War in the Pacific as Planned--Allied
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
Feb 12/13
February 12/13 1942
Mostly air operations as Japan prepares to land at Palembang.
At Davao, the Japanese fortifications are reduced:
Allied Shock attack
Attacking force 9932 troops, 81 guns, 0 vehicles, Assault Value = 368
Defending force 2883 troops, 19 guns, 6 vehicles, Assault Value = 68
Allied adjusted assault: 184
Japanese adjusted defense: 151
Allied assault odds: 1 to 1 (fort level 1)
Allied Assault reduces fortifications to 0
Combat modifiers
Defender: terrain(+), leaders(+), preparation(-), fatigue(-)
experience(-)
Attacker: shock(+), supply(-)
Japanese ground losses:
416 casualties reported
Squads: 0 destroyed, 16 disabled
Non Combat: 0 destroyed, 20 disabled
Engineers: 0 destroyed, 0 disabled
Allied ground losses:
1261 casualties reported
Squads: 1 destroyed, 91 disabled
Non Combat: 3 destroyed, 56 disabled
Engineers: 0 destroyed, 1 disabled
Assaulting units:
103rd PA Infantry Regiment
102nd PA Infantry Regiment
101st PA Infantry Regiment
102nd PA Infantry Division
III Philippine Corps
Defending units:
Miura Det
Bandasan SNLF
22nd JAAF AF Bn
Mostly air operations as Japan prepares to land at Palembang.
At Davao, the Japanese fortifications are reduced:
Allied Shock attack
Attacking force 9932 troops, 81 guns, 0 vehicles, Assault Value = 368
Defending force 2883 troops, 19 guns, 6 vehicles, Assault Value = 68
Allied adjusted assault: 184
Japanese adjusted defense: 151
Allied assault odds: 1 to 1 (fort level 1)
Allied Assault reduces fortifications to 0
Combat modifiers
Defender: terrain(+), leaders(+), preparation(-), fatigue(-)
experience(-)
Attacker: shock(+), supply(-)
Japanese ground losses:
416 casualties reported
Squads: 0 destroyed, 16 disabled
Non Combat: 0 destroyed, 20 disabled
Engineers: 0 destroyed, 0 disabled
Allied ground losses:
1261 casualties reported
Squads: 1 destroyed, 91 disabled
Non Combat: 3 destroyed, 56 disabled
Engineers: 0 destroyed, 1 disabled
Assaulting units:
103rd PA Infantry Regiment
102nd PA Infantry Regiment
101st PA Infantry Regiment
102nd PA Infantry Division
III Philippine Corps
Defending units:
Miura Det
Bandasan SNLF
22nd JAAF AF Bn
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Feb 13/14
February 13/14 1942
Minor submarine actions, especially near Merak with the Dutch pulling out ahead of the expected landings at Palembang.
Shock attack at Davao does not take the town.
Minor submarine actions, especially near Merak with the Dutch pulling out ahead of the expected landings at Palembang.
Shock attack at Davao does not take the town.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Feb 14/15
More minor actions.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Feb 15/16
Quiet.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Feb 16/17
My opponent's comment: "The myth of Japanese invencibility is shattered at Davao."
Overall, not a good turn for the Japanese Army. He has been diffident about taking minor bases, and I managed to form the III Philippine Corps in Mindanao. The attack at Davao vindicated the spirit of the Philippine troops. I don't expect to hold the island until the Allies return, but it does give me a nice base for a while.
Ground combat at Davao (79,91)
Allied Shock attack
Attacking force 6628 troops, 53 guns, 0 vehicles, Assault Value = 237
Defending force 4302 troops, 31 guns, 6 vehicles, Assault Value = 108
Allied adjusted assault: 254
Japanese adjusted defense: 124
Allied assault odds: 2 to 1 (fort level 0)
Allied forces CAPTURE Davao !!!
