• I think the forces reresented in China should be seen as their avaliable conventional forces. If you were split China into 2 factions I think it would weaken an already weak faction. The setup I proposed IS more historical as most Chinese forces were located in Southern China, places like Hunan and Guangxi (kwangsi). In fact during the end of 39 Chinese forces had sucessful repulsed a Major Japanese drive on Changsha, the capitol of Hunan, and had also crushed a Japanese invasion of Guangxi (kwangsi). So having the Chinese so weak in these places really makes no sense to me, from a historical stand point.
    I like the garrison rules praetorian puts forth, as this better represents the historical situation on the ground. However I reject the initial setup for the Chinese as being to weak, and inacurate historically. My setup, i’ll agree, is a bit over powered, and I think placing extra troops in the Northern areas, like Hopei, should probably removed. However placing more troops in Hunan and Guangxi(kwangsi) should remain.
    The Chinese KMT get a bad rap with reguards to their fighting abalities. In the early stages of the war, between 37-40 the KMT gave a good account of themselves and really put up one hell of a fight. However, by the time the west got involved KMT were exausted and broke. Look at Chinese victories in places like Changsha, Nanning and taierzhuang, where they beat the all powerfull Japanese. After the winter offensive of 1940 however, the KMT armies were a spent force.


  • I think I have a pretty good understanding of the Chinese efforts against Japan. The premise of my idea was simplicity. KISS!!!. Then, didn’t do all that much, is a reference to the idea you can place your infantry anywhere, even territories occupied by Japanese troops. Unless I misunderstood, placing 4 infantry on Kwantung and taking over a factory with say only 2 Japanese infantry, and being able to do that anywhere, justifies the comment, “they didn’t do that much”.

    So my idea was to place and infantry in unoccupied areas. Much like the French resistance, I am sure china’s guerilla efforts behind enemy lines had an effect but not the effect of placing all available infantry anywhere in Japan occupied China. The partisan idea would be really great.

    My son and I have institued placing an extra China infantry on each territory and the end of the turn for play balance. I am not sure how you would split Kashicheks (forgive the spelling) forces from MAO’s, but that would be interesting.


  • Just let China play on the Soviets turn. Thats kiss enough and no gimmicks like “give them X additional forces” are not needed.

    Also, let them round up on the infantry, so japan does not make a mockery of glitching the game by always holding on to an odd number of spaces to deny that extra Chinese unit


  • The soviets are not in AAP40. Letting China go first might be the equivelant and was also an option but didn’t seem to be enough, though we hadn’t tried it. We just finished a game where besides doing thier normal buys in the normal way, they recieved 1 additional infantry to be placed in each territory they controlled.

    That worked great. We may try China going first instead to keep it more KISS.

    I have to say, I have been playing AA for over 20 years. Since the first edition when Russia went first and was allowed to attack first, to the second addition where they were allowed to go first but not attack first, to the revised additon ect… it seemed that with each addition they fixed major problems that were obvious. Well from the first edition, all the problems were obvious, yet they fixed each one, one at a time, and very slowly.

    Who play tests these things. And they should all be fired. Though China being to weak and Japan being to strong has been improved, I had to only play test it once to see they bungled it. To level the playing field, all they had to do was make the US weaker. I mean, in the global game, thier is no way the US is going to put 57 IPC of resources towards Japan. They may have to pay attention to the Japs finally, but thier is no way they are going to be able to mostly ignore the Germans.

    It is really dissapointing to have to alter the rules to make it make sense and have some historical value.

    Why can’t they play test it right the first time and fix all the problems.


  • Well i meant global games, but the idea is for them to play before japan.

  • '10

    @Imperious:

    Just let China play on the Soviets turn. Thats kiss enough and no gimmicks like “give them X additional forces” are not needed.

