Hi Ben,
ORIGINAL: bklooste
I believe you are correct in killing 15K in a week in mountain terrain is very difficult ( though it did happen in China between the Communist and Nationalist before the war). However i think its quite possible to kill 2-3000 capture 2000-3000 and have 9-11,000 flee and desert this is exactly what happened in the Philippines (on a smaller scale). There is an argument that the morale of some Chinese units is a bit too low but mass desertion was a massive problem and i think the engine models that nicely (again higher morale lower destroyed)
I purposely didnt use the word killed, but casulties. So to include captured, desertion and so on. If it had been a one time thing, sure it can happen. Problem is its not a one time thing. Its how the entire china theather plays out in all of the AARs i've read. So its not a one time occurance, but the general result.
The natur of "rough" terrain how ever we define it is that its much easier to make "roadblock"/chokepoints so on. Making time for most of units to escape, giving time for deserters/straglers to return to the units and so on.
I have no problem with the fact that it could happen. Its the fact that its a given it happens. There is no chance currently if the jap player is playing a bit wisely that it doesnt happen. The effect is as seen in all the AARs. Blitzkrieg China.
We all agree that the chinease troops was of poor quality. How ever that never made China a blitzkrieg theather. Obviously with that in mind. Either the chinease wasnt as "bad". Looking at casulty rates for either the some evidence to suggest that. At leased understod in a way that japs toke casulties too stopping their advance much faster than what we see currently in game. Or there are many factors that isnt shown in game that cause the jap advances to be much slower and costly than how it plays out in game atm, and causing "indirect" casulties. Since redoing the code to show those factors is out of the scope i presume.
U left with only 2 place u can adjust the current game IF u wana slow down the china theather and cause casulties. Alter the Chinease troops quality. Or alter how the ground combat routine works. Modifiers and so on.
I've heard ppl say well the jap could have done better and the current situasion is just showing the jap potential. Since that a purely subjective opinion i cant and wont argue with that. I and apparently im not the only 1, strongly disagree's with that. Frankly by looking at the way the historical campaign plays out IMO this arguement is pure wishfull thinking.
It alters the entire game cuz u cause alot of extra points from dead chinease troops and non dead(read disabled) jap troops. Eventually if the current pace in game continues it will also alter the game in the way u are able to eventually withdraw troops from China en mass.
As pointed out in above posts there are reasons within the current combat engine why we see the results we see and why the results becomes given. For example the fact u can drive 10 divisions through a mountain hex and have all cause casulties. That is the real problem. Sure if u had 30k troops semi surrounded or some other significant tactical/operational disadvantage could cause 15k casulties, underling casulties. Problem is u dont need that. U can currently make a head-on attack in mountain with 2 jap division causing 15k casulties, self taking a fraction of that and take 2000 sq/miles of mountain in 1 day of combat plus a few days to move into the hex. And keep on going from hex to hex with no stopping.
U can cause 200-800 casulties per day with a bit of bombing. Considering the time it takes to regain disabled squads, the whole. Troops arent killed but just disable argument doesnt hold water. Cuz ok in first combat the chinease troops are "just" disabled but in the next attack in the next hex a few days later they are "killed". Per default. This foster the current blitzkrieg state of the theather. Every thing just happens way to fast. Meaning causing casulties, be it destroyed or disabled squads.
No way to avoid this, no way to attain other results. Other than making ur own monster stacks.
The one thing that was trying to be avoided as i understand it.
If nothing else even a chinease corps IMO should be able to hold a mountain hex for a significant amount of time against a jap div. Quality is cancelled out in a large for example fortification, difficult terrain and the like. Obviosuly doesnt happen in game atm.
I would not describe any of those troops you mention as poor morale (Italian alpine units were also elite) ..they are irregular.
The italians had over 1m men under arms in the alpes and valleys during WWI. Only a fraction of those were alpine troops. U had 300.000 men route during a single campaign. Wouldnt call that high quality. Sure they lost many(so did the austrians) men and had many battles lost. Non the less the austrians/german never really made out of the alps. Only about 120km of italian alps. Thats 2 AE hexes defended for years. Battle after battle and recovering taking place within the same hex.
As a counter example the long march suffered massive casualties in some battles in very rough terrain or the PI troops at Lamon bay. It does depend somewhat on how rough the terrain is, the game models mountains as *3 i read in an AAR so obviously they are not that tough
But there were operational/tactical reasons for that. Being outflanked can ofc cancel out any terrain bonus.
Lamon Bay is an example on how operational reasons influence tactical combat.
U have an army being strategicly supprise.
U had the troops "defending" the area in the process of moving through the area, in what prolly in game amounts to strategic mode or move mode. Being in part on the way to Legaspi. U have no artillery present.
The defending troops are getting outflanked both tactically and operationally, negating the advantages of any terrain "bonus". If all of that had been present I wouldnt mind the result in question.
U dont need any of those factors of that to get the current results in China.
http://www.ibiblio.org/hyperwar/USA/USA ... .html#map4
with more on the factors of Lamon Bay.
Many of the reasons why the Malaya campaign played out like it did. Defending forces constandly outflanking having to pull back numerous time. Basicly being off balance and on the move constandly. Such factors significantly reduce how well troops perform. The Boyd Loop in pratice. Many times it isnt necesarrily the "quality" of troops that is the main reason on why campaigns play out as the do, but operational/strategic factors.
How would the Malaya campaign have played out of that hadnt been the case. Had we all seen the Indian/British/Malayan/Austrialian troops as supermen repelling the japanease invaders with 99 xp / 99 moral?
I've seen many games where u give xp and such factors purely based on the actual outcome of a battle or campaign. Instead of looking at is the other factors that created the situasion and outcome. The give X side superman quality to "force" the same historicy. Even if u play the side totally stupidly, then the X-man factor, trumphs any actual tactical/operational situasion.
Try look at India in game atm. A fast invasion is a sure thing. U fight mostly troops with 20-30 moral and xp. Im surprised we havent seen any fast India attempts yet. It very much seems like a sure fire thing. A perfect example of this IMHO.
Given the jap 100% intelligence and no constrains making things that would never been real options, into real options.
- no Alps on the map.
Ehh, no but the Himalayas. Same hex type in game as the hex in question. Thats not to say that the hex in question is of the same caliber as the Himalayas, but it does tell that same thing can happen even in the Himalayas.
I agree with you mountains are a bit too easy ( due to the logistical problems of using and supplying heavy weapons which i dont think is modeled ) but that doesn't affect say wooded hills which can be very rough terrain.
Anyway i think the model is quite good and better than a lot of games that model land combat. Maybe a small increase in morale for some Chinese units (+5) , better mountain modeling and change destroyed to lost.
Sorry Ben, but I disagree. No real surprise, ehh.[:D]
Im affraid, but I could be wrong that no "small" changes will fix this.
When X amount of troops can cause casulties amounting to near X opponents in just 1 day of combat. The end result is given. The casulty rate in "normal" battles with without any significant operational advance needs to drop by a factor of many times. 5-10 times OTOH in some cases. Some of that could be rectified by adjusting the quality of the chinease troops as it obviously plays a factor in the number of casulties. U can clearly cause 3000 casulties per day with pure bombardments. That amounts to 1 day of combat = near 1 year out of combat of disabled squads. Redicious when its done by 5 art btns and some divisional art.
Chinease troops didnt overall constadly run in such numbers or the campaign would have been over in 1937 removing any need for AE ever to have been made. [;)]
Kind regards,
Rasmus