Japanese aircraft
no flights
Japanese aircraft losses
No Japanese losses
Combat modifiers
Defender: terrain(+), fatigue(-)
Attacker: shock(+)
Japanese ground losses:
620 casualties reported
Squads: 17 destroyed, 9 disabled
Non Combat: 37 destroyed, 11 disabled
Engineers: 4 destroyed, 0 disabled
Guns lost 2 (2 destroyed, 0 disabled)
Vehicles lost 5 (5 destroyed, 0 disabled)
Units retreated 4
Allied ground losses:
701 casualties reported
Squads: 3 destroyed, 45 disabled
Non Combat: 5 destroyed, 32 disabled
Engineers: 0 destroyed, 4 disabled
Units pursuing 2
Assaulting units:
101st PA Infantry Regiment
102nd PA Infantry Regiment
103rd PA Infantry Regiment
102nd PA Infantry Division
III Philippine Corps
Defending units:
Bandasan SNLF
Miura Det
16th Naval Guard Unit
22nd JAAF AF Bn
Ground combat at 88,57 (near Wenchow)
Japanese Shock attack
Attacking force 38582 troops, 324 guns, 97 vehicles, Assault Value = 1221
Defending force 16469 troops, 71 guns, 0 vehicles, Assault Value = 372
Japanese adjusted assault: 748
Allied adjusted defense: 622
Japanese assault odds: 1 to 1
Combat modifiers
Defender: terrain(+), leaders(+), experience(-)
Attacker: shock(+), leaders(-)
Japanese ground losses:
1522 casualties reported
Squads: 2 destroyed, 53 disabled
Non Combat: 2 destroyed, 41 disabled
Engineers: 1 destroyed, 6 disabled
Allied ground losses:
1301 casualties reported
Squads: 3 destroyed, 111 disabled
Non Combat: 1 destroyed, 46 disabled
Engineers: 0 destroyed, 1 disabled
Assaulting units:
22nd Division
17th Division
116th Division
Ground combat at Nanyang (85,45)
Japanese Shock attack
Attacking force 74059 troops, 630 guns, 740 vehicles, Assault Value = 2464
Defending force 62637 troops, 399 guns, 0 vehicles, Assault Value = 1346
Japanese engineers reduce fortifications to 2
Japanese adjusted assault: 2124
Allied adjusted defense: 819
Japanese assault odds: 2 to 1 (fort level 2)
Japanese Assault reduces fortifications to 1
Combat modifiers
Defender: leaders(+), preparation(-), experience(-)
Attacker: shock(+)
Japanese ground losses:
8234 casualties reported
Squads: 8 destroyed, 514 disabled
Non Combat: 11 destroyed, 448 disabled
Engineers: 0 destroyed, 27 disabled
Vehicles lost 172 (6 destroyed, 166 disabled)
Allied ground losses:
6193 casualties reported
Squads: 19 destroyed, 179 disabled
Non Combat: 29 destroyed, 280 disabled
Engineers: 2 destroyed, 38 disabled
Assaulting units:
110th Division
3rd Tank Regiment
15th Tank Regiment
37th Division
27th Division
5th Tank Regiment
36th Division
9th Tank Regiment
23rd Tank Regiment
35th Division
12th Tank Regiment
10th Tank Regiment
5th Armored Car Co
41st Division
8th Armored Car Co
11th Tank Regiment
Defending units:
1st Chinese Cavalry Corps
12th Chinese Corps
3rd Chinese Cavalry Corps
4th Construction Regiment
98th Chinese Corps
9th Chinese Corps
29th Chinese Corps
36th Chinese Corps
90th Chinese Corps
15th Chinese Corps
41st Chinese Corps
48th Chinese/B Corps
39th Group Army
4th Chinese Base Force
36th Group Army
Jingcha War Area
5th War Area
15th Group Army
14th Group Army
1st War Area
7th Construction Regiment
22nd Group Army
3rd Group Army
31st Group Army
10th Chinese Base Force
Overall, not a good turn for the Japanese Army. He has been diffident about taking minor bases, and I managed to form the III Philippine Corps in Mindanao. The attack at Davao vindicated the spirit of the Philippine troops. I don't expect to hold the island until the Allies return, but it does give me a nice base for a while.
Ground combat at Davao (79,91)
Allied Shock attack
Attacking force 6628 troops, 53 guns, 0 vehicles, Assault Value = 237
Defending force 4302 troops, 31 guns, 6 vehicles, Assault Value = 108
Allied adjusted assault: 254
Japanese adjusted defense: 124
Allied assault odds: 2 to 1 (fort level 0)
Allied forces CAPTURE Davao !!!
