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  #11  
Old June 5th, 2007, 06:50 AM
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Default Re: Long Campaign - Japanese

Just a side note on my last debacle. I found a late game save file and let the computer play out the end game again. Final score was Japan: 1134 China 4249 for a marginal defeat (annihilation doesn't seem quite so bad now). Casualties: Japan 225, China 709. In an odd bit of statistics, even with two near wipe-outs my total casualties are 702. To get a rough picture of the forces involved, in the player one / player two view screens: Japan had 3 pages of units, China 12 pages.

Now my ego is soothed a bit, it's back to yet another meeting engagement.
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  #12  
Old June 15th, 2007, 06:42 AM
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Default Re: Long Campaign - Japanese

Battle 6
This one was played out over 11 days and I neglected to keep detailed notes. Yet another meeting engagement so it was back to the move to the centre, set up over-watch positions and slaughter the incoming hordes. Again, the So-Mos managed to punch a hole through the Chinese flank, move into the rear and chew up the artillery park. The Aichi recce birds helped spot 1 37mm ATG but towards game end two So-Mos ran into another and were shot to pieces. I need to get my recce boys some infantry cover but without turning them into a full fledge combined arms unit.

Points of interest: The Type 89B has a much better AP round so the Chinese armoured trucks were dispatched out of hand. I had a scout unit that wouldn't fire despite being fully rallied and with a full complement of shots. I checked its stats and found it had fired off its entire basic load down to the last grenade - I've not seen that before. The Chinese seem to have the biggest artillery park outside of the Soviets about 6 75mm on board with a couple of mortars thrown in and two off board platoons as backup.

Next game I advance.
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  #13  
Old June 16th, 2007, 10:59 PM
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Default Re: Long Campaign - Japanese

[img]/threads/images/Graemlins/Hammer.gif[/img]Em, Pat, Banzai!! [img]/threads/images/Graemlins/Flag_Japan.gif[/img]

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  #14  
Old June 20th, 2007, 07:18 AM
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Default Re: Long Campaign - Japanese

Battle 7
1932
Chinese Communist delay
Not much to say here. I purchased more mortars, a security platoon to watch over the arty park, and some snipers for foot recce.

Support troops were the usual mix of recce and strike

The Chinese were deployed in a thin line across the board. I easily penetrated it on both flanks - in the south with my tanks and in the north with my recce. The main body moved up between the southern edge and a large rice paddy executing a text book flank attack. The recce and tanks shot up the Chinese arty a usual but this time I didn't get the Chinese HQ. Air recce spotted a couple of ATGs so none of my armour got spiked though a couple did investigate the new rice crop a little too closely and got bogged.

Actual combat was pretty much as expected with the artillery suppressing the Chinese as they ran to re-take the VHs while my infantry shot them to pieces.

Post game:
The 37mm have proven far too vulnerable to artillery - two died this game under mortar fire while their mules survived unharmed - so they were all exchanged for AAMG. I added a 150mm off board platoon to be reserved for counter battery.

The R&D boys have finally come up with some locally produced tankettes so the large So-Mos were traded in for lighter smaller Type 92s.

Next game: 1933 - Delay.
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  #15  
Old June 20th, 2007, 10:29 AM
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Default Re: Long Campaign - Japanese

Great stuff Pat
Just read the whole post in one go and was grinning the whole time.
You have the game well under control bro...you should be playing PBEM, if you already aren't, and trying your skills on some human opponents....there's never a dull game against A Blitzer.
www.theblitz.org

Good luck for the next battles
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  #16  
Old June 20th, 2007, 12:43 PM
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Default A little R&R - Research and Reading

A little perplexed at walking over the Chinese when advancing and getting my backside handed to me when defending, I decided to do a little reading up on the IJA. Contrary to the Kangaroo riding Canuck heavy infantry I'm used too, the IJA is almost entirely light infantry! Yes, blindingly obvious in retrospect.

My tactics in advance and meeting engagements have been pretty much spot on for light infantry. It is in the defense that I have mishandled my gunjin. In the straight up defense, I set my troops up as a "shield" to block the Chinese advance rather than use them as a "main-gauche" to deflect and redirect the attack. My superior troop quality allowed me to get away with using a local static defense in advancing and meeting engagements. I won't be able to get away with this went facing Marines. When I tried to do the same on Mud Mountain, complacency lead me to think that the lack of supporting fields of fire would not be a problem - after all it had worked before. My failure in the city defense was an out-right misunderstanding of my force structure and capabilities. Thank the Kami that I'm only sending virtual gunjin to a virtual Yasukuni - and that I don't have to engage in virtual sepukku to atone for my disgraces.

So - many lessons learned and much fun had. The Chinese are advancing in the next battle - let's see if I can put all my reading to work.
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  #17  
Old June 20th, 2007, 01:27 PM
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Default Re: Long Campaign - Japanese

Thanks Sgt. - though I'm going to have to get my sh*t together before I run into any diggers. Matilda Frogs are a bit unpleasant.
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  #18  
Old June 23rd, 2007, 08:15 AM
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Default Re: Long Campaign - Japanese

Battle 8
1933
China Hills
Chinese Communist
Delay

I'm going to update this one post as I go along.

