There is a FMG Games G36/G39 rules and map, “Global War”, and another game “The War Game” by Jeff. Both include rules to support the Span Civil War/Second Sino Japanese war era
Minor industrial complex in China strategy.
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Obviously Japan is quite limited in how many units they can put in China. Since they can only put 3 units on the continent, should they be tanks? They may be more expensive and not as cost efficient as infantry, but units for units they’re better.
Speaking of which, how many minor industrial complexes should be in China?
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@superbattleshipyamato If you’re going to go complexes, i like the options of 1/2 tracks. They don’t have the same punch, but still have decent defense, and you rely on the rolling death ball of japanese air force to do the real damage. That saves you $6 a turn to be put into navy or more planes. I haven’t played in quite awhile, but i don’t ever remember really putting complexes in china. there is so much more to be gained by controlling the islands and the coast. That’s what i remember anyway!
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Huh, I always put complexes in China. You need at least some replenishments if you’re taking out China and even more for an overland invasion of India.
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ya, i just went and checked the board, china doesn’t have any 2 IPC territories, so no complexes in china.
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I mean placing complexes as Japan.
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Putting a MIC in china in J1/2 or even J3 is a viable strategy. It makes reinforcements on the continent much easier. You can build an MIC in Korea, Manchuria, Shantung or Kiangsu at the start of the game. Nevertheless, the most build complex is in French Indochina I would assume, but it must be conquered first by Japan.
Building Tanks on the continent obviously gives Japan more punch than building infantry. Nevertheless you should also consider the cost benefit ratio. Infantry is just half the cost, and as long as japan has superior air power available against china the infantry will also do the job. Also consider that in a typical attack with one ground unit plus air force against a chinese infantry you will lose your ground unit 1/3 of the time, and in many occasions even if it survives it will be threatened by a counter attack. Now, consider again, if you want that unit to be a tank or an infantry.
In the end it is always situational. Tanks on the mainland can be quite strong, but most of the time infantry will do the job. If you need fast movers, also mechanized can be a good alternative.
Just my 10 cents.
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Thank you!
I agree with you. Infantry or mechanised infantry are probably a good choice for China. A complex in French Indochina works if you have extra income or if you attack the west early.
I’ve figured out a good way, future readers should take note.
Due to me wanting to keep that 10 IPC bonus as long as possible I don’t invade French Indochina. However, I found that two minor industrial complexes at Shantung and Kiangsu in the first turn is usually enough to force a victory in China or at least mitigate a crisis depending on what the Soviets or Brits do.
This allows a more plentiful supply of units.
I usually did 3 tanks with 1 minor industrial complex, but it’s usually not enough. With two complexes I can produce mainly mechanised infantry and keep combat power.
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While tanks are more expensive, regular infantry is just too slow. For 12 IPCs, Japan has the choice between 2 tanks or 4 infantry or 3 mechanized infantry (for the sake of this argument, I am ignoring the requirement for additional factories, at the moment). For me, it just makes more sense to use mechanized infantry instead of just regular infantry as Japan’s cannon fodder on the mainland.
Franklin
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@franklin_cain i’m a big fan of the halftrack!
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I completely agree. China’s big and Shantung and Kiangsu are far from the frontlines.
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@superbattleshipyamato this makes more sense!
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mechs are the way to go…as someone else mentioned the airforce is your punching power. That being said, a tank here and there to blitz is beneficial…just as a bonus to give you some extra flexibility.
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I agree.