    Also, let them round up on the infantry, so japan does not make a mockery of glitching the game by always holding on to an odd number of spaces to deny that extra Chinese unit

    I have play tested these changes in AA50. I let the Chinese move after the Soviets as IL has suggested. I penned in a Burma road with a red sharpie. I gave them a second p-40 and a five IPC bonus NO after each turn if the Burma road remains open. This allows the China player to position his army before Japans turn. China can spend or save the five IPCs. They also have the option to buy artillary if the Burma road remains open. No IPCs to start the first round. Now Japan does not just roll over China in AA50. IL has suggested having China go before Japan in AAP1940 as well. I have not had time to try this yet. In AAG1940 I will try this change if needed. Of course China gets six IPCs in AAP1940 instead of five. I tried giving China extra infantry to start in AA50 but this made them too strong. The changes I have listed for AA50 slows down the Japanese to where if they still go after the Soviets right away then China can build up a sizable army and become a tough nut to crack. If they go all out for China then this gives the Soviets a little break. Also the Japanese will have second thoughts about sending planes to help Germany. In AAP1940 this idea just might give the U.K. a little break in India. I will try it when I get a chance.


  • Air power has completely changed the game now. The fact that a stack of 5 infantry can be taken out with a force of equal or less troops as long as they have enough Tac bombers means that the old way of thinking is obsolete.
    Japan has total air superiority over China, meaning they can move at will through any Chinese force. The 3 Japanese Infantry and arty poised all along the coast in the original set up, is enough to take China, as long as its backed up by the airforces in Manchuria and Jiangsu (kiangsu).
    I have seen games where this force has taken down stacks of Chinese infantry twice as large in one round of combat. In reality, the best thing you can do with China is to kindly remind the Japanese player that in order to win he needs to take VCs and China has none, and that while all of China is worth 12 there are 3 allied tt to the south, that would be much eaiser and quicker to take, that are worth just as much.
    I have an alternate set up that I like to use, but in reality, of the extra troops I give to China, which is 7, 5 get killed in the first turn by Japan with minimal to no loss by Japan. The 2 I add to Hunan, making 3, get killed by Japans air power and the 3 I add to Kwangsi are all killed by Naval bombardment when they retake the area with an anphibious assault that usually bring a tank into play on the mainland. That leaves the 2 inf I add to Hopei after Japans opener, which really dosnt change things up too much later on. By the end of Chinas first turn I’ll have a line that runs Hopei-Guizhou(kewichow?)-Yunan with stacks of 5-5-7 respectively. Japan can choose to move and destroy any of these on its next turn, with out having to commit anymore ground forces then what it already has on hand.
    I think China needs to be thought of as more of a seperate power then being subordinate to an allied power. When you look at the victory conditions, there really isnt much point to advancing into China as Japan, its a place for missed placed agression. Outside of taking Yunan, Japan has no where else it needs to go in China. Its not like a Japanese player will be unable to tell if the Chinese are getting to strong in an area, and be able to redeploy its airforce to destroy any concentration of Chinese forces. So, China’s goal becomes getting Japan to attack the west and leaving it alone so it can build up enough troops to ensure its survival and not much more. I think China was historically much more independant from the allies then the game represents. This needs to be changed, along with our alternate set-ups and house rules. China should function, politically and milatarily, more like the Soviets will in AAE40, Independently. I would even go so far as say China should have its own victory condition, that may even run counter to the allies. This would really better reflect the situation, and make for much more intresting games. Imagine the consequences of ceasfires between China and Japan, or other such things, on allied strategy.


  • But China is worth 12 ipcs, a lot of money. What 3 allied tt are you talking about? The DEI?


  • @calvinhobbesliker:

    But China is worth 12 ipcs, a lot of money. What 3 allied tt are you talking about? The DEI?

