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Chinese army

Posted: Tue Aug 31, 2021 6:51 am
by ncc1701e
With the introduction of this new rule, did anyone try to put most of the Chinese army in garrison mode?
It should help to contain the Japanese, no?
Change garrisoning a unit returns half the PPs of making it a garrison
Change garrisoned units +2 anti-tank

RE: Chinese army

Posted: Wed Sep 01, 2021 12:48 am
by Remington700
In China, late in the game I put the Japanese divisions in garrison mode. They still got pushed back and did not have the mobility or attack capabilities to plug gaps or counterattack. I assume this would be the same for the Chinese armies. I think garrison can are useful in some situations but I will be more careful with its deployment in the future.

You can put single islands in garrison mode for a nice defensive buff however you then lose the ability to invade. When invading units cannot advance I have successfully captured the port by burning ten additional landing ships to land a division in the friendly LZ and advancing into the recently vacated enemy hex.

RE: Chinese army

Posted: Wed Sep 01, 2021 10:50 am
by kennonlightfoot
Using garrison mode for the Chinese line has some potential but would need some testing. Garrison mode creates a problem if there is a breakthrough. In China they probably can't move more than one hex so you would have to use a mix of garrison and active units to be able to plug holes in your line. Also, later in the game when you want to go on the offensive against Japan you will have to "buy" them back to active status at additional cost in PP. I don't remember what the extra amount is but was put in to provide a penalty for using garrison to "create" production points.

RE: Chinese army

Posted: Wed Sep 01, 2021 2:33 pm
by ncc1701e
ORIGINAL: kennonlightfoot

I don't remember what the extra amount is but was put in to provide a penalty for using garrison to "create" production points.

PP are double to go back from garrison to normal mode. We were creating too much Panzer corps with this. [:D]