The Battalion Intelligence officer reveals that the Chinese will outnumber me about 4 to 1 in bodies on the ground. Specialist anti-armour troops have been raised on the Chinese side but should be readily identifiable by their new uniforms (PLA grenadiers vs grenadiers). He also tells me that recently captured documents show that Chinese platoon commanders usually command one of the rifle sections so any rifle group I see has a 50-50 chance of being the command group. Further, company commanders have an attached cavalry group for communication and local recce so an infantry group next to a horse is also good target. All of this I will pass on to my sniper groups.

A section has just returned from advanced sniper training so I now have four two man groups to deploy.

For my core forces, I exchanged the 37mms for AAMG after the last battle. The So-Mos have been swapped out for type 92 tankettes with 6.5 TMGs and 13.2 BMG they are as fast as the So-Mo and while not as well armoured, are much smaller and more flexibly armed. I have added a 150mm type 89 platoon for counter battery. It is my intent that the type 89s represent air power suppressing the Chinese batteries. I will have to resist the temptation to use them against ground troops.

The terrain is quite rough with multiple rows of hills running north-south. There is a crest line just forward of my setup line with a valley behind then a crescent of 3 high hills - the open end facing towards the enemy. The victory hexes are scattered over the north and south arms - all are weighted the same.

For support I purchased four groups of four marksman to act as small patrols and an Aichi recce bird.

The Plan:
My artillery will set up behind the crest of the hill at the base of the crescent. Well away from any VHs they should be clear of any artillery until they open up. A pair of mortars and the AAMGs have been positioned to fire into the crescent proper. Two groups of marksman are set up in the mouth of the crescent in mutually supporting positions and with cover they can retreat into if needed. The other two sniper groups start on on the deployment line crest and will advance over the central ridge onto the forward slope. The intent is that the marksman will slowly give way delaying the Chinese advance.

The main body lead by all my armour will advance along the southern flank. I will crush the Chinese right wing then roll up his lines by advancing north flanking the Chinese advance. My new sniper groups will provide flank support and engage high value targets. As always the bosozuko in their new tin cans will go looking for tubes to squash.

I hate mud. With the armour leading, my gunjin headed up the south flank. The marksman groups also pushed forward and took up fire positions. A massive Chinese bombardment fell on the empty VHs. By turn 5 the tell-tale lines of screening smoke appeared - with my marksman groups on the enemies side .

For the next 5 turns, the main force picked its way forward unopposed. The Aichi spotter bird picked up a few infantry and quite a few armoured trucks and a couple of borrowed Russian amphib tanks - so much for the encyclopedia test saying the Chi-Coms didn't have armour - they have more than I do! My marksman began to engage scouting elements - taking no more than three shots then pulling back.

Around turn 10, my main force ran into the first opposition in the south. About halfway across the board, the tanks shot up some cavalry. The flanking sniper groups saw a few infantry toward board centre and began suppression operations.

By turn 20, it was obvious I was going to be crushed - again. Faced with the usual mass of infantry, my attack stalled and began to be enveloped. A couple of snipers shot off their basic load and had to pull back. The Chinese artillery didn't get into the game but got enough rounds on target to be annoying. I used smoke and area fire extensively which proved moderately effective but still the Chinese waves crashed against my lines. Up north the marksman were performing very well, stalling the whole Chinese attack with minimal losses to themselves.

So again I flipped to auto-pilot. The Chinese were a solid bar of yellow 2-300 metres deep except for a small strip along the north edge. Multiple gun positions were scattered across his rear area like cherry blossoms in Spring.

At his point, I was not having fun and not learning anything so I terminated the game.

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  #19  
Old June 24th, 2007, 12:14 AM
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Default Re: Long Campaign - Japanese

Interesting, awaiting your SITREP

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  #20  
Old June 27th, 2007, 01:24 PM
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Default Re: Long Campaign - Japanese

So here's the problem: In the advance or meeting engagements, I have no problem beating the Chinese so infantry toughness etc is not a problem - in fact it may be too low at my current ability. However I cannot defend against the sheer mass of infantry and artillery the Chinese can put into their attacks.

Possible answers:

1) I suck at defense. This is the most likely my source of problems yet I can play a fair defensive game in other match-ups. I may not have learned to use this particular force in the defense properly.

2) My map is too small. I am currently using a 80 hex long by 40 hex high map. While more than adequate in the advance, it may be forcing the Chinese to unrealistically bunch up. Both times I flipped to AI control to look at the Chinese forces - all I saw were ranks of infantry shoulder to shoulder and many hexes deep.

3) The pick lists are "broken". I am reluctant to suggest this but based on the large amount of artillery and armoured trucks the Chinese are getting on top of the infantry hordes, they may be running out of options at the points level I'm playing at.

Further investigations:
1) Take the same Japanese force and put it up against 1940's Marines or Brits. This will test my ability to defend against a qualitatively similar enemy and help highlight any pick list problems.

2) Increase the map to 80x80. This will give my smaller force more room to maneuver and allow Mao's juggernaut to spread out. If defending against the Chinese on 80x80 proves as easy as advancing, then reduce the map to 80x60.
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