RE: Fools Rush In Where Angels Fear To Tread: Panjack (A) vs. Q-Ball (J)
Posted: Thu Sep 18, 2014 2:32 pm
I don't see the markers on the map you posted.
What's your Strategy?
https://forums.matrixgames.com:443/
ORIGINAL: Sangeli
I don't see the markers on the map you posted.
What's MLR?ORIGINAL: Alfred
No MLR can succeed in China
Main Line of Resistance.ORIGINAL: Sangeli
What's MLR?ORIGINAL: Alfred
No MLR can succeed in China
The search engine on the Matrix forum is awful so please reiterate your argument or post a link to a thread where you have discussed it. Frankly I've had great success with the tactics being outlined by Panjack but I am only one sample point.ORIGINAL: Alfred
This China defence will fail badly for the reasons I have given previously in various AARs and threads. And as always the advice will be dismissed, intentionally misinterpreted and selective straw men set up to discredit it.
Alfred does not usually detail what he thinks you should do - he plants the seed and lets you decide what to do differently.ORIGINAL: Sangeli
The search engine on the Matrix forum is awful so please reiterate your argument or post a link to a thread where you have discussed it. Frankly I've had great success with the tactics being outlined by Panjack but I am only one sample point.ORIGINAL: Alfred
This China defence will fail badly for the reasons I have given previously in various AARs and threads. And as always the advice will be dismissed, intentionally misinterpreted and selective straw men set up to discredit it.
ORIGINAL: Sangeli
I don't see the markers on the map you posted.

Hi Alfred,ORIGINAL: Alfred
This China defence will fail badly for the reasons I have given previously in various AARs and threads. And as always the advice will be dismissed, intentionally misinterpreted and selective straw men set up to discredit it.
Except for sieges and the Western/Italian Fronts in WWI, land warfare is not static but based on maneouvre So many players treat AE as an air warfare game they miss this essential point. If they played AE as the real PTO was handled, they would realise it is a naval game and any naval man worth his salt knows that naval warfare is dynamic, not static. The same applies to land warfare, especially at the continental level.
- No MLR can succeed in China
- The wrong metric is always employed to assess the success/failure of Allied operations in China
- Most players are always only comfortable repeating conventional wisdom and what has transpired previously
Alfred
I presume what I'm doing in China is futile; I've come embrace the futility!ORIGINAL: BBfanboy
...Alfred's last post that I saw on China was that all this obsessing with stacking, forts and MLRs was futile and we should think of different strategies instead. It is still up to us to decide how to go about it.
Again very helpful. Is the way it works in the game is that IF supply exists it will find a way to get where LCUs need it (regardless of what supply lines are cut)?ORIGINAL: Sangeli
...In real life small Chinese units could certain disrupt Japanese supply lines which were prone to being overstretched, it's not really the case in this game. Only in very extreme situations will the Japanese struggle to get supply to front line units in China. Your ideas on supply are probably how it should be but the game just doesn't work that way.
Interesting idea but marching from z to Z is very time consuming and puts your units off the road network which should be avoided when possible. This is one of those times you can avoid it I think; a Japanese maneuver to bypass #1 will require moving across two hexes without the roads through bad terrain. Should the Japanese get strong units in Z it will take them no less than 15 days (3 miles per day in mountains) to get from Z to z. That is a lot of time for you to make adjustments to prepare for it. Meanwhile z itself is very defendable sitting in 2x terrain and behind a river.ORIGINAL: Panjack
The yellow lines, with numbers, indicate where the current strong points are planned. For strong point #1 (ST1) I also indicated a bit more the details of how forces are, or will soon be, arrayed. The lowercase t indicates where a tripwire unit will sit. Having this unit will permit units behind it to be in rest mode until an attack occurs at t. Further an attack at t will reveal some information what is coming. And, of course, it will give an extra couple of day's advance notice before at attack on a strong hold, which can only help in defending the strong hold that will come under attack.
The lower case z, behind the lines, indicates where a unit will sit along a supply line. If a moderately strong Japanese units attacks the tripwire unit, then the unit will move into the mountains at the upper case Z. The function of this unit is to threaten the lines of communication of Japanese units if they break through at strong point #1. Notice that a unit at Z can move to cut off the lines of communication for two different Japanese advances. Although Q-Ball might be able to see this unit (who knows what recon he'll up in the mountains or behind the lines) getting rid of it might require him sending lots up units up into the mountains for what might be an expensive foray. So if he sees it, good. If he doesn't see it, better.
It's worth noting that no two pieces of real estate have the same configuration of roads and terrain which can often mean vastly different approaches to an effective defensive strategy. Like #5 for example. The road from #5 to the next road junction is a long one entirely along 3x terrain. You can defend basically any point in this line. And in fact the further back your defenses are here the closer the line is to your reserves and the further the Japanese are from their rail roads.ORIGINAL: Panjack
I plan similar sorts of defenses near the other strong points, 2-5.
