RE: Modifications to MWiF China Map portion
Posted: Tue Jun 06, 2006 8:35 pm
I realize there is the other thread about play-balance in China, but this is the current thread. Perhaps we should all wander over to the other thread. I think the map should be realistic and the game should be balanced in other ways. But which and where to place a city ties in to that in a major way.
I posted once as 'trees' but the Forum doesn't seem to get along with my browser software (Safari on a Macintosh). To participate at all I have to create a new userid and stay online. The next time I try and use a given ID the Forum software always instantly logs me in as "Guest" and doesn't seem to display any button anywhere to Log In. I have used computers since the early 80s and this is driving me crazy but I can't find a way around this. Any help from the users out there would be most appreciated.
Here is the content I would like to add to the discussion:
I think everyone in this discussion is discussing something they haven't tried: playing a game of WiF in China on a euro-scale map, with the exception of those that played cWiF. Last year I printed the cWiF map on paper and tried a few games. Unfortunately, only solitaire, but a single land campaign is not that hard to play solo in WiF. I was trying to come up with a way to make it a simple scenario to play, giving the Japanese victory points based on amount of construction spent for units to use vs. the US, units sent to South-East Asia, and giving the Japanese points for sending deterrent units to frontier with the USSR. For the purposes of testing I went with historical outcomes in terms of US Entry options and in the 'off-map' areas (i.e. anywhere except China), as long as the Japanese met historical minimums in terms of commitment, based on my readings of history and also somewhat the other regular WiF scenarios. I also went with a die roll to control what impulse the Japanese could take, which of course changed completely after N/D '41 and required a naval at some point each and every turn, starting in J/A '40 actually. I also used a similar system for the Russian impulse choice (occasional air or combined with no ChiCom moves) for the Communists units, and have a system we have been testing in regular WiF games for the Chinese, which I'll get to in a bit.
When people are stating that the Japanese or the Chinese don't have a chance to defend their lines solely because of force pool size they are forgetting a couple key systems in a wargame: terrain and supply. China is still jam-packed with great defensive terrain. If you insist on a front line through clear terrain, well good luck with that. The major limitation to 'overwhelming' the other side is supply. There are only a few rail lines available. There are only a few HQs available. So it's not a whirling free-for-all like the Russian front. The Japanese on the cWiF map had a lot of trouble clearing the resource south of Chang-Sha for use, because the rail lines that haul it out run through a valley and they had to clear a lot of overlooking mountain hexes of Chinese to use the railroad. Seemed quite realistic to me. The Japanese were able to take Chang-Sha in 1940 but it was a difficult campaign. The monsoons hurt. The Japanese are slow too. Supply is difficult. (It's been awhile but I think there may be more mountains on the cWiF map...I gave my copy to a player in another state and haven't made a new one yet). Advancing on Si-An in 1941 was a difficult battle. The Japanese were able to take it but advancing to Lan-Chow didn't look too feasible afterwards. After that the Japanese tried to advance on Chunking in the winter of 41 but quickly realized they'd never make it. Remember, this is all _without_ unlimited divisions, which I don't think is a good idea for WiF. WiF already has a problem with three units in every hex; we don't need any more divisions. A lower counter density is a more playable game and I think this would be true on the computer as well. The Chinese army certainly couldn't just send out independent divisional forces as easily as western armies could; the Chinese officer corps just couldn't handle that.
I think Chinese cities should be added to the map with great care. Both sides were very logistically challenged in comparison to western armies, but none more-so than the Chinese. (In reality, did the ChiComs even have to trace supply? The Nationalists were sent into the field about expected to find their own supplies at least in terms of food). Making a city a base for supply and placing reinforcements is a powerful thing in WiF. Could a Chinese cavalry raid really liberate a city for a new Infantry army to appear? Not very realistic at all. The only city I would add would be Yennan for historical flavor, though even that is questionable, but then you could use regualr WiF rules for the Communists to have a home base without compromising and giving them Si-An instead (not realistic). When the Nationalists took Yennan in the late 40s even Mao said, "Well it was just a bunch of caves anyway."
