Romeothefirst- WW2 China (Deity)

romeothemonk

Order of the Engineer
Joined
Feb 26, 2004
Messages
2,253
Location
Rapid City, South Dakota
This is the WW2 Scenario as China on Sid. This will be a minor challenge, but I think it can be done. We will be using 3 turn turnsets, to make sure everyone gets a few turns. I am looking for 3-4 additional good players, normal Deity wins or previous good play required.

Roster
1: Romeothemonk
2: Bede
3: Grahamian
4: Scoutsout??/Open?
5: SesnofWthr

Spots reserved for Sesn and Scout if they want them, I have yet to here back from them.
our situations.
Start.jpg

Ourlands.jpg

Tech_Tree.jpg

Units.jpg


Our research is pathetic, and only the better tanks could really help us. I vote for turning off research. We will probably have to draft heavily and use artillary well.
I will want to hear from others before any final decisions are made.
 
I was originally gonna pass this up, since I have a bunch on my plate right now, but I suppose I couls squeeze in three turns here and there.

However, my only experience with this scenario is lurking in AK2, so slot me towards the end of the roster, so I can just pick up where you guys leave off.

Similarly, I don't really have a lot of input for research or drafting, etc. I will say that I would have thought 309gpt would be enough to at least do some research. Unless we think we'll have a lot more units to support in a very short timeframe....

BTW - you may want to put a link in your post in the registry thread so people can find it a bit easier.
 
i'll join, been looking to play this scenerio in the rbc series but looks like that's stalled. i should warn you though that i'll be out of town beginning on the 24th of sept till oct 9th, so if you want to have someone more permanent, i'll understand.
 
you are more than welcome to join Grahamiam. I look forward to playing this. On the research, we can get 17 turn research with a deficeit, or just rush a ton of units.
Ningsia is a 1 turn worker farm, and mass artillary with a couple of light tanks is the ticket.
(Doing a solo shadow game. I have already passed Japan in VP in turn 15.)
 
I just finished my "shadow" game. Well it wasn't really shadow. I won by VP on turn 25, was going to win by domination in 3 turns. This poses an interesting question to the team. Dare to Sid, or try for Domination. I am sure with those that have expressed interest, we can do far better than my individual self.
Lots of people can do Japan on sid, can we do China? Or can we Dominate?
Let me know what your choice is.
 
I'm willing to have a go at either.

I wonder if the same thing applies here as in the most recent RBC games? Doc had mentioned that domination on Diety is very difficult because of the sheer number of untis you would have to kill. That many units would rack up your VP too quick (as evidenced by your shadow).

Or can we afford to go slow enough to pound all the cities down in size to reduce the number of VP's scored? But one would think that a slow campaign would give Japan that much more time to build more units.....
 
I am not really sure here. The Japanese had roughly 23,000 Vp when I won. I think that by pulling from our VP locations, we can knock off ~2,000 VP. Also, huge stacks of artillary are not that hard to come by. I took it easy in the last 15, building the pentagon, MA, and IA. Not building at least 2 of these will help. I also mobolized though, after about turn 10, which meant that all captured cities stayed at that one size. This is also a no settler game, IIRC. Mobolization was key as my capitol got to 100+ SPT which is a light tank every turn. But as we know artillary is not doubled with mobolization, but I had 3 towns building tanks, the rest Art and some MG's when I needed a new defender in a captured city, and Ningsia doing its 1-turn worker trick. In the end I was strong compared to everyone but the US of A.
If this goes Sid, I can check with T-hawk or Arathorn to see if they are interested, or I am sure that DocT would play if domination was our goal. I am just split on this plus we won't hear from Scout for a few days I'm sure.
 
Enlisiting in the Kuomintang.

Given the way it plays as a coalition victory, why not SID?
 