That makes sense.ORIGINAL: Sangeli
Interesting idea but marching from z to Z is very time consuming and puts your units off the road network which should be avoided when possible. This is one of those times you can avoid it I think; a Japanese maneuver to bypass #1 will require moving across two hexes without the roads through bad terrain. Should the Japanese get strong units in Z it will take them no less than 15 days (3 miles per day in mountains) to get from Z to z. That is a lot of time for you to make adjustments to prepare for it. Meanwhile z itself is very defendable sitting in 2x terrain and behind a river.
I was wondering if defending further back made sense. On the one hand, defending further back is ceding land to Japan, something I feel concerned about, but doing so creates a higher chance that defenses hold well. I'll try to move my defenses back.ORIGINAL: Sangeli
It's worth noting that no two pieces of real estate have the same configuration of roads and terrain which can often mean vastly different approaches to an effective defensive strategy. Like #5 for example. The road from #5 to the next road junction is a long one entirely along 3x terrain. You can defend basically any point in this line. And in fact the further back your defenses are here the closer the line is to your reserves and the further the Japanese are from their rail roads.
I was thinking that was the case. I'll move up those units too far behind the lines but not in good places to move elsewhere if needed.ORIGINAL: Sangeli
Also, the best reserve positions are at road junctions where a unit can go in 3+ directions at decent speed. If that area doesn't have a good road junction then the next best option for placing reserves is usually right behind the front line. That also prevents the Japanese from just marching around your strong points and encircling them directly.
Hey, I been trying to do that for a long time! Q-Ball keeps bombing my units and they seem to end up moving a mile a day because of that. I thought I'd defend briefly that dot base to the NW of Loyang, and some of these units ended up in Loyang, and I didn't move from the beginning the units that started in Loyang. Beginner mistake. Most every battle against the Japanese ends up really badly for the Chinese units. I think the losses are in the order of 10:1 in most cases, if not worse.ORIGINAL: Sangeli
The last thing I'll say is GTFO of Loyang ASAP. No garrison? No problem! Or rather Japanese problem [:D]
That's interesting. I will admit that my presumption has been that once a strong point falls a new defensible point can be developed maybe 4 hexes back...so I wanted some hexes back behind my strong points. Is it the case, then, that when a strong point falls it is hard to develop a new place to defend? To be honest, part of what has driven my thinking in China is a lack of confidence to pull back as far as possible. I can see the logic in doing that: reduce the length of my supply lines, lengthen those for Japan, increase the speed with which my LCUs could move from strong point to another, and reduce the speed with which Japan could move from one place of attack to another.ORIGINAL: Wargmr
...You appear to be spreading yourself thin. Also, territory has no value in this game. The only important things for China are the bases that generate supply for them. Get to those and fight to the death. Even if you lose you have a chance of the industry being damaged by the fighting. Ultimately that hurts Japan in the long run.
Hi Sqz,ORIGINAL: SqzMyLemon
Having experience playing Japan in two games now, I've never had a problem taking Lanchow. The problem for China is not how to defend Lanchow, but more a matter of what are you willing to lose doing so. Lanchow usually is a target after Sian falls, or as you mention vulnerable to a long march by Japanese forces via the desert. The threat is once Lanchow falls, if your forces retreat west they are essentially out of the fight for good due to the lack of supply.
I think the key to defending China is not to focus on Japan's capability or make assumptions on how supply will limit the advance. Japan can advance easily in China and supply most times is not the limiting factor. Plan accordingly. China is all about delay and get into 3x defensive terrain as soon as possible, conserve your supply and just try to hang on as long as possible. Q-Ball has much game experience and if you follow many of the recent AAR's you can see what an experienced Japanese player can do in China, stacking limits or not.
Say the one hex above Tienshui? That's to protect from any Japanese units coming down from Lanchow?ORIGINAL: GreyJoy
Also remember to send immediately some units to dig in the northern mountains, near Tienshui.
I'm already have a unit moving to the hex two above Nanning. I see now that's not the best one to defend. Are you taking about the hex two to the left of Kweiyan and one down? I guess that's a better place because of the supply issue.ORIGINAL: GreyJoyDon't forget to cover the western rivercrossing that leads to the road from Kunming to Kweiyang
Why country-side forts instead of base hex forts?ORIGINAL: GreyJoy
Don't lose supplies building forts in the base-hexes. Instead use that very same supply to build forts in critical points out in the country (always +3 terrain)

Don't do this off the bat. You need to see how the situation develops first. Just take a deep breath and see how the game develops and learn from that. Ultimately you have only one opponent and our experiences may not always be relevant to yours. China may be a breeze for you like it is for me against my long time opponent. Or it could be awful and you lose by the end of 1942. I don't know and you don't but you'll find out! If you really have this much time to worry about China you could always start another game to use up that time.ORIGINAL: Panjack
Odd proposal for China: how about abandoning most of the cities the Allied player generally fights for. Pull back to only a few places, perhaps those marked below. Instead of defending a dozen places, defend only 4 or so places