Japanese aircraft
no flights
Japanese aircraft losses
No Japanese losses
Combat modifiers
Defender: terrain(+), fatigue(-)
Attacker: shock(+)
Japanese ground losses:
620 casualties reported
Squads: 17 destroyed, 9 disabled
Non Combat: 37 destroyed, 11 disabled
Engineers: 4 destroyed, 0 disabled
Guns lost 2 (2 destroyed, 0 disabled)
Vehicles lost 5 (5 destroyed, 0 disabled)
Units retreated 4
Allied ground losses:
701 casualties reported
Squads: 3 destroyed, 45 disabled
Non Combat: 5 destroyed, 32 disabled
Engineers: 0 destroyed, 4 disabled
Units pursuing 2
Assaulting units:
101st PA Infantry Regiment
102nd PA Infantry Regiment
103rd PA Infantry Regiment
102nd PA Infantry Division
III Philippine Corps
Defending units:
Bandasan SNLF
Miura Det
16th Naval Guard Unit
22nd JAAF AF Bn
Ground combat at 88,57 (near Wenchow)
Japanese Shock attack
Attacking force 38582 troops, 324 guns, 97 vehicles, Assault Value = 1221
Defending force 16469 troops, 71 guns, 0 vehicles, Assault Value = 372
Japanese adjusted assault: 748
Allied adjusted defense: 622
Japanese assault odds: 1 to 1
Combat modifiers
Defender: terrain(+), leaders(+), experience(-)
Attacker: shock(+), leaders(-)
Japanese ground losses:
1522 casualties reported
Squads: 2 destroyed, 53 disabled
Non Combat: 2 destroyed, 41 disabled
Engineers: 1 destroyed, 6 disabled
Allied ground losses:
1301 casualties reported
Squads: 3 destroyed, 111 disabled
Non Combat: 1 destroyed, 46 disabled
Engineers: 0 destroyed, 1 disabled
Assaulting units:
22nd Division
17th Division
116th Division
Ground combat at Nanyang (85,45)
Japanese Shock attack
Attacking force 74059 troops, 630 guns, 740 vehicles, Assault Value = 2464
Defending force 62637 troops, 399 guns, 0 vehicles, Assault Value = 1346
Japanese engineers reduce fortifications to 2
Japanese adjusted assault: 2124
Allied adjusted defense: 819
Japanese assault odds: 2 to 1 (fort level 2)
Japanese Assault reduces fortifications to 1
Combat modifiers
Defender: leaders(+), preparation(-), experience(-)
Attacker: shock(+)
Japanese ground losses:
8234 casualties reported
Squads: 8 destroyed, 514 disabled
Non Combat: 11 destroyed, 448 disabled
Engineers: 0 destroyed, 27 disabled
Vehicles lost 172 (6 destroyed, 166 disabled)
Allied ground losses:
6193 casualties reported
Squads: 19 destroyed, 179 disabled
Non Combat: 29 destroyed, 280 disabled
Engineers: 2 destroyed, 38 disabled
Assaulting units:
110th Division
3rd Tank Regiment
15th Tank Regiment
37th Division
27th Division
5th Tank Regiment
36th Division
9th Tank Regiment
23rd Tank Regiment
35th Division
12th Tank Regiment
10th Tank Regiment
5th Armored Car Co
41st Division
8th Armored Car Co
11th Tank Regiment
Defending units:
1st Chinese Cavalry Corps
12th Chinese Corps
3rd Chinese Cavalry Corps
4th Construction Regiment
98th Chinese Corps
9th Chinese Corps
29th Chinese Corps
36th Chinese Corps
90th Chinese Corps
15th Chinese Corps
41st Chinese Corps
48th Chinese/B Corps
39th Group Army
4th Chinese Base Force
36th Group Army
Jingcha War Area
5th War Area
15th Group Army
14th Group Army
1st War Area
7th Construction Regiment
22nd Group Army
3rd Group Army
31st Group Army
10th Chinese Base Force
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Feb 17/18
February 17/18 1942
Generally quiet.
Generally quiet.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Feb 18/19
February 18/19 1942
Minor actions.
Minor actions.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Feb 19/20
Minor actions.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Feb 20/21
Minor actions.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Feb 21/22
February 21/22
Shock attack at Nanyang led by armoured units does not capture the city but produces major Chinese losses.