Someone else wanted Sid, so here it goes. I would like to note a few key things.
1. The Japs will bomb us like crazy, aiming for our 1 rubber. Piling units on top and having some workers handy will really help us.
2. Bombarding 1 hp off of the Jap units doesn't mean that they will retreat, it just increases the probablilty.
3. Our Air force stinks, and that is something we will have to live with.
4. Redlining troops and smoking them with a light tank is the way to go.
5. Jap infantry are move 2, and ignore jungle.
6. We need to rush a few factories, and get some workers out quickly, to get a basic reailnet, and to get Ningsia to its 1 turn worker farming.
7. research is unimportant. I got zero new techs and did just fine in my game.
8. Using the World Map bug, I suggest a huge map.
9. The first turn diplomacy trick doesn't work on this conquest.
 
played this a little last night and diety is probably too easy, so i'm all aboard with sid. those japanese 2 movement foot units took me by suprise, so i'm glad you came up with that list.

since we are not going to research, what techs do we want to trade for or do we just use the money for rushing units? i noticed that amphibious warfare was available very quickly from all the allies but i'm not sure if we need marines in this one, though our infantry and guerilla units stink. i would say we should hold out for armored tactics but this is based on extremely limited experience.

another thing i noticed was that the japanese had an army in thier city NE of Hankow, but never moved it during the 1st 15 turns. seemed odd, but is that typical?
 
I would not get any new techs. I had the oppurtunity to buy the bigger tanks in mine for all my money, but decided against it. I used the money to rush 2 armies instead, which was a much better use.
I used all the early money to build a factory in our capitol and a few other cities. We are in a republic, so we don't need any MP.
I killed one Jap army on turn 3, and the other stayed in that one city until I redlined it with Artillary, and my first army killed it.
I think we should avoid hand-building any small wonders, and use a leader to rush build the MA, after we have 2 armies in the field.
I propose to mobolize after turn 5, as we should be able to get 3 factories up by then.
 
Some hints:
*Use Airfields like mad. The AI will bomb any Fighter in a city, but never seems to attack Airfields.
*The AI for reason only known to the AI loves to bomb resource tiles with a Worker on it. Don't know if you consider that an exploit, but putting a Worker or 3 on a tile with a surplus Luxury (you're IND, so they can rebuild the road/ RR every turn) will keep lots of Bombers from attacking important resources.
*If you plan on mobilizing, be aware you will loose some Fortresses due to Japanese border expansions. This is ugly with the barricades.
*By all means, short-rush via Worker something like 2 MGs and a Light Tank on turn zero.
* You start with only 2 Hospitals. If you can afford it, complete one more before mobilizing; you need 5 for the BMed, and 2 Japanese cities are likely to fall early enough to make it possible.

grahamiam: The usual AI Army bug; they'll only use it if they load an Infantry there 1st, and then put 2 Light Tanks in it, or a CE and 2 Inf later.
 
I chatted with T-Hawk, and he will sit this one out.
I will get this started on Thursday or Friday.
Ill get the first three, then follow the tenative roster in the first post. This is not a 24/72, but if you need the time at least give some heads up.
Thanks
 
Turn 1: Get Spices, 540 gold, and a wm from Churchill for silks. Get 360 gold and a WM from America for silks. Get 260 gold from the Netherlands. Get 540 gold and 20 gpt from Netherlands for our spare iron. Get 11 gpt for one of our spare coals. Sell courthouse in our capitol. Since there is no WW, I think we could sell our police station as well, but I will let the next leader decide. Short rush a factory for a total of 1000 gold in our capitol. Rush a coal plant for our FP city. Every other build is swapped to worker, no movement is allowed.
IBT: Lose 3 guerillas and 1 infantry.
Turn 2: Workers come in, start some artillary and some Light tanks. And another factory. Bombard intruding Jap forces. Bombers only have lethal sea bombard. Kill a RL elite light tank.
IBT: Retreat 3 or 4 Nipponese Infantry, lose 2 infanty.
Turn 3: Revenge myself on a marine that killed an infantry. Get our fist elite ground unit south of kunming. Lose an Infantry but kill an elite Engineer. Rush factory in Chengdu.
We have a much better industrial base now. The military railnet is progressing. Our fist LT's roll of the assembly lines next turn. Ningsia is building an artillary untill the workers can improve it to +10 food, and 10 spt. Our defenses appear to be holding steady but the big push will probably be in the next 5 turns. I would mobolize during Grahamians turns, or earlier if the team decides too. A few more everything wouldn't hurt but I would save the cash to rush factories and coal plants.
Bede is up
 
Got it.

Play tonight.
 
Look at the map and see that we are vulnerable SE, SW and S. Swap tank builds to MG battalions. Depending on what happens next ,may mobilize...

