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China, July 14, 1937, Japanese army of 59 units opposed to Chinese army of 93 units for a battle of complexity 1.14 at Division(XX) level on a 10 Km/Hex map for 77 turns of Full Week each. by Sam Mudd submited on 19-02-2006 Rugged-Defense Playing Statistics
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China 1937-1938Version 1, 02/15/2006 Game was made for Play by Email. Due to Japanese units need of Sea Transport, It will not work well against the Programmed Opponent (PO). 1. Unit Colors 1.1. Japanese Forces
1.2. Chinese Forces
2. Notes 2.1. Japanese start The Japanese start the scenario in position to attack China's northern border. The priority of Japan's attack should be placed on the taking of the rail lines leading into China's interior. Japan needs to plan (with the use of Theater Options) where and when to land troops by way of sea. 2.2. China start Protect your ports well. A good percentage of your rail lines are in need of construction. An effort to finish construction of all rail lines could improve a more rapid movement of reinforcements to the front. Many of the Rail Lines in China are "broken rail" (Some rail lines were at various stages of construction). Either forces can use their Corps or Army level "supply" units to build/rebuild Rail Lines. 3. Theater Options Each turn players need to be aware of the Theater options available. They are: 150% shock bonus offensives..... When available they last 1 turn. Cease Fire Theater Options.......When available they last 1 turn before resorting back to open fire. Sea Capacity Theater Options .......Japanese: (Capacity as stated on Theater Option).....Japan will have a Major Sea Lift Capacity Theater Option plus a good number of Minor Sea Lift Capacity Theater Options beginning on turn 1 for use as the Japanese player sees fit. MUCH of Japans advance into China will be by way of Sea. NOTE: Corps units (as referred to in a Japanese Sea Lift Theater Option) refers to the Corps' 'Supply' unit as well as the Corps' Mountain Cav and Corps' Guerilla unit. (IE: A Sea Lift Theater Option that specifies that it can sea lift 2 divisions and Corps units, will be capable of 2 divisions and the 4 units that EACH Japanese Corps is composed of.... as an example) NOTE: Japan has a small but continuous sea transport capacity available EVERY turn throughout the game (without the use of Sea Transport Theater Options). There will be enough Sea Capacity each turn to transport any 2 Japanese Army units OR to transport a Regiment worth of a Japanese Division (1/3 of Division broken down into 3 regiments). Sea Capacity Theater Options.......Chinese: China has a very small, one time capability for Sea Lift. Japan will need to protect their ports. Japanese air transport Theater Options ...Japanese forces are capable of a small, one time capability of Airborne Units. Japanese removal of Exclusion zone 1 Theater Option.....This TO is used to open up the ports of Shanghai....(During the Shanghai Incident just prior to the beginning of the 1937 hostilities, a treaty was maintained whereas Japan had limited control of the wharfs around Wusung and Shanghai.) China Guerilla Units Theater Options: These should be used once Japan controls an area so as to move Chinese Guerilla Units behind a Japanese advance. A theater option used will place a unit at the location specified OR within 3 hexes of its location should the location be occupied by Japanese forces. SPECIAL NOTE: Should one side choose a cease fire Theater Option on the SAME turn another side chooses a Sea Lift (or Air Lift) Theater Option, It would be wise to "embark" those units using your available Sea Lift (or Air Lift) capacity on the Cease Fire turn event. The cease fire will not allow the units that "embarked" to move DURING the cease fire, but the units will be able to be moved by way of Sea Lift (or Air Lift) on the open fire period immediately following the Cease fire. IMPORTANT note on Theater Option usage: No 2 alike Theater Options can be used on 2 consecutive turns as the 1st will cancel the 2nd. As in (cease fire--followed by another--cease fire) or (offensive--followed by another--offensive) In other words:.... An offensive Theater Option used by Japanese on turn 5 that gives Japanese 150% shock will return the Japanese to normal (100%) shock on turn 6 Regardless of if the Japanese pushed another offensive Theater Option on turn 6. In other words:.........If Japanese use offensive Theater Option on turn 5, then Japanese must wait till turn 7 or later till Japanese is able to use an offensive Theater Option again. Otherwise an offensive theater option is wasted. I have included a players aid in pointing out when an offensive has ended or a cease fire is over etc...by noting the "news" where a series of 3 "***" means a Chinese theater option has ended, or a series of 5 "*****" meaning a Japanese Theater Option has ended. Multiple Theater Options that have different effects CAN be used on any one turn (such as a Sea Lift, a removal of an Exclusion Zone and an offensive used on the same turn) Using 2 of the same type of theater options will simply waste a theater option (pushing 2 offensive theater options on the same turn will only get 1 offensive while using up 2 offensive theater options) 4. SPECIAL NOTE NO unit in the game will reconstitute. In other words once a unit is destroyed, it is out of the game. I made the points for enemy loss/ friendly loss MINIMAL. Therefore losses to either side will amount to nothing (0) to very minor points if at all for either side. Objectives are the key in the game to victory. You will note in the game that Corps units (for the Japanese) and Army units (for the Chinese) are represented using 'Supply' denoted units. These "special" units are used in place of HQ units. (No side has any HQ units). These "special" units very capable of Attack and Defense as well. Besides being used as Supply, these units are also VERY capable of:
Supply throw in the game is 3 Hexes. Yangtze River Crossings: The Yangtze River has but a very few locations along its length where Corps or Army level 'Supply' units, being used as 'Bridging units' can aid in Ferry Operations in crossing this massive river. Very few bridges spanned the Yangtze during the period and most were located towards its headwaters to the west. 5. Historic Notes and Game Notes China's entry into WW2 started much earlier than the 1939 date that is associated with the World War II. Much of Japan's political power was in the hands of the Japanese Military as Japan in the late 1920's and early 1930s dispatched forces into Manchuria. As well, Chinese Communist and Russia worked to stage city uprisings in Northern and Southern China. At the start of 1937, Japan with its sights set on the dream of colonialism due to its production surplus and food shortages, sought to acquire China as a source of foreign markets and colonies. The years 1937 and 1938 represented the the greatest gains of land occupation by Japanese forces in China till 1944. Most of these gains held stagnet from 1939-1943. Not till the offensive of operation ICHI-GO by the Japanese in 1944-45, did the Japanese yet again expand their hold of territory held in China. But this move, that occurred too late in the war, was offset by the many Allied victories on their advance towards the war's eventual end. The Japanese opponent in the game has the chance to repeat or change the historical advance into China. Historically, Japan first sought to move south from Northern China along the valuable Rail Road lines leading into the interior of China. Soon after the initial advance, Shanghai was invaded by Japanese Divisions and Army units easily taking the ports of Wusung and Shanghai due to Japanese friendly militants that controlled the docks. Though the forces of China strongly outnumber the forces of Japan, manpower wise, the number of forces in a Chinese Corps are equal to the Japans Division. But worse, Japans superior arms and troop training are represented in the use of forces in the game. 1. Chinese using Rifle Squads to Japan's HEAVY Rifle Squads. 2. China forces with unit proficiency of 33 and force proficiency of 50 to Japan unit proficiency of 66 and force proficiency of 75. 3. Chinese with little support weapons (within their Corps) to Japan's tanks and artillery superiority (within their Divisions). 4. Japan's superior air forces to China's outdated air units. (this air superiority will level off and eventually be inferior to the growing number of Allied air units as the game progresses) Japan in the game controls its own destiny. Where and when to land forces by way of sea, and control of the vital rail lines and air fields will ultimately dictate who will control China. Thus in 1937, China's War of Resistance began. |