Japanese Shock attack
Attacking force 69432 troops, 630 guns, 740 vehicles, Assault Value = 2194
Defending force 69681 troops, 511 guns, 0 vehicles, Assault Value = 1386
Japanese adjusted assault: 2211
Allied adjusted defense: 652
Japanese assault odds: 3 to 1 (fort level 2)
Japanese Assault reduces fortifications to 0
Combat modifiers
Defender: leaders(+), preparation(-), experience(-)
Attacker: shock(+), leaders(+)
Japanese ground losses:
1228 casualties reported
Squads: 2 destroyed, 141 disabled
Non Combat: 19 destroyed, 231 disabled
Engineers: 1 destroyed, 14 disabled
Vehicles lost 142 (17 destroyed, 125 disabled)
Allied ground losses:
9038 casualties reported
Squads: 37 destroyed, 296 disabled
Non Combat: 38 destroyed, 480 disabled
Engineers: 1 destroyed, 72 disabled
Assaulting units:
5th Tank Regiment
37th Division
36th Division
23rd Tank Regiment
35th Division
3rd Tank Regiment
12th Tank Regiment
41st Division
8th Armored Car Co
5th Armored Car Co
9th Tank Regiment
27th Division
110th Division
10th Tank Regiment
15th Tank Regiment
11th Tank Regiment
Defending units:
1st Chinese Cavalry Corps
90th Chinese Corps
7th Chinese Corps
96th Chinese Corps
4th Construction Regiment
3rd Chinese Cavalry Corps
98th Chinese Corps
36th Chinese Corps
29th Chinese Corps
12th Chinese Corps
15th Chinese Corps
9th Chinese Corps
84th Chinese Corps
41st Chinese Corps
48th Chinese/B Corps
1st War Area
22nd Group Army
36th Group Army
31st Group Army
14th Group Army
15th Group Army
7th Construction Regiment
5th War Area
39th Group Army
3rd Group Army
4th Chinese Base Force
Jingcha War Area
10th Chinese Base Force
Shock attack at Nanyang led by armoured units does not capture the city but produces major Chinese losses.
Japanese Shock attack
Attacking force 69432 troops, 630 guns, 740 vehicles, Assault Value = 2194
Defending force 69681 troops, 511 guns, 0 vehicles, Assault Value = 1386
Japanese adjusted assault: 2211
Allied adjusted defense: 652
Japanese assault odds: 3 to 1 (fort level 2)
Japanese Assault reduces fortifications to 0
Combat modifiers
Defender: leaders(+), preparation(-), experience(-)
Attacker: shock(+), leaders(+)
Japanese ground losses:
1228 casualties reported
Squads: 2 destroyed, 141 disabled
Non Combat: 19 destroyed, 231 disabled
Engineers: 1 destroyed, 14 disabled
Vehicles lost 142 (17 destroyed, 125 disabled)
Allied ground losses:
9038 casualties reported
Squads: 37 destroyed, 296 disabled
Non Combat: 38 destroyed, 480 disabled
Engineers: 1 destroyed, 72 disabled
Assaulting units:
5th Tank Regiment
37th Division
36th Division
23rd Tank Regiment
35th Division
3rd Tank Regiment
12th Tank Regiment
41st Division
8th Armored Car Co
5th Armored Car Co
9th Tank Regiment
27th Division
110th Division
10th Tank Regiment
15th Tank Regiment
11th Tank Regiment
Defending units:
1st Chinese Cavalry Corps
90th Chinese Corps
7th Chinese Corps
96th Chinese Corps
4th Construction Regiment
3rd Chinese Cavalry Corps
98th Chinese Corps
36th Chinese Corps
29th Chinese Corps
12th Chinese Corps
15th Chinese Corps
9th Chinese Corps
84th Chinese Corps
41st Chinese Corps
48th Chinese/B Corps
1st War Area
22nd Group Army
36th Group Army
31st Group Army
14th Group Army
15th Group Army
7th Construction Regiment
5th War Area
39th Group Army
3rd Group Army
4th Chinese Base Force
Jingcha War Area
10th Chinese Base Force
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
RE: Feb 21/22
Why are you defending in Nanyang?
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Feb 21/22
ORIGINAL: witpqs
Why are you defending in Nanyang?
Urban terrain, useful entry point onto the plain, lots of stuff got forced back into the city from positions further forward, engineers to keep the defences up, and unlike reality, it's rather hard to pull out of a position under active attack. It's key terrain for that part of the battlefield. If he wants it, he'll have to pay cash.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
RE: Feb 21/22
I've found that with Nanyang it's the Chinese defenders that pay cash. The terrain to the north is x3 for defense. A better idea (with Nanyang) is to preserve the force and allow it to build (it seems as though something roughly like 1/3 of Chinese squads begin the game disabled). You've taken very big casualties and will take even bigger when finally evicted from the hex. So far most have been disablements, but when thrown out there will be lots destroyed too. It will be a very long campaign in China. If you allow your forces to be crushed too badly it will be all IJA from then on.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Feb 21/22
ORIGINAL: witpqs
I've found that with Nanyang it's the Chinese defenders that pay cash. The terrain to the north is x3 for defense. A better idea (with Nanyang) is to preserve the force and allow it to build (it seems as though something roughly like 1/3 of Chinese squads begin the game disabled). You've taken very big casualties and will take even bigger when finally evicted from the hex. So far most have been disablements, but when thrown out there will be lots destroyed too. It will be a very long campaign in China. If you allow your forces to be crushed too badly it will be all IJA from then on.