Lose one infantry man to CE attack, CE redlined. Kill two Japanese infantry in the East.

3/42
Finish crippled Japanese infantry. Shell the road net at Hanoi. Lose a bomber trying to destroy road net at Shanghai.

Cover the rubber supply with flak units and fortify a worker with it.


4/42
Manuver around to try and protect Foochow and Sian and Hankow. Concede a couple of border fortresses to protect the cities.

Defensive efforts are successful and Japanese lose four infantry and trying to take Sian, and a CE and a tank is cripppled on the assault at Foochow.

Lose three infantry and Nanning to Japanese CE's.

5/42

Manuver around to hold at Sian and Foochow. Japanese infantry are all over the interior but none are healthy after shelling.

6/42

Keep shelling Japanese infantry and beefing up defenses.

Japanese bombers and the loss of Nanning have cost us our native coal.

7/42

Move workers to rebuild road to coal.

Wound Japanese attackers. First tank battles are not successful. Both are lost though attackers are wounded. Japanese CE's and infantry are threatening Kunming and Chunking and Hankow.

Have not mobilized as the impact of the additional shields is not that great. Spent cash rushing MG battalions to try and hold in S and SE. ANd the loss of our native coal affected the ability to build coal plants. Two locations can build hydro plants, however.

We are holding our own.

Afraid I didn't give you much to work with g-man.

Roster

3: Grahamian - up
4: Scoutsout??/Open?
5: SesnofWthr
1: Romeothemonk
2: Bede
 
Preflight check: It seems that the Netherlands is getting our only iron. Workers are on an iron so hopefully it’s hooked up next turn.

Find an unused arty in Foochow and use him to take a hp off a Jap CE.

Swap an infantry and flak outside of Kumming to protect the workers.


IBT: Japan moves up 2 tanks and a bunch of other units. Looks like they really want Chunking. Our infantry outside Kumming defends vs a Nipponese Inf.
Chunking LT -> LT
Taiyung arty -> arty
Ningsia worker -> worker

T1: Aug 1942AD Rush a coal plant in Chungdu
Use Arty in Chungking to redline 2 tanks, then blitz them with our LT, killing both and promoting to elite.
Trade: Commonwealth: get 513g, giving 35gpt
Hurry the Factory in Hankow
Move one of the arty’s out of Foochow and cover with an infantry from Hankow.

IBT: Defend vs a Nipponese Inf in Sian
Lose an MG battery outside of same town on fort.

Chengdu coal plant ->LT
Hankow factory -> LT
Sian LT -> LT
Ningsia worker -> worker

T2: Sept 1942AD Redline a Nippon Inf outside Ningsia and then kill it with an elite LT
Bombard a stack of 3 Nippon Inf between Chunking and Hankow with 2 artys from the 1st town and 1 from the second, knocking all down to 2hp.
Use elite LT to attack and get this [dance]

rtm1-sept1942.jpg


Build an army in Chunking

There’s an SLNF Marine and a CE near the fort outside Sian. Decide to abandon the fort and place the Inf inside Sian and Taiyuan

Use an LT to blitz two damaged Nippon Inf outside Chunking, killing the 1st flawlessly but losing the tank to the second.
Elite infantry from Hankow leader fishes with the redlined NI, wins flawlessly but no leader.
IBT: Lose 2 infantry in Sian, guerilla on top :(
Jap units move in heavily around Kunming and Sian.
Chunking LT -> LT
Ningsia worker -> worker

T3: Oct 1942AD Load LT and elite* LT into army and kill two CE’s (4/9)
Hurry a Stock Exchange in Lanchow, then switch it to a Factory (3T). Only need 56g to finish it so I take another loan from the Commonwealth: 60g for 4gpt and our WM.
Finish rushing the factory but oops, now we’re 6g short. Damn. Trade WM around, then get 30g from Commonwealth for 2gpt and WM
Reinforce Sian with an elite inf and an MG Battalion.
That should be enough infrastructure for the game. Next turn we should mobilize as there’s too many Japanese units for our current production rate and I think we have all the factories we need atm.
Siam and Kunming are in a tight spot right now but should survive till next turn. Good luck :)

rtm1-oct1942.jpg
 
Thank you for pulling the water chestnuts out of the fire g-man.

Looks like we are back in the black.
 
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