemy takes control of a hex along the route of march, your unit will march right up to the point it is to cross into the enemy hex and then abort in the hex it is in and wait for orders! It will not enter the enemy controlled hex unless that is the destination hex.

I just had a case where I wanted that to happen, but instead the units marched to an adjacent hex and continued movement around the blocked hex.




witpqs -> RE: LCU beginner thread (4/13/2019 4:28:14 PM)


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: Trugrit

You need to be careful how you move.

Units given long march orders may follow the supply path and not go the route you want.

They can spend a long week or more going in a direction you don't want.

Just watch the direction they are marching.

And if the enemy takes control of a hex along the route of march, your unit will march right up to the point it is to cross into the enemy hex and then abort in the hex it is in and wait for orders! It will not enter the enemy controlled hex unless that is the destination hex.

I just had a case where I wanted that to happen, but instead the units marched to an adjacent hex and continued movement around the blocked hex.

In fact, I had three units moving together. One unit had covered more ground and happily moved into the blocked hex - however I did not have scouting of there being an enemy unit in that hex at the time. The other two units reached 46 miles a few turns later and executed their movement into an adjacent hex as previously noted.




BBfanboy -> RE: LCU beginner thread (4/13/2019 5:57:44 PM)


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: BBfanboy


quote:

ORIGINAL: Trugrit

You need to be careful how you move.

Units given long march orders may follow the supply path and not go the route you want.

They can spend a long week or more going in a direction you don't want.

Just watch the direction they are marching.

And if the enemy takes control of a hex along the route of march, your unit will march right up to the point it is to cross into the enemy hex and then abort in the hex it is in and wait for orders! It will not enter the enemy controlled hex unless that is the destination hex.

I just had a case where I wanted that to happen, but instead the units marched to an adjacent hex and continued movement around the blocked hex.

If the block was already in place (even if you didn't have a D/L on it so it looked clear), the computer will plot a path for the marching unit that goes around that hex. Unfortunately there is no path displayed for us to see what the computer is planning and the distance to target is always shown as the crow flies, not as plotted on the map. I really don't understand why the code that shows naval movement and allows you to set waypoints could not have been applied to land movement.




rustysi -> RE: LCU beginner thread (4/13/2019 6:03:31 PM)

quote:

Most games that I am familiar with have a basic 'pay PP' HR to move restricted LCUs out of their national boundaries. That would include those Chinese units you mention above.


quote:

was to move a few select Chinese units (like Stillwell's 5th corps) across the border to build up faster.


Sorry to say CB is wrong here. Steve the units to which you refer are in fact unrestricted. You may move them across any border as you wish. Be aware there're not many of them. I forget my count when I looked ages ago. I'd say no more than seven or so, and they're division sized units, so I don't think they can build to those '800 AV monsters' as said above. Then again every little bit helps. You just have to delay as long as possible. In time pressure against the 'Empire' will force Japan to abandon offensive efforts in China. The question is can China last that long....[&:]

In addition to the above there are about 13 other units (IIRC) that may be 'brought' out of China. These are mainly 'support' units. Base units and such. These are the ones I was referring to WRT PP costs, and 'buying them out'.





BBfanboy -> RE: LCU beginner thread (4/13/2019 11:10:27 PM)

In stock, the Chinese units that can cross the border are components of 11 Chinese Army. Some are division sized and some are broken into regiments. I don't recall any starting out unrestricted but they are virtually the only Chinese fighting units that are NOT permanently restricted. In most house rules, you do have to pay PP and make them unrestricted to cross borders unless you have house rules that specifically allow them to cross without PP charges. They can be assigned to unrestricted HQ NCAC which is not present at game start.




jdsrae -> RE: LCU beginner thread (4/14/2019 12:19:10 AM)

Scenario 1 summary, all Chinese Forces are permanently restricted except for:
HQ units: NCAC, X Force (historically Burma), Y Force (historically Yunnan) and Z Force (historically Kweilin).
Other units: 6th Corps (part of 1st Group Army) starts as 49, 55 Prov and 93 Divs; 2nd New Corps from Central Reserve; 5th and 8th New Corps from 1st War Area; 3rd New Corps from 3rd War Area; 5th Corps from 11 Gp Army/4WA (starts as 6 Divisions); 7th New Corps from 5WA;

Historically three Chinese expeditionary forces were either raised or planned:
1942: 1st Chinese Expeditionary Force (Burma)
5th Corps to 1st CEF (Burma) from 11th Group Army
6th Corps to 1st CEF (Burma) from 1st Group Army
66th Corps to 1st CEF (Burma) from Central Reserve - noting that this is a permanently restricted Corps, applying the no cross border house rule would mean it couldn't leave Yunnan
Remnants were reorganised as X Force after withdrawal to India

1943-45: NCAC & 2nd Chinese Expeditionary Force (Burma)
X Force raised in NE India under US led NCAC with 1st and 6th New Corps;
Y Force Chinese led from Yunnan
11th GA from 4th WA; 2nd Corps from 26th GA; 6th Corps from 1st CEF; 71st Corps from Central Reserve
20th GA from 6th WA; 53rd Corps from 20th GA; 54th Corps from 11th GA
Reserves: 8th Corps from 20th Group Army; 200th Div from 5th Corps, 1st CEF

1944-45: 3rd Chinese Expeditionary Force (?)
I've not found much information on Z Force other than it was raised/trained near Kweilin with a 30 Division target.
I assume US equipped and other units from Central Reserve. Allies can use it to create their own ahistorical 3rd CEF.

Key for the image below:
Red border for permanently restricted HQs. Grey units are not in game.
* For US equipped Corps: 5, 6, 14, 71, 97, 1N, 2N, 3N, 6N, 7N, 8N Corps with a maximum 837 infantry squads
Standard Chinese Infantry Corps have a maximum 729 infantry squads
^ For light Corps: 8P, 15, 17, 22, 23, 39, 43, 51, 69, 83, 89, 7N, 8N Corps with a maximum 162 infantry squads
- For units that withdraw at some point: 4WA; 6, 12, 31, 37, 39, 50, 57, 66, 67, 80, 86, 87, 5N, 7N Corps
Chinese Independent Brigades have a maximum of 81 infantry squads


[image]local://upfiles/34194/ECEB49A736864E4E8119C869ACBE46D1.jpg[/image]




jdsrae -> RE: LCU beginner thread (4/14/2019 12:31:41 AM)

So the allies can build up 5 x US equipped 837+ AV Chinese Corps assigned to unrestricted commands using 5th Corps, 1st, 2nd, 3rd and 6th New Corps.
The 8th New Corps is US equipped and can be reassigned but is a "light" Corps.
That's > 4000 AV with the US equipment improving firepower once at full strength.
That's not counting 6th Corps, and 5th/7th New Corps that withdraw at some date.




AW1Steve -> RE: LCU beginner thread (4/14/2019 2:53:21 AM)

WOW! I'm simply overwhelmed. [X(][8|]




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