The game doesn't let you conduct a retreat or delay in any sort of realistic sense. Building is very slow. Don't get me started again on the combat model.
By the way, Nanyang is surrounded by Chinese-occupied hexes, so he isn't getting resupplied. The engineers have been rebuilding the fortifications about as fast as they've been reduced. He has a number of hexes in the same situation.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
RE: Feb 21/22
Trust me, all comment will be made within the context of the combat model.
This situation is completely different than the vanilla description implies. in fact it deserves a screenshot!
This situation is completely different than the vanilla description implies. in fact it deserves a screenshot!
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
RE: Feb 21/22
ORIGINAL: witpqs
Trust me, all comment will be made within the context of the combat model.
This situation is completely different than the vanilla description implies. in fact it deserves a screenshot!
Here's the South China situation.

- Attachments
-
- ChinaNorth.jpg (631.41 KiB) Viewed 630 times
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
RE: Feb 21/22
ORIGINAL: witpqs
Trust me, all comment will be made within the context of the combat model.
This situation is completely different than the vanilla description implies. in fact it deserves a screenshot!
Here's the North China situation.

- Attachments
-
- ChinaNorth.jpg (707.59 KiB) Viewed 630 times
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
RE: Feb 21/22
ORIGINAL: witpqs
Trust me, all comment will be made within the context of the combat model.
This situation is completely different than the vanilla description implies. in fact it deserves a screenshot!
Commentary:
Most of the units spread over the combat area are goo. I have a database of over 100 battles in China now, and it is clear that there is no advantage for China to concentrate its forces unless forced to (Nanyang) or the Japanese can't get there in time to intervene. If Japan can get 1-1 with a shock attack, it will win, and the game engine produces such widely absurd casualty numbers that the larger the Chinese force, the larger the Chinese casualties. There is no advantage to defending with a regiment in terrain that gives a 3x multiplier if all it does is lead the Japanese player to attack with a division rather than a regiment. Better to cover three hexes with battalions. So I break down any small to medium sized Chinese force to give me more goo. Rebuilding is very slow compared with the tempo the Japanese player can generate, so I don't wait for it, either.
I'm following this philosophy in the remainder of the map. I never garrison a hex with more than a battalion if I can avoid it, and I concentrate my offensive assets in deathstars. It's what the ground combat engine likes a lot and rewards. You want to minimise your gravitational entropy in this game.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Feb 22/23
Minor actions.
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
RE: Feb 21/22
ORIGINAL: herwin
ORIGINAL: witpqs
Trust me, all comment will be made within the context of the combat model.
This situation is completely different than the vanilla description implies. in fact it deserves a screenshot!
Commentary:
Most of the units spread over the combat area are goo. I have a database of over 100 battles in China now, and it is clear that there is no advantage for China to concentrate its forces unless forced to (Nanyang) or the Japanese can't get there in time to intervene. If Japan can get 1-1 with a shock attack, it will win, and the game engine produces such widely absurd casualty numbers that the larger the Chinese force, the larger the Chinese casualties. There is no advantage to defending with a regiment in terrain that gives a 3x multiplier if all it does is lead the Japanese player to attack with a division rather than a regiment. Better to cover three hexes with battalions. So I break down any small to medium sized Chinese force to give me more goo. Rebuilding is very slow compared with the tempo the Japanese player can generate, so I don't wait for it, either.
I'm following this philosophy in the remainder of the map. I never garrison a hex with more than a battalion if I can avoid it, and I concentrate my offensive assets in deathstars. It's what the ground combat engine likes a lot and rewards. You want to minimise your gravitational entropy in this game.
Agreed. Add that, for the Chinese at least, Shock Attacks are often counterproductive. They have to be used at the right time. This is actually true even for the IJA forces, although they can get away with more. A Shock Attack at the right time is devastating to the defender. A Shock Attack at the wrong time is devastating for the attacker.
As to "There is no advantage to defending with a regiment in terrain that gives a 3x multiplier if all it does is lead the Japanese player to attack with a division rather than a regiment.": When the Chinese are able to defend with enough in the good terrain, IJ has to bring in so much that they leave vulnerabilities elsewhere. Those must be attacked so that eventually the menace of it reduces IJ adventures, gaining general stability in China.
Intel Monkey: https://sites.google.com/view/staffmonkeys/home