The ideas about set-up aren't too accurate. If the Chinese are weak in the north the Japanese can't rush their Manchurian and Japanese units in and make hay like they can in WiFFe. By the time they arrive winter will be setting in. In the south, things are somewhat similar as the Japanese start in Canton only. Having China set-up first is perfectly fine; it's not like China had much in the way of military intelligence that obsessively tracked enemy formations the way a western army would. Letting China set up second would not be a good idea at all. If changing set-up becomes an option to help balance things the only way to do it would be to allow each side to set up one unit at a time, taking turns alternately. I don't think most players would even want to bother to add that time to an already long game.
Adding units I don't think is a good solution either. Perhaps a few more Warlords, but that is all.
WiF still needs a lot more work to model the Chinese front. You have to remember that WiF is set up to be a GAME. Second, one of the players of that game is supposed to be a Chinese player. And WiF is designed to give each country options to do what it's leader thinks best. So there are Chinese naval units in the force pools, for example. And WiF in places keeps the players tied down by historical limitations. This is why the German player can't just say "I order my troops to be nice to the occupied areas and don't send in any Gestapo, so can I get out of Partisans now?" But this is where WiF fails somewhat in China. There is no need to keep watch on that other 'side' in China. In WiF the ChiComs and Nationalists are nearly best buddies. Having the Nationalist air force ground strike in front of a ChiCom offensive is good WiF tactics, but just plain crazy historically. Perhaps the only way to truly model the situation is in a three-way game of Democracies vs. Fascism vs. Communism, which of course has to bend reality in making Mao get along with the Soviets. But WiF has to be made in to a two player game. So after reading "Stillwell and the American Experience in China" here are some optionals we are trying in a game of regular on-map WiFFe right now:
Option (g) — Chinese Reserves
Nationalist China’s units are subject to U.S. activity limits.
China may not align a minor country unless they share a land border.
Chinese non-HQ white print units may not leave China and Manchuria or voluntarily enter an Axis ZoC (units already in an Axis ZoC may move into a different ZoC).
A land unit may not leave China and Manchuria unless it can trace a basic supply path to the Stilwell or Mao HQ-I’s at the end of a land or rail movement step. Additionally, if at the start of a land movement step more than half of a Chinese faction’s land units on the map are in an enemy ZoC or outside of China and Manchuria, a unit may not voluntarily enter an enemy ZOC or leave China and Manchuria (units already in an enemy ZoC may move into a different ZoC). Option 40: Units tracing a basic supply path to Stilwell are not subject to Chinese attack weakness.
To build the Stillwell HQ-I or any pilot, SYNTH, or other oil-dependent Nationalist Chinese unit (but not the Chiang or Mao HQ-I), the U.S. must be at war with Japan or have selected U.S. entry option 17, and at least one build point per unit must arrive in China from another Allied Major Power in the current turn. U.S. entry option 1 is a pre-requisite for option 17. Alternatively, the Stilwell HQ-I may be built in the United States. The Stilwell HQ-I and any unit tracing a basic supply path to it cooperates with Chinese and U.S. units. The 'Mao' HQ-I is the only oil dependent Communist unit that may be built; remove the others from the Force Pool.
Option (h) — Chinese Nationalist/Communist Truce
Chinese units may only enter Chinese and Manchurian cities controlled by their faction or by the Japanese. For each city controlled by a faction without a friendly land unit, two units are counted as outside of China when using Option g.
Some comments:
When you want to change a game of WiF to make it feel more historical to you, I've found it best to keep things short and simple. No one wants to add complicated rules subsystems to an already detailed game.
The Nationalists should be a rather more ponderous force than they are in WiF. Since the ChiComs are already ahistorically part of Russian activity limits, why not just get rid of this fiction of a Chinese "Major Power" and a Chinese "Player" (who would ever play them alone?). Make them part of US limits and the Chinese front quickly slows down. But the US can heat it up if he pro-actively makes the necessary decisions. Another option here would be to go back to "Limited War in China" as it was in 5th Edition and DoD 1. Four land moves an impulse (US combined impulse) might be rather tough on the euro map; planning in advance would be very necessary as it should be in WiF. But then Chiang didn't have total, WiF-player like control over his armies either.