    I figured that’d be kinda obvious. China IS worth 12, but it takes an uncertian amount of turns and the comitment of large parts of Japans airforce. The DEI on the other hand, can all be taken in one turn, with an equal amount of forces commited (equal to your comitments in China) with a higher net return. Look at it like this, If Japan loses 1 infantry taking a Chinese tt, it take 3 turns for Japan to get the value of the trooper back for the tt it took. However, if Japan loses 1 infantry taking Java, it automaticaly get the value of that trooper back and then some. So from an ecnomic standpoint, China is pretty useless, in terms of Japanese economic growth.
      From a gaming point, taking all of China takes a varying number of turns and pulls your forces away from more important fronts. China is not a war winning front. The DEI is a war winning front, and the troops are right in the middle of the action so to speak. These forces are well poised to be redeployed to other crucial fronts, like India and Australia and the central pacific, which are areas Japan HAS to take in order to win.


  • Then why not take both at the same time?


  • @calvinhobbesliker:

    Then why not take both at the same time?

    Because, China is not worth it. Why waste units running around deep into China? What happens if your plan to take the DEI goes wrong or the Americans launch an unexpected offensive somewhere in the central pacific? You’ll need to react and reinforce yourself, but the more units you’ve got deep in China, the less you’ll have to react with and the harder it will be to reinforce yourself. There are 4 Chinese tt that Japan needs/should take
    1. Yunan: this province is worth 1 to you but 7 to the Chinese, the burma road adds a 50% increase to China’s economy, it is a priority and must be taken
    2. Hunan: it is centraly located and gives you interior lines against the Chinese and a buffer between the chinese and your costal holdings.
    3&4. Charhar&Anhui, they are unoccupied and you might as well, they also have the advantage of interior lines.
    Outside of that, there is no need to advance any deeper into China. With Japans air superiority any concentration by the Chinese can be swiftly destroyed if it becomes too threating. With only having infantry China has no real offensive punch. Its a defensive force, and holding/bogging down force.
    Japan needs to hold 6 victory cities to win the game while holding Japan itself. The only VC in China is already under Japans control. So what value is a prolonged venture deep into China to Japan? 12ipc for 6+ turns and your forces taken away from the important fronts? Thats not a good trade off.


  • Americans going on the offensive(with 17 ipc’s on turn 1)? The DEI going wrong???  :lol:

    All the DEI can be taken by turn 2, 3 if the Brits sac their navy to block Sumatra

    China, with 12 inf and a fighter is not hard to beat and doesn’t waste much resources. Japan will have 27 planes after a J1 that can kill any chinese inf. Just attack with 1 inf and planes and kill planes. After China and India fall, you’ll be making 78. If you avoid 8 chinese tt, you make 70, the same as the allies.


  • @calvinhobbesliker:

    Americans going on the offensive(with 17 ipc’s on turn 1)? The DEI going wrong???  :lol:
    All the DEI can be taken by turn 2, 3 if the Brits sac their navy to block Sumatra
    China, with 12 inf and a fighter is not hard to beat and doesn’t waste much resources. Japan will have 27 planes after a J1 that can kill any chinese inf. Just attack with 1 inf and planes and kill planes. After China and India fall, you’ll be making 78. If you avoid 8 chinese tt, you make 70, the same as the allies.

    I dont think your stratgey is very sound. You cant take all of China in 1 turn, its not possible, the least amount of turns it would take is 4 or 5. Why would you ever take planes as casualties? That is a total waste of resources, all just to take a tt worth 1ipc. Why Would Japan use 27 planes just to the take 12ipc of China? Japan has the potential to get 20ipc from taking the DEI and southern areas, wouldnt that be a better use of those 27 planes? Also, China has only infantry, if you place 4inf in one of their tt, to take it back they would need atleast 8inf(12 would be better) to even have a chance of retaking it.
    I suppose your one of those lucky players that never has a bad roll? Well, im not, and even the soundest plans are up to the dice in the end.
    Anyway, the point of this thread is NOT to discuss J1 attack stratgey or other game tactics, there is plenty of that going on in the Pacific forum. This thread is for discussing ways to tweak China to make them a more fun/historical/viable power to play. If you have nothing to add with reguards to the topic please stop posting here.


