China supply mod DBB - C, EM, SL, LC Burns (allies) vs. Mr. Pink (Japan)
Posted: Tue Sep 16, 2014 1:49 am
This will be an AAR for a game between Mr. Pink (Japanese) and myself (allies) playing a modded version of DaBigbabes – C extended map scenario with stacking limits and lowered cargo. The only modification made to the scenario is a change to supply in China to try and address the problem of China collapsing in most games.
We will be using the following house rules:
Fighter and fighter bombers may never operate above 30k feet.
No 4e naval attacks below 10k.
No suicide picket task forces designed to draw off carrier strikes allowed.
Must pay PP to cross national borders with restricted units.
No more than one 4e group (3 squadron’s equal’s one group) operating out of China per year. So one group in 41, two in 42, three in 43, etc.
In all things try to avoid gamey play if possible
The changes I’ve made to the scenario give each base in China with Chinese nationality a minimum of 80 daily supplies no matter who controls it at start. Bases that had higher daily supply incomes remained unchanged except for urban hexes. Dense urban hexes get 400 daily supply and light urban hexes get 200. Chungking remains unchanged at 400 daily supplies. Due to the nationality setting of the bases, only the allies can make use of the supply.
This is my first time playing a PBEM game with these supply changes to China, but I’ve been working on the issue vs. the AI for quite a while now and have gone through many different mods to try and address the issue.
Initially I tried putting a lot of extra supply in and around Chungking, but after a 6+ month play through, I found supplies were still not getting out to the perimeter bases where the fighting was going on even though there was lots of supply in the rear area bases. Some supply did trickle out, but for the most part the perimeter bases remained in the red and the Chinese were fighting most battles with the nasty (–)supply hit.
So then I shifted gears in my approach and decided to try the harder to implement procedure of putting a smaller amount of supply into the system, but spreading it out among all the bases. I tried using lower amounts of 40, but it proved too little to allow even a single larger Corp from being able to stay out of the red during fighting (larger Corps use in excess of 1700 per month in combats).
I only played a test run into January with this new version giving each base 80 supply before the opportunity for a PBEM game came up. So it wasn’t tested for long but in the short time I tested it, the results were looking good. It was keeping most of the bases out of the red, but not a lot of really heavy combat had occurred yet.
The reason I’ve added supply to every base with Chinese nationality instead of just allied controlled ones is to try and simulate the guerilla war in China better. Historically Japan had to contend with hundreds of thousands of Chinese troops operating in their rear areas in the backcountry behind and between their main logistics lines.
WitP has always been a poor simulator of this reality due to the fact the only supply available to the Chinese in those areas of the map were the hexes with industries in them and they are all heavily defended. So capturing someplace that could feed the smaller guerrilla units in the Chinese OOB was pretty much impossible so units that moved behind the lines would simply starve. Now any base hex in China can potentially feed the guerillas so the strategy of sending a unit behind the lines to capture some out of the way or lightly defended base to use as a base for launching harassing attacks at least has a chance of succeeding if players choose to try it.
I beefed up the urban hexes supply incomes more as a deterrent to Japan than out of any expectation they should ever be captured. If Japan wants to send too many of his larger more combat capable garrison troops to the rear to chase down the partisans and replace them with the weaker Chinese allied troops, he will risk giving China the chance to capture an urban center that can truly add a significant boost to the Chinese war effort if taken.
Because the intent of the mod is to make China historically defensible, I’ll be fighting tooth and nail for every hex. No running away to the hills to try and simply survive, China should be able to hold what it has or at a minimum put up a spirited defense that takes years to break.
My opponent and I have agreed if the mod proves to be too advantageous to the allied cause to simply go quiet in China and have the lines go static. The intent of the changes is to make China defensible but not too strong. It’s a work in progress and I don’t expect that this will be the final solution by a long shot, but I’ll link the scenario here so anyone who wants to try it out can give it a whirl. If you do try it out I strongly suggest you use the 4e group limits for China spelled out in our house rule above.
I’ll be tracking supply in game each month on the 7th and will post the results in the AAR to see how the supply available in China is growing or falling.
The at start supply levels for China upon opening the scenario before the first turn’s execution are:
Supply held in bases at start: 82980
Supply held in units at start: 113151
Unfortunately I cannot get Tracker to work with my 64 bit version of Windows 7 pro, so adding this all up is very time consuming. If anyone has this exact map and scenario already installed and has a working version of tracker going and wouldn’t mind using tracker to open the game and get these totals for me, please post here in the thread and I’ll send you the save and my password on the turns I need the tallies. I’m not even sure tracker can even give these totals as it’s been years since I’ve been able to use it so I no longer know exactly what it can do.