China aligning anything is a gamey tactic in WiFFe that should be abolished.
The Chinese reserved their best forces for the coming Civil War. When those shiny new American 105mm guns came in via Lend-Lease Chiang carefully squirreled them away. We don't use the White Print rule on the WiFFe map though.
Chiang really didn't want to use his units in Burma until he finally believed that they would result in a better flow of Lend-Lease. If Stilwell and American Expediton to China hadn't been there, forget it. One nice way to simulate the reserves is to treat the Chinese armies like minor country units leaving their home country when they approach Japanese lines. A familiar system to every WiF player. The Chinese could still keep them near the front for a defense in depth, which turns out to be their best strategy on the euro-scale map anyway. The Japanese can of course put as many of them as they want in their ZoCs. We don't use this in WiFFe though.
The Chinese Attack Weakness rule is necessary and realistic. I think it should apply to the ChiComs as well. This is part of regular WiF simulating the Civil War, though I think more needs to be done, thus the above rules on committing to a Japanese ZoC. Letting Stilwell cancel this out puts some flavor back in to the game in this theater, and has a strong basis in reality.
Let's face it: any Chinese war machine with a motor in it came from overseas. This is abandoned in WiF for two reasons: playability, and to make more of a game of it for the Chinese 'player'. But in reality for an airplane to take off in China the Allies had to make a major commitment of resources. I originally wrote it that a BP had to arrive from the US only, which is probably more realistic. The British had no desire to see China succeed as a competitor to their Empire in Asia, but you can be a more liberal Churchill if you want. But if the Nationalists re-take Shanghai it does get added to the US score. India wasn't that great of a logistical base for the Allies, it still required a lot of shipping not represented in WiF again for playability reasons. This also requires an optional to allow ATRs to move BPs, so you can still fly them in over the 'Hump.' Your average WiF player doesn't much care for logistical subsystems or limitations though. During the Civil War the Communists developed Motorised units from defecting Nationalist units, but until then the Communists had little hope of this happening, or of having the gas to run them.
The Nationalist/Communist 'Truce' has a basis in history. And it used to be an option in DoD. I wrote that option to prevent the gamey tactic of giving Cheng-Tu to the Communists to keep them on the map. Not real at all. And I also wrote it to simulate the Nationalists poor political control of China...they were basically a fascist dictatorship that ruled from the barrel of a gun. So they need to garrison cities as well. And I wrote this before knowing much about where the Nat./Com. front-line was. There are regular references to the amount of troops each tied down watching the other rather than the Japanese; this is one more limit.
I can hear the key-clicks of disbelief now. No way can the Chinese stand-up to the Japanese with these limits. But all those mountains.... Actually I think another problem with WiF in China is the Partisans aren't nearly well represented enough. WiFFe is a game about China, not a simulation. Three turns out of ten to even possibly appear? Japan had a huge problem in China due to their ideology. They were going to take everything they found. This is what kept the front stationary. The Japanese acted so evil there was no way they could ever occupy the whole country. Many WiF players have proposed rules for this theater saying the Japanese had nothing left to conquer. This is not true. The Japanese goal was to turn China into a puppet state with a docile population and consumer economy doing everything for the benefit of Japan. There was no way they could achieve this goal without a much larger army to control everything. They could not understand why China did not give in to their obvious superiority. There was plenty more for them to gain by advancing in China, even just in agriculture. But the Chinese would never accept Japanese rule, so the war was never going to end diplomatically.
Some ideas are to bring back the Friction markers that came out in the late 90s but were dropped from RaW 7. Another would be to disallow Japan to use hexes not in their ZoC; the Chinese wouldn't control them but the Japanese couldn't trace supply through them. Then you would really need a lot of the puppet troop units as actual pieces that aren't there now. And up the PARTisan chances. The euro-scale map will already help greatly in this regard already, the PARTisan horde in the Gobi hopefully will become a thing of the past. Japan will have big trouble in rear areas. This combined with the realistic, historic limitations on the Chinese forces proposed above will make the theater far more stationary, as it was historically. Chinese attack weakness, slow units, and limited action limits should prevent major Chinese counter-offensives seen so often in WiF despite their ahistorical nature. But if the US wants to send in Stilwell and build enough shipping and send in some airplanes and raise some hell in China, it can.
