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Movement Chiang HQ
Posted: Tue Feb 23, 2016 1:45 pm
by Rand6897
If someone could provide an explanation for the following it would be greatly appreciated.
In fine weather and absent any ZOC influence, the Chiang HQ moves along a rail line one hex west, from a clear hex into a mountain hex (hex 85,140
{west of Changsha} to 85,140). The unit becomes disorganized.
I'm playing with all the optional rules related to movement. The way I figure it he should be able to move 2 hexes without becoming disorganized.
I'm really stumped.
Thanks
REA
RE: Movement Chiang HQ
Posted: Tue Feb 23, 2016 2:13 pm
by AlbertN
HQ movement rule implies that HQ moving off-road (or better off-railroad in WiF case!) have 1 less MP.
Are you sure though that hex is not a simple road? I am pretty sure it is - and not a railroad (there is the Burma road that is a full white line, or green, depending if it's open or closed).
Therefore the mountain hex costs 2 to Infantry - and as the HQ is moving out of a railroad, has only 1 movement point, and disrupts as it enters a hex costing more MP than its current MP.
RE: Movement Chiang HQ
Posted: Tue Feb 23, 2016 2:23 pm
by Rand6897
Crap!
After further review, it is the Burma Rd. The Chinese are in trouble.
Thanks a bunch
RE: Movement Chiang HQ
Posted: Tue Feb 23, 2016 2:29 pm
by AlbertN
HQ Movement is a rule that me and my pal ditched after a few games with it.
It's very hindering, especially for the Japanese and Chinese - for how logical the rule itself is (a HQ represents too deposits and whatnot moving along with the army) - and pratically everyime Umezu or Chiang move risk to get disrupted; it's a bit silly!
RE: Movement Chiang HQ
Posted: Tue Feb 23, 2016 3:59 pm
by Rand6897
I can see why your group canned it. I haven't ever played WIF so I used all the Optional Rules the first go round to see what I like, or
in this case disagree with. I wish some of the other rules were available.
Though early in my introduction to the game (Nov. 39), I like having a global war game that is self-contained on the computer. I'm playing
solitaire and following a rather historic approach to the game, aside from Germany taking out Denmark in the first turn. That being said, I'm
still maintaining a rather strong garrison in the UK though I know SeaLion will not take place. This path will likely end once the Italians DoW.
The Naval rules have taken some getting use to with the sea boxes but most of the game is relatively easy to grasp, provided you don't confuse a rail line for a road.
I can certainly see how an experienced player would have a huge advantage as the game allows for many avenues away from how the conflict actually unfolded.
I am however a little surprised at the limited size of the Soviet forces. Expected them to have several more extremely weak corp units. I'm looking forward to '41 to see how it plays out.
RE: Movement Chiang HQ
Posted: Tue Feb 23, 2016 4:08 pm
by Jagdtiger14
HQ movement is rarely played. Our group seriously considered it once, but ultimately decided against it.
RE: Movement Chiang HQ
Posted: Wed Feb 24, 2016 4:10 am
by paulderynck
Sometimes Option 17: (HQ movement) is thought of as a "counterbalance" to also using Option 37: (Railway movement bonus). In fact, both options are terrible.
Option 37 can be a game breaker against Russia since it allows Breakthroughs by Armor into Forest hexes (along a RR) without being disorganized and does marvelous things for maintaining the German advance when bad weather hits. Sure, the Allies get to use it when they transition to the attack but what good is that if Russia is already conquered?
In 1941 Russia had one paved highway in the entire country - from Smolensk to Moscow.
RE: Movement Chiang HQ
Posted: Wed Feb 24, 2016 2:08 pm
by AlbertN
Regularly using option 37 - it mirrors zones with better logistics and proper roads (in fact the highway Smolensk - Moscow was indeed the "axis" of advance for Germans, no wonder why).
RE: Movement Chiang HQ
Posted: Wed Feb 24, 2016 4:24 pm
by Centuur
ORIGINAL: Cohen
Regularly using option 37 - it mirrors zones with better logistics and proper roads (in fact the highway Smolensk - Moscow was indeed the "axis" of advance for Germans, no wonder why).
We also played with that rule together with the HQ movement rule.
RE: Movement Chiang HQ
Posted: Wed Feb 24, 2016 7:21 pm
by paulderynck
ORIGINAL: Cohen
Regularly using option 37 - it mirrors zones with better logistics and proper roads (in fact the highway Smolensk - Moscow was indeed the "axis" of advance for Germans, no wonder why).
Appropriate perhaps for PaTiF and AiF (for which that option was originally hatched), but not for WWII, unless you apply that rule to Western Europe only - and, oh yeah, a few hexes between Smolensk and Moscow.
But even in Western Europe, a Panzer corps breakthrough into a forest hex without being disorganized is quite a stretch.