RE: Early-game Allied Gamey Tactics
Posted: Sun Jun 05, 2011 2:18 pm
I would lean towards those that would say that both players should be at liberty to pursue whatever course they choose. As Nemo said: for every strategy there is a counter strategy. The first month or so of any game is going to have some distortions as both sides have the benefit of historical hindsight. Once you get beyond that it because much more fluid.
I have always contended that the game is more enjoyable if neither side has capabilities beyond what history tells us is true. The Manchuko garrison is a sticking point for me as the IJA feared the Sovs entering the fray. Now we all know that considering the situation on the Eastern front during the early part of the war that the Sovs were not going to embark on another war in far away places. Imperial HQ didn't know that with any degree of certainty. That is why the kept such a large force based there. To those who say Manchuka was stripped of troops: while true it was not until late in the war when things were going so badly for Japan that they had no choice.
A counter to that would be that the KMT did not and would not have conducted any offensive operations until the very last stages of the war. CKS was husbanding his forces for the inevitable fight with the CCP after the war ended. Furthermore, there would have been absolutely no coordination between the KMT and CCP even if they did go on offensive. WitP and AE make the Chinese army homogenous when it was anything but that in real life. Then again, the IJA is capable of mustering its forces and pushing the Chinese around far too easily than RL tells us was possible. The IJA had been involved in China since 1937 and had not been able to move beyond the game start line. In AE we see the IJA being able to mount a China offensive that is capable of accomplishing in a few months more than the RL Japanese could acomplish in four years
Point being that both sides are given capabilities beyond what history tells us. Both players have to adjust to this and play the best game possible.
I have always contended that the game is more enjoyable if neither side has capabilities beyond what history tells us is true. The Manchuko garrison is a sticking point for me as the IJA feared the Sovs entering the fray. Now we all know that considering the situation on the Eastern front during the early part of the war that the Sovs were not going to embark on another war in far away places. Imperial HQ didn't know that with any degree of certainty. That is why the kept such a large force based there. To those who say Manchuka was stripped of troops: while true it was not until late in the war when things were going so badly for Japan that they had no choice.
A counter to that would be that the KMT did not and would not have conducted any offensive operations until the very last stages of the war. CKS was husbanding his forces for the inevitable fight with the CCP after the war ended. Furthermore, there would have been absolutely no coordination between the KMT and CCP even if they did go on offensive. WitP and AE make the Chinese army homogenous when it was anything but that in real life. Then again, the IJA is capable of mustering its forces and pushing the Chinese around far too easily than RL tells us was possible. The IJA had been involved in China since 1937 and had not been able to move beyond the game start line. In AE we see the IJA being able to mount a China offensive that is capable of accomplishing in a few months more than the RL Japanese could acomplish in four years
Point being that both sides are given capabilities beyond what history tells us. Both players have to adjust to this and play the best game possible.