Wednesday, December 31, 2014
Conquest of Communist China
A Journey of a Thousand Miles Begins with a Single Step
My plan called for 1 Homen-Gun to focus on Nationalist China, by concentrating on Beiping and Tianjin, then crossing the Hai River, and fanning out across the country and conquer systematically. 2 Homen-Gun was to focus on Shanxi, supplemented by various chindai divisions. V Gun of 1 Homen-Gun was to secure the border between the Homen-Gun, with cavalry units kept in a central reserve to help where needed. Almost immediately the plan went off the rails as V Gun took much longer to occupy the mountains of Zhoulu and Yangyuan than expected. I decided to throw caution to the wind and ordered 2 Homen-Gun to blitz through Shanxi towards the victory points at Hohhot and Taiyuan, leaving their flanks in the air. While the chindai held down the forces along the border (somewhat unintentionally, they were less successful in combat than expected), VIII Gun broke through the front and turned north to capture Hohhot. VIII Gun advanced through Datong to Huairen, then split into two groups to capture Shuoxian and Xinzhou, and hit Taiyuan from two directions. Hohhot was captured by the 18th of July, Taiyuan fell on the night of the 20th. Shanxi officially surrendered on the 21st, exactly three weeks after the beginning of the invasion.
Shanxi, like all of the Chinese states, was not well-developed. I usually plan on capturing large stockpiles of resources, supplies and cash when conquering a nation, but Shanxi had little to offer. I received about 3000 units of much-needed supplies, but little else. Oh well. One country down, 76 to go.
In the east, 1 Homen-Gun moved steadily through the Beiping area and across the Hai, but quickly ran into supply problems. I Gun has halted short of Jinan, and is awaiting supplies and flank protection. The remainder of the Homen-Gun is even farther back, having had their movements interrupted repeatedly.
Upon the declaration of war, I sent my combat fleet out to patrol the coast lines. Nationalist China has a modest navy, made up mostly of light cruisers, but it requires dealing-with. My gunship fleets engaged them in three separate battles, but these yielded no results and the Chinese retreated to their ports. You can't hide from aircraft carriers, however, and 10 Kaigun (the Akagi and the Kaga) have so far sunk two destroyers and three light cruisers, and are currently working on another four light cruisers.
Tojo's tactical bomber group is launching bombing raids in the Qingdao peninsula. They are inflicting around 170 casualties per sortie, which is not bad considering the low level of technological development. I prefer to bomb only during the daytime, to allow the bombers a chance to recover organization at night.
Finally, there's been a few predictable developments on the diplomatic side. First, I now have the ability to create Mengkukuo. I don't know why I would bother doing that. The only advantage is having fewer provinces to guard from rebellion, and it drops the amount of leadership, manpower and resources I get from the area dramatically. Granted, there isn't much to begin with, but every little bit counts. Second, I'm now getting faction invitations from Germany. This is a fairly tough choice. On the plus side, I'm pretty sure I need to be in a faction in order to receive the Chihli Gulf bonus (+20% research efficiency, +20% supply throughput). It should also remove the dubious neutrality bonus (-5% research efficiency, +10% espionage bonus, +10% counterespionage) and allow me to get the naval supremacy bonuses. These are some really big bonuses. On the minus side, if Germany ends up actually conquering the USSR, the entire third phase of my grand plan becomes unachievable. Even if the Soviets win, that may cause the Germans, Italians, etc to be liberated or puppetized when I beat the Soviets, which ruins the purity of my victory, and prevents the possibility of hitting the Soviets first and leaving the western hemisphere for last. I'll put the decision off for awhile and mull it over.
One last note. The Japanese start with 98 ships, which is two less than the 100 required for the grand fleet bonus (+0.15 leadership, +15% organization regain rate). Prior to "Their Finest Hour" I would build two additional transports just to get the bonus, but with the new landing craft, which are more strategically useful, take longer to build, and are not immediately useful, I decided instead to commission two light cruisers, the Suzuya and the Kumano. These, plus a rocket test site, will tie up over a third of my IC for the next year. My new brigade recruitment, then, is limited to occasional engineer brigades dribbling out to fill out the existing divisions.
Tuesday, December 30, 2014
Marco Polo Bridge
The Marco Polo decision gives a few other benefits, in addition to the war declaration and neutrality drop. I get a modest 100 points of manpower, which is nice; more important, however, I get -10 to my dissent. Over the course of June I dropped my consumer goods production to zero and stockpiled some supplies; they will be needed.