I posted once as 'trees' but the Forum doesn't seem to get along with my browser software (Safari on a Macintosh). To participate at all I have to create a new userid and stay online. The next time I try and use a given ID the Forum software always instantly logs me in as "Guest" and doesn't seem to display any button anywhere to Log In. I have used computers since the early 80s and this is driving me crazy but I can't find a way around this. Any help from the users out there would be most appreciated.
Here is the content I would like to add to the discussion:
I think everyone in this discussion is discussing something they haven't tried: playing a game of WiF in China on a euro-scale map, with the exception of those that played cWiF. Last year I printed the cWiF map on paper and tried a few games. Unfortunately, only solitaire, but a single land campaign is not that hard to play solo in WiF. I was trying to come up with a way to make it a simple scenario to play, giving the Japanese victory points based on amount of construction spent for units to use vs. the US, units sent to South-East Asia, and giving the Japanese points for sending deterrent units to frontier with the USSR. For the purposes of testing I went with historical outcomes in terms of US Entry options and in the 'off-map' areas (i.e. anywhere except China), as long as the Japanese met historical minimums in terms of commitment, based on my readings of history and also somewhat the other regular WiF scenarios. I also went with a die roll to control what impulse the Japanese could take, which of course changed completely after N/D '41 and required a naval at some point each and every turn, starting in J/A '40 actually. I also used a similar system for the Russian impulse choice (occasional air or combined with no ChiCom moves) for the Communists units, and have a system we have been testing in regular WiF games for the Chinese, which I'll get to in a bit.
When people are stating that the Japanese or the Chinese don't have a chance to defend their lines solely because of force pool size they are forgetting a couple key systems in a wargame: terrain and supply. China is still jam-packed with great defensive terrain. If you insist on a front line through clear terrain, well good luck with that. The major limitation to 'overwhelming' the other side is supply. There are only a few rail lines available. There are only a few HQs available. So it's not a whirling free-for-all like the Russian front. The Japanese on the cWiF map had a lot of trouble clearing the resource south of Chang-Sha for use, because the rail lines that haul it out run through a valley and they had to clear a lot of overlooking mountain hexes of Chinese to use the railroad. Seemed quite realistic to me. The Japanese were able to take Chang-Sha in 1940 but it was a difficult campaign. The monsoons hurt. The Japanese are slow too. Supply is difficult. (It's been awhile but I think there may be more mountains on the cWiF map...I gave my copy to a player in another state and haven't made a new one yet). Advancing on Si-An in 1941 was a difficult battle. The Japanese were able to take it but advancing to Lan-Chow didn't look too feasible afterwards. After that the Japanese tried to advance on Chunking in the winter of 41 but quickly realized they'd never make it. Remember, this is all _without_ unlimited divisions, which I don't think is a good idea for WiF. WiF already has a problem with three units in every hex; we don't need any more divisions. A lower counter density is a more playable game and I think this would be true on the computer as well. The Chinese army certainly couldn't just send out independent divisional forces as easily as western armies could; the Chinese officer corps just couldn't handle that.
I think Chinese cities should be added to the map with great care. Both sides were very logistically challenged in comparison to western armies, but none more-so than the Chinese. (In reality, did the ChiComs even have to trace supply? The Nationalists were sent into the field about expected to find their own supplies at least in terms of food). Making a city a base for supply and placing reinforcements is a powerful thing in WiF. Could a Chinese cavalry raid really liberate a city for a new Infantry army to appear? Not very realistic at all. The only city I would add would be Yennan for historical flavor, though even that is questionable, but then you could use regualr WiF rules for the Communists to have a home base without compromising and giving them Si-An instead (not realistic). When the Nationalists took Yennan in the late 40s even Mao said, "Well it was just a bunch of caves anyway."
