How do you simulate the historical strength of China in a simple way in this game? The common complaint I’ve always read is that China is too weak and easily rolled over by Japan. First some historical research should be done. There are three important characteristics of China’s war with Japan that should be included in any house rule.
Historical facts to include:
1. Limited ability for China to counterattack
Chinese forces were badly trained, badly disciplined and badly equipped. Their loyalty was questionable. The truce with their Communist rival, the CCP, was fragile. Both sides seemed more intent on maintaining control in their own territory than in fighting the Japanese. Both were expecting and preparing for a fresh civil war as soon as Japan was defeated. Therefore China’s ability to attack Japan should be poor.
2. Difficult and costly for Japanese to advance
Chinese forces stalled the Japanese advance by flooding rivers and canals; Mao’s armies conducted what he called a “sparrow war,†limited to small-scale guerrilla attacks. Fighting primarily a defensive war, the Chinese made use of the vastness of China to trap more and more Japanese troops in this large theater as occupation troops.
Twice as many Japanese soldiers were killed in China than in the Pacific. More than 1.5 million Japanese military personnel were sent to China and bogged down.
3. Bottomless Chinese infantry
The very size of China precluded a total Japanese victory. China’s population at the time was 400 million people. Japan had 73 million. China had 3.8 million men under arms in 1941.
A simple house rule to simulate this conflict is:
Each time Japan attacks a Chinese territory, five Chinese troops rise up. With this rule in place, China hardly has enough units to launch any big offensive, but if Japan attacks, it always costs them. If China happens to take back a territory that Japan has occupied, then it resets - five infantry rise up again the next time Japan attacks. If Japan retreats from an attack, any surviving Chinese from the five that rose up are removed from the map. Five come back out if the territory is attacked again.
Has this been game tested?
Yes. First we simulated it with 10 Chinese rising up - that was too many. Then we tried with 7 rising up - still too strong for Japan. We tried 4 - too easy for Japan. 5 seems about right so far. What happens is the historic result - The Japan player gets about 1/2 way across China before losing most of his cheaper ground forces and stalls out.
China gets down to where they are putting out 2-3 inf per turn. At this point Japan realizes it is a losing proposition to continue attacking China and must consider garrisoning enough Japanese troops on the border to stave off a Chinese counter offensive while striking into Russia, India, or Australia.
This would work on the G40 map but the numbers of Chinese might need adjusting. It was tested on my custom map. There needs to be 10+ Chinese territories for it to work well.