Edit: I had to rename the scenario file to .txt in order to upload it, rename it to .rar to be able to open it. To download it, right click the file and 'save target as' to the location you want it.
Jim
We will be using the following house rules:
Fighter and fighter bombers may never operate above 30k feet.
No 4e naval attacks below 10k.
No suicide picket task forces designed to draw off carrier strikes allowed.
Must pay PP to cross national borders with restricted units.
No more than one 4e group (3 squadron’s equal’s one group) operating out of China per year. So one group in 41, two in 42, three in 43, etc.
In all things try to avoid gamey play if possible
The changes I’ve made to the scenario give each base in China with Chinese nationality a minimum of 80 daily supplies no matter who controls it at start. Bases that had higher daily supply incomes remained unchanged except for urban hexes. Dense urban hexes get 400 daily supply and light urban hexes get 200. Chungking remains unchanged at 400 daily supplies. Due to the nationality setting of the bases, only the allies can make use of the supply.
This is my first time playing a PBEM game with these supply changes to China, but I’ve been working on the issue vs. the AI for quite a while now and have gone through many different mods to try and address the issue.
Initially I tried putting a lot of extra supply in and around Chungking, but after a 6+ month play through, I found supplies were still not getting out to the perimeter bases where the fighting was going on even though there was lots of supply in the rear area bases. Some supply did trickle out, but for the most part the perimeter bases remained in the red and the Chinese were fighting most battles with the nasty (–)supply hit.
So then I shifted gears in my approach and decided to try the harder to implement procedure of putting a smaller amount of supply into the system, but spreading it out among all the bases. I tried using lower amounts of 40, but it proved too little to allow even a single larger Corp from being able to stay out of the red during fighting (larger Corps use in excess of 1700 per month in combats).
I only played a test run into January with this new version giving each base 80 supply before the opportunity for a PBEM game came up. So it wasn’t tested for long but in the short time I tested it, the results were looking good. It was keeping most of the bases out of the red, but not a lot of really heavy combat had occurred yet.
The reason I’ve added supply to every base with Chinese nationality instead of just allied controlled ones is to try and simulate the guerilla war in China better. Historically Japan had to contend with hundreds of thousands of Chinese troops operating in their rear areas in the backcountry behind and between their main logistics lines.
WitP has always been a poor simulator of this reality due to the fact the only supply available to the Chinese in those areas of the map were the hexes with industries in them and they are all heavily defended. So capturing someplace that could feed the smaller guerrilla units in the Chinese OOB was pretty much impossible so units that moved behind the lines would simply starve. Now any base hex in China can potentially feed the guerillas so the strategy of sending a unit behind the lines to capture some out of the way or lightly defended base to use as a base for launching harassing attacks at least has a chance of succeeding if players choose to try it.
I beefed up the urban hexes supply incomes more as a deterrent to Japan than out of any expectation they should ever be captured. If Japan wants to send too many of his larger more combat capable garrison troops to the rear to chase down the partisans and replace them with the weaker Chinese allied troops, he will risk giving China the chance to capture an urban center that can truly add a significant boost to the Chinese war effort if taken.
Because the intent of the mod is to make China historically defensible, I’ll be fighting tooth and nail for every hex. No running away to the hills to try and simply survive, China should be able to hold what it has or at a minimum put up a spirited defense that takes years to break.
My opponent and I have agreed if the mod proves to be too advantageous to the allied cause to simply go quiet in China and have the lines go static. The intent of the changes is to make China defensible but not too strong. It’s a work in progress and I don’t expect that this will be the final solution by a long shot, but I’ll link the scenario here so anyone who wants to try it out can give it a whirl. If you do try it out I strongly suggest you use the 4e group limits for China spelled out in our house rule above.
I’ll be tracking supply in game each month on the 7th and will post the results in the AAR to see how the supply available in China is growing or falling.
The at start supply levels for China upon opening the scenario before the first turn’s execution are:
Supply held in bases at start: 82980
Supply held in units at start: 113151
Unfortunately I cannot get Tracker to work with my 64 bit version of Windows 7 pro, so adding this all up is very time consuming. If anyone has this exact map and scenario already installed and has a working version of tracker going and wouldn’t mind using tracker to open the game and get these totals for me, please post here in the thread and I’ll send you the save and my password on the turns I need the tallies. I’m not even sure tracker can even give these totals as it’s been years since I’ve been able to use it so I no longer know exactly what it can do.
Edit: I had to rename the scenario file to .txt in order to upload it, rename it to .rar to be able to open it. To download it, right click the file and 'save target as' to the location you want it.
Jim



