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Author Topic: China too weak  (Read 2461 times)
Woodstock
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« Reply #15 on: December 30, 2009, 10:06:21 pm »
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China can win but only through counter-attack, you can't beat Japan by blocking thier path with units on defence.

Instead, let them take ground for FREE during thier move, and then counter thier infantry 1 at a time through counter-attacks.  This severely limits the amount of troops japan can keep on the ground, and in turn, restricts the amount of aircraft they can use to support them (Because Japan is not likely to suicide fgts and tac bmb's into plain chinese infantry)

This has been an effective method, each time I've used it.  It helps the allied effort, by forcing japan to commit more and more troops.

In short - Play hide and seek with Japanese Aircraft.
WOW, YOU SOUND LIKE YOU HAVE PLAYED THIS VERSION A LOT. HOW MANY TIMES HAVE YOU EVEN PLAYED THIS GAME? WORD ON THE STREET IS ONCE. SHOULD YOU REALLY BE OFFERING ADVICE TO ANYONE AT THIS POINT??

Word is on the street that you should let go of the SHIFT button once in a while.
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General Chang
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« Reply #16 on: December 31, 2009, 05:13:34 am »
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China can win but only through counter-attack, you can't beat Japan by blocking thier path with units on defence.

Instead, let them take ground for FREE during thier move, and then counter thier infantry 1 at a time through counter-attacks.  This severely limits the amount of troops japan can keep on the ground, and in turn, restricts the amount of aircraft they can use to support them (Because Japan is not likely to suicide fgts and tac bmb's into plain chinese infantry)

This has been an effective method, each time I've used it.  It helps the allied effort, by forcing japan to commit more and more troops.

In short - Play hide and seek with Japanese Aircraft.
WOW, YOU SOUND LIKE YOU HAVE PLAYED THIS VERSION A LOT. HOW MANY TIMES HAVE YOU EVEN PLAYED THIS GAME? WORD ON THE STREET IS ONCE. SHOULD YOU REALLY BE OFFERING ADVICE TO ANYONE AT THIS POINT??

Word is on the street that you should let go of the SHIFT button once in a while.

QFT!

How many alter ego's does aldertag have?

Seriously though, I played one game the other day as Japan and the allied player just gave up with China after a few turns.  If you can convince the allied played that China is a no hoper like AA50, there is half the battle won.  He just turtled in Burma with all the Brits and I slowly advanced and took them out.  he hid his fleet in British waters too off the coast of India doing nothing with it for the entire game.

Once Britain was gone it was game over as I had 6 cities.

I think China could be a major headache to Japan.  But in this scenario where I went all out for Britain first, China is dependent on ANZAC and USA doing something to force Japan's hand further west.
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spectre_04
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« Reply #17 on: December 31, 2009, 09:12:08 am »
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I have played 3 gmaes of PAC40, and a million of all other varients.
There ain't no way for China to win if Japan doesn't want them to, same goes for india.
Ther is a chance that India can hold out long enough for the US and ANZAC to come to the rescue but only with great playing skill and Tremendous Dice rolling.

I do agree though, either China is too weak or probably more accuratly, Japan is too strong.
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KH Stuka
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« Reply #18 on: December 31, 2009, 09:18:55 am »
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Yesterday I played my first game as "Allies" and won. We always play "lowluck", but still I had the luck the Japanese - after a great agressive turn 1! - in wich they killed UK swiftly, went for Anzac and failed to take out both the Chinese and Anzac.

My intention at the start of this game was to pump US and Anzac fighters into UK and China for defense. This plan horribly failed. I could only bring fighters to Siam or Malaya (from airbase at Queensland), but this was/is not safe at all.

How to solve this? How can the allies get these planes to UK safely? Built an airbase in east Australia (what's the territory's name?) so fighters can fly directly to India...or what?
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dante
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« Reply #19 on: December 31, 2009, 11:46:25 pm »
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How many IPC China has in the first round?
12 or 18?  (including Burma Road immediatly?)
« Last Edit: December 31, 2009, 11:48:53 pm by dante » Logged
oztea
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« Reply #20 on: January 01, 2010, 11:56:40 am »
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china starts with 12 IPC cash on hand
by the end of their first turn they have around 15 IPC if they get back their bonus
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spectre_04
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« Reply #21 on: January 02, 2010, 10:52:23 am »
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Last game I tried running with China, just backing up and blocking and eventually stacked 16 plus the flying tiger somewhere up in the North.  It did distract a decent amount of Japanese ground units.
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EvilGardenGnome
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« Reply #22 on: January 05, 2010, 11:06:14 am »
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Last game I tried running with China, just backing up and blocking and eventually stacked 16 plus the flying tiger somewhere up in the North.  It did distract a decent amount of Japanese ground units.

For the most part, distraction is all China can do. It allows the British some breathing room against the Japanese. If you're lucky they can even hold down the mainland for two turns, eating away at the time you have to wait for US reinforcements. In the end, I've found them more a nuisance for the Japanese and a mild rear-guard for the Brits.
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Vareel
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« Reply #23 on: January 05, 2010, 03:27:02 pm »
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Its the UK I feel bad for, by turn 3 or 4 they are down to 2-4 IPCs a turn, esp with ��� subs next to India.
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