Chinese XIV Corps

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EarlyDoors
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Chinese XIV Corps

Post by EarlyDoors »

I'd like to take a minute's silence in memoriam of these guys

Hex (192, 63) East of Changsha - these guys get obliterated without fail on first turn of every game

I'd be interested in seeing how far they can rise when re-born

...can they reach Tokyo?
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ElvisJJonesRambo
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RE: Chinese XIV Corps

Post by ElvisJJonesRambo »

Lol, nice take. We have an award nomination for "Most violently & quickly destroyed piece"
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RE: Chinese XIV Corps

Post by warspite1 »

ORIGINAL: EarlyDoors

I'd like to take a minute's silence in memoriam of these guys

Hex (192, 63) East of Changsha - these guys get obliterated without fail on first turn of every game

I'd be interested in seeing how far they can rise when re-born

...can they reach Tokyo?
warspite1

We will remember them.
Now Maitland, now's your time!

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RE: Chinese XIV Corps

Post by ElvisJJonesRambo »

Good show, sounds like a live game going on now. Too bad I cannot watch my money play out.

Looking at this game today also: Chelsea vs Tottenham
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RE: Chinese XIV Corps

Post by warspite1 »

ORIGINAL: ElvisJJonesRambo

Good show, sounds like a live game going on now. Too bad I cannot watch my money play out.

Looking at this game today also: Chelsea vs Tottenham
warspite1

You made a good call with Early Doors for the Win. I think you should double up with Chelsea winning by a minimum of 4 goals tonight.

Now Maitland, now's your time!

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RE: Chinese XIV Corps

Post by ElvisJJonesRambo »

Took your advice, took Chelsea, I actually paid the juice and bought 1/2 goal. 3-way betting sux on the draw. Parlaying with Alexander Volkov vs Alistair Overeem, for the big match on Saturday night. Like Volkovs kicking game. Overeem is solid, but motivation not on his side, so many big matches. That's my 2-cents, well $100
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RE: Chinese XIV Corps

Post by georgiabulldog1 »

I love it when Chennault's Flying Tigers arrive with much fanfare at the end of the Allied turn only to be immediately blown away in the following Axis turn by full strength experienced Japs with advanced fighters 2. Doesn't happen every time, though, so probably not the best nominee. Maybe they can (or should) be set to Ground when they appear.

One thing I miss about the hex-and-counter days is the ol' Dead Pile.
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RE: Chinese XIV Corps

Post by EarlyDoors »

Even had them destroyed by ground unit!

Yes they definitely need an alternative spawn hex if the japanese are within a turn's march


...and Stillwell too
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RE: Chinese XIV Corps

Post by Marcinos1985 »

...and Stillwell too

Don't send Stillwell to China. Get him to USA, sack him for someone better and sail to UK/NA, wherever he is needed.
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RE: Chinese XIV Corps

Post by georgiabulldog1 »

Stillwell's HQ is Chinese I thought?
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RE: Chinese XIV Corps

Post by EarlyDoors »

If you opt to deploy him in the USA then he is US piece

I have never done sack/replace - what % of full cost HQ is it to do that?
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RE: Chinese XIV Corps

Post by Marcinos1985 »

I have never done sack/replace - what % of full cost HQ is it to do that?

Around 1/4 I believe, don't remember exact formula. E.g. sacking Gort for Monty costs ~105 MPP's.
There are plenty of candidates for early retirement: Lord Gort, McArthur, Voroshilov... Cost is high, but usually well worth it.
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RE: Chinese XIV Corps

Post by OldCrowBalthazor »

ORIGINAL: EarlyDoors

Even had them destroyed by ground unit!

Yes they definitely need an alternative spawn hex if the japanese are within a turn's march


...and Stillwell too

My Flying Tigers just got destroyed on the ground recently in a MP I'm still currently playing. I didn't even get a chance to 'ground' them so they wouldn't intercept till they were at full strength.