The ideas about set-up aren't too accurate. If the Chinese are weak in the north the Japanese can't rush their Manchurian and Japanese units in and make hay like they can in WiFFe. By the time they arrive winter will be setting in. In the south, things are somewhat similar as the Japanese start in Canton only. Having China set-up first is perfectly fine; it's not like China had much in the way of military intelligence that obsessively tracked enemy formations the way a western army would. Letting China set up second would not be a good idea at all. If changing set-up becomes an option to help balance things the only way to do it would be to allow each side to set up one unit at a time, taking turns alternately. I don't think most players would even want to bother to add that time to an already long game.
Adding units I don't think is a good solution either. Perhaps a few more Warlords, but that is all.
WiF still needs a lot more work to model the Chinese front. You have to remember that WiF is set up to be a GAME. Second, one of the players of that game is supposed to be a Chinese player. And WiF is designed to give each country options to do what it's leader thinks best. So there are Chinese naval units in the force pools, for example. And WiF in places keeps the players tied down by historical limitations. This is why the German player can't just say "I order my troops to be nice to the occupied areas and don't send in any Gestapo, so can I get out of Partisans now?" But this is where WiF fails somewhat in China. There is no need to keep watch on that other 'side' in China. In WiF the ChiComs and Nationalists are nearly best buddies. Having the Nationalist air force ground strike in front of a ChiCom offensive is good WiF tactics, but just plain crazy historically. Perhaps the only way to truly model the situation is in a three-way game of Democracies vs. Fascism vs. Communism, which of course has to bend reality in making Mao get along with the Soviets. But WiF has to be made in to a two player game. So after reading "Stillwell and the American Experience in China" here are some optionals we are trying in a game of regular on-map WiFFe right now:
Option (g) — Chinese Reserves
Nationalist China’s units are subject to U.S. activity limits.
China may not align a minor country unless they share a land border.
Chinese non-HQ white print units may not leave China and Manchuria or voluntarily enter an Axis ZoC (units already in an Axis ZoC may move into a different ZoC).
A land unit may not leave China and Manchuria unless it can trace a basic supply path to the Stilwell or Mao HQ-I’s at the end of a land or rail movement step. Additionally, if at the start of a land movement step more than half of a Chinese faction’s land units on the map are in an enemy ZoC or outside of China and Manchuria, a unit may not voluntarily enter an enemy ZOC or leave China and Manchuria (units already in an enemy ZoC may move into a different ZoC). Option 40: Units tracing a basic supply path to Stilwell are not subject to Chinese attack weakness.
To build the Stillwell HQ-I or any pilot, SYNTH, or other oil-dependent Nationalist Chinese unit (but not the Chiang or Mao HQ-I), the U.S. must be at war with Japan or have selected U.S. entry option 17, and at least one build point per unit must arrive in China from another Allied Major Power in the current turn. U.S. entry option 1 is a pre-requisite for option 17. Alternatively, the Stilwell HQ-I may be built in the United States. The Stilwell HQ-I and any unit tracing a basic supply path to it cooperates with Chinese and U.S. units. The 'Mao' HQ-I is the only oil dependent Communist unit that may be built; remove the others from the Force Pool.
Option (h) — Chinese Nationalist/Communist Truce
Chinese units may only enter Chinese and Manchurian cities controlled by their faction or by the Japanese. For each city controlled by a faction without a friendly land unit, two units are counted as outside of China when using Option g.
Some comments:
When you want to change a game of WiF to make it feel more historical to you, I've found it best to keep things short and simple. No one wants to add complicated rules subsystems to an already detailed game.
The Nationalists should be a rather more ponderous force than they are in WiF. Since the ChiComs are already ahistorically part of Russian activity limits, why not just get rid of this fiction of a Chinese "Major Power" and a Chinese "Player" (who would ever play them alone?). Make them part of US limits and the Chinese front quickly slows down. But the US can heat it up if he pro-actively makes the necessary decisions. Another option here would be to go back to "Limited War in China" as it was in 5th Edition and DoD 1. Four land moves an impulse (US combined impulse) might be rather tough on the euro map; planning in advance would be very necessary as it should be in WiF. But then Chiang didn't have total, WiF-player like control over his armies either.
China aligning anything is a gamey tactic in WiFFe that should be abolished.