  • Japan doesn’t need planes to take those areas.
    Let’s look at the math: if I have a large plane mass vs 3 inf, they all die on the 1st round, and I lose a fighter. I lost 10, he lost 9, and I get 1 ipc from the territory. I’m saying to sac planes to take a tt so that you have ground units that China can’t counter.


  • @calvinhobbesliker:

    Japan doesn’t need planes to take those areas.
    Let’s look at the math: if I have a large plane mass vs 3 inf, they all die on the 1st round, and I lose a fighter. I lost 10, he lost 9, and I get 1 ipc from the territory. I’m saying to sac planes to take a tt so that you have ground units that China can’t counter.

    Which is counter to what the purpose of this thread.
    I think you’ve got some fuzzy math there too. You loose a fighter, which is 10ipc, your opponet has lost 9ipc, and you gained one. So not only do you lose a higher ipc value unit, and a more useful unit, but it will take 10 turns for you to recoop the ipc spent in taking the 1 ipc tt. Thats 9 turn 10ipc deficit, dosnt seem like that great of a trade off to me. I understand that 12ipcs seems like a lot, but there are better places to send those planes and troops. Im not saying never finish off China as Japan, but until Kwangtung, the Philippines, and India (tt with victory cities you need to win) are under your control, China is a low priority.
    I played a game just last night, and the Japanese player didnt attack until turn 2 and didnt buy anything for 3 turns, just saved his ipcs, and he was still able to overrun India and be in a strong enough position to call the game by turn 3. So clearly, Japan dosnt really need the extra 12ipcs of China that badly, it wont massively change the game for Japan, or handicap them horrificaly.


  • Umm, China loses 9 ipc’s of units, I lose 10, and I gain 1 ipc from the territory. Thus, I’m even on that turn. Since Japan starts with more ipc’s of units, trading evenly won’t hurt them.

    Kwangtung and Philippines are taken on turn 1. India can be taken with just 10-15 planes+land, while the other 10-15 are used against China or the US


  • Clearly, Math is not your strong point, as 10 is a bigger number then 9, if you hadnt noticed, and losing 10 for a gain of 1 is never seen as a good thing.

    Also reading dose not seem to be one of you better subjects either, because for some reason you keep going on about J1 attack stratgies for pacific 1940, despite the fact that this is the house rules forum, and its a thread about house rules for China.


  • You’re the one who started talking about ignoring China.

    I think you’re ignoring the 9 ipc’s the Chinese lose.


  • @calvinhobbesliker:

    You’re the one who started talking about ignoring China.

    I think you’re ignoring the 9 ipc’s the Chinese lose.

    I was talking about changing our thinking towards China. China, historically, was an independent country and did what it saw as being in its best intrest. It was not, as the game has them, subordinate to an Allied power, and often times did things that effected or even hurt the western allied powers in the asia/pacific theater. I was orignaly suggesting that it would serve China better, to try and coax the Japanese player into attacking the west forcusing its main attack away from China. I think that Chinas objective to win the game should be to survive and hold onto 6 (or 4) of its tt, the allies be damed, which would be more historical then how things are currently.

    China may be losing 9ipcs worth of infantry, but you lose a plane, and a plane is way way more valuable then 3 infantry. The plane attacks on a 3 or less, the infantry on 1’s. so according to odds, you have a 50% chance of hitting in combat with 1 plane, while those 3 infantry shouldnt hit at all on the attack, according to the odds. A Plane defends on a 4 or less, giving is a 60% chance of hitting, while the infantry hit on 2 or less, giving them a 20% chance of getting 1 hit between the 3 of them. Also lets not forget the planes abality to raise the attack value of the Tac bomber, which requires a 1 to 1 ratio. The fighter is more useful and veratile of a unit and should not be thrown away just to kill 3 infantry, it is a waste of resources.


  • 3 infantry have a 42% chance of hitting, and they’re 3 unit so even if one dies, they still have a 11/36 chance in hitting again

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