They intercepted an air operation my opponent was conducting elsewhere, he saw them, changed his air operations....and destroyed it. He even said that this issue needs to be fixed.
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RE: Chinese XIV Corps

Post by BaggieMania »

I will throw my hat in the mix for the Polish cavalry corps near Gdansk.
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RE: Chinese XIV Corps

Post by Tanaka »

ORIGINAL: OldCrowBalthazor

ORIGINAL: EarlyDoors

Even had them destroyed by ground unit!

Yes they definitely need an alternative spawn hex if the japanese are within a turn's march


...and Stillwell too

My Flying Tigers just got destroyed on the ground recently in a MP I'm still currently playing. I didn't even get a chance to 'ground' them so they wouldn't intercept till they were at full strength.

They intercepted an air operation my opponent was conducting elsewhere, he saw them, changed his air operations....and destroyed it. He even said that this issue needs to be fixed.

Guilty here and was confused because I thought they had done something in a patch for this but I may have driven so deep into China that it did not matter?
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RE: Chinese XIV Corps

Post by OldCrowBalthazor »

Tanaka,

It mattered.....it spawned in an area behind the lines far enough that you wouldn't of seen it unless you overflew it. The Flying Tiger fighter spawned at the end of my turn. On your turn...you were bombing a ground unit around Wuhan..my fighter intercepted..(because it wasn't grounded by me yet)..took 3 pts of damage out of the 5 total....and you finished it off.

Now I don't begrudge you finishing it off....I would have done the same, but the issue is I didn't have any options at all. If at the very least..it spawned 'grounded', it would have had a chance. I use these fighters in China as recon more than as cannon-fodder anyway..so it was like getting an eye poked out...kind of :))
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RE: Chinese XIV Corps

Post by georgiabulldog1 »

Do the Flying Tigers (and other 'event' units I'm sure) appear at the end of the player turn for any particular reason? Seems like the the easy fix would be to have them appear at turn start.

Back on topic, the winner would have to be one of those poor Sovs who show up on the border with Poland after Germany declares war. We hardly knew Ye!
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RE: Chinese XIV Corps

Post by Tanaka »

ORIGINAL: OldCrowBalthazor

Tanaka,

It mattered.....it spawned in an area behind the lines far enough that you wouldn't of seen it unless you overflew it. The Flying Tiger fighter spawned at the end of my turn. On your turn...you were bombing a ground unit around Wuhan..my fighter intercepted..(because it wasn't grounded by me yet)..took 3 pts of damage out of the 5 total....and you finished it off.

Now I don't begrudge you finishing it off....I would have done the same, but the issue is I didn't have any options at all. If at the very least..it spawned 'grounded', it would have had a chance. I use these fighters in China as recon more than as cannon-fodder anyway..so it was like getting an eye poked out...kind of :))

Not that it did not matter in our game I mean I think maybe all they did to fix it the first time was have the unit spawn further back than it originally did is what I'm saying but can't remember. Not sure what the fix could be if you can't ground them...
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RE: Chinese XIV Corps

Post by Tanaka »

ORIGINAL: georgiabulldog1

Do the Flying Tigers (and other 'event' units I'm sure) appear at the end of the player turn for any particular reason? Seems like the the easy fix would be to have them appear at turn start.

Back on topic, the winner would have to be one of those poor Sovs who show up on the border with Poland after Germany declares war. We hardly knew Ye!

Good question is this unit placed differently than other unit events?
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RE: Chinese XIV Corps

Post by OldCrowBalthazor »

ORIGINAL: Tanaka

Not that it did not matter in our game I mean I think maybe all they did to fix it the first time was have the unit spawn further back than it originally did is what I'm saying but can't remember. Not sure what the fix could be if you can't ground them...

Don't know short of having the Flying Tigers spawn at the 'begining' of a turn. Then I can either unass them out of there, or reinforce and ground them in situ.

No matter...they can rest in peace along with their land hugging brothers the XIV corps now.
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