The Chinese reserved their best forces for the coming Civil War. When those shiny new American 105mm guns came in via Lend-Lease Chiang carefully squirreled them away. We don't use the White Print rule on the WiFFe map though.
Chiang really didn't want to use his units in Burma until he finally believed that they would result in a better flow of Lend-Lease. If Stilwell and American Expediton to China hadn't been there, forget it. One nice way to simulate the reserves is to treat the Chinese armies like minor country units leaving their home country when they approach Japanese lines. A familiar system to every WiF player. The Chinese could still keep them near the front for a defense in depth, which turns out to be their best strategy on the euro-scale map anyway. The Japanese can of course put as many of them as they want in their ZoCs. We don't use this in WiFFe though.
The Chinese Attack Weakness rule is necessary and realistic. I think it should apply to the ChiComs as well. This is part of regular WiF simulating the Civil War, though I think more needs to be done, thus the above rules on committing to a Japanese ZoC. Letting Stilwell cancel this out puts some flavor back in to the game in this theater, and has a strong basis in reality.
Let's face it: any Chinese war machine with a motor in it came from overseas. This is abandoned in WiF for two reasons: playability, and to make more of a game of it for the Chinese 'player'. But in reality for an airplane to take off in China the Allies had to make a major commitment of resources. I originally wrote it that a BP had to arrive from the US only, which is probably more realistic. The British had no desire to see China succeed as a competitor to their Empire in Asia, but you can be a more liberal Churchill if you want. But if the Nationalists re-take Shanghai it does get added to the US score. India wasn't that great of a logistical base for the Allies, it still required a lot of shipping not represented in WiF again for playability reasons. This also requires an optional to allow ATRs to move BPs, so you can still fly them in over the 'Hump.' Your average WiF player doesn't much care for logistical subsystems or limitations though. During the Civil War the Communists developed Motorised units from defecting Nationalist units, but until then the Communists had little hope of this happening, or of having the gas to run them.
The Nationalist/Communist 'Truce' has a basis in history. And it used to be an option in DoD. I wrote that option to prevent the gamey tactic of giving Cheng-Tu to the Communists to keep them on the map. Not real at all. And I also wrote it to simulate the Nationalists poor political control of China...they were basically a fascist dictatorship that ruled from the barrel of a gun. So they need to garrison cities as well. And I wrote this before knowing much about where the Nat./Com. front-line was. There are regular references to the amount of troops each tied down watching the other rather than the Japanese; this is one more limit.
I can hear the key-clicks of disbelief now. No way can the Chinese stand-up to the Japanese with these limits. But all those mountains.... Actually I think another problem with WiF in China is the Partisans aren't nearly well represented enough. WiFFe is a game about China, not a simulation. Three turns out of ten to even possibly appear? Japan had a huge problem in China due to their ideology. They were going to take everything they found. This is what kept the front stationary. The Japanese acted so evil there was no way they could ever occupy the whole country. Many WiF players have proposed rules for this theater saying the Japanese had nothing left to conquer. This is not true. The Japanese goal was to turn China into a puppet state with a docile population and consumer economy doing everything for the benefit of Japan. There was no way they could achieve this goal without a much larger army to control everything. They could not understand why China did not give in to their obvious superiority. There was plenty more for them to gain by advancing in China, even just in agriculture. But the Chinese would never accept Japanese rule, so the war was never going to end diplomatically.
Some ideas are to bring back the Friction markers that came out in the late 90s but were dropped from RaW 7. Another would be to disallow Japan to use hexes not in their ZoC; the Chinese wouldn't control them but the Japanese couldn't trace supply through them. Then you would really need a lot of the puppet troop units as actual pieces that aren't there now. And up the PARTisan chances. The euro-scale map will already help greatly in this regard already, the PARTisan horde in the Gobi hopefully will become a thing of the past. Japan will have big trouble in rear areas. This combined with the realistic, historic limitations on the Chinese forces proposed above will make the theater far more stationary, as it was historically. Chinese attack weakness, slow units, and limited action limits should prevent major Chinese counter-offensives seen so often in WiF despite their ahistorical nature. But if the US wants to send in Stilwell and build enough shipping and send in some airplanes and raise some hell in China, it can.