Imperial Japan was renowned for intricate invasion plans, interweaving land, sea and air forces from many directions, with a wide variety of semi-independent organizations and multiple interlocking phases. The invasion of China was no exception, with independent land and sea invasions all along China's coast.
The historical Japanese invasion plan, courtesy of "Their Finest Hour" |
My rather less sophisticated plan |
My nod to "planning" is to keep several chindai divisions in reserve, which I can use to occupy victory points along the coast if I find them unoccupied.
Naval Strength and Organization
Naval forces are strange. You take years to build them up, then they sit around for another few years, consuming precious supplies, just waiting for the few brief hours when they’re relevant. But, during those few hours, they are the most important parts of the game. Then they go back to being nearly useless for another couple years. Even so, I find the naval part of Heart of Iron every bit as interesting as the land campaigns.
As with my air forces, I like to keep my navy fairly simple. I keep my transports in separate fleets, and escort them with combat fleets when necessary. I dislike submarines; they’re easy to sink, useless in battles, have a minimal strategic impact, and eat up way too much research. So, my navies are generally made up of two types of fleets: carrier fleets and gunship fleets. I use my carrier fleets for “backbreaking” duty. I send them in for first, biggest, battles. They help soften up the enemy’s major fleets, in particular wearing out the enemy’s air crews. After the main fighting is done, they’re handy for port strikes and anti-submarine duty. The biggest problem with aircraft carriers, however, is that they are only good for one or two battles before the CAGs wear out, and the entire fleet becomes largely useless. Thus, the need for gunship fleets. I use battleship-based fleets for finishing up the enemy’s fleets, wiping out the smaller groups, shore bombardments, and anti-convoy duty.
For my carrier groups I prefer to use two full carriers, accompanied by 5-7 destroyers. While light cruisers have better anti-aircraft, destroyers are still pretty good with AA, are better for submarine hunting, and are cheaper to build and replace. I don’t use escort carriers; why spend three quarters of the resources for a ship with half the punching power?
My gunship groups can get a bit more complicated. My ideal fleets are two battleships, accompanied by 5-7 light cruisers. Of course, I usually have many smaller capital ships at the beginning of the game, and tend to try to work those into existing fleets when possible. I prefer battleships, though, because they’re longer range, bigger punch and better hull makes them flat-out better in combat than battle-cruisers and heavy cruisers. My feeling is that if you’re going to have a navy, build one that wins battles decisively, and preferably without taking any major losses. Cruisers have better anti-aircraft and mission range, but come up short when it counts. As for the escorts, I prefer light cruisers over destroyers because they are more suitable in ship-to-ship combat, which is what these fleets are designed for. I will, however, use destroyers in some cases, especially if I want to simplify my research.
One of the drawbacks of playing the Big Three (USA, UK, and Japan), is that they start with established navies, frequently composed of ships that I wouldn’t build, and others that start to show their age about halfway through the war. Japan starts out with 98 ships (including the destroyer being built), which run the gambit. The 20 transports are somewhat useful, but with the new transport craft introduced with Their Finest Hour, these are a lot less of an advantage than they used to be. The three carriers are good (carriers don’t really age as much as other ships), and the six battleships are also nice, but you’re also saddled with an escort carrier, four battle-cruisers, eight submarines, and 14 (!) heavy cruisers, all of which, frankly, are worth more as scrap metal than as ships.
When playing as Germany, I take all of these lackluster ships and put them into one fleet, and use it as an auxiliary fleet, and just build the main navy from scratch. When I’ve got this many, however, I’m sort of obligated to use them. I divide up the aircraft carriers into two fleets, and split up the destroyers between them, making the fleets larger than they might otherwise be (12-13 escorts, instead of 5-7). For the gunship fleets, I split them up into five fleets: one with two battleships (1 Kaigun, “Yamashiro” and “Fuso”) and the others with one battleship and one battle-cruiser (2-5 Kaigun). I put two heavy cruisers in 1 Kaigun and three in each of the others. 1 Kaigun receives five light cruisers, while the others receive only four. I hope that the solid anti-aircraft abilities of the heavy cruisers ameliorate the fewer-than-usual light cruisers. Occasionally I simply leave the heavy cruisers as separate auxiliary fleets, using them in peripheral roles with no escorts; but I find they usually don’t accomplish much in those cases, so I’m going to try using them in my main fleets this time. At the very least, they’ll draw some fire away from the battleships.
I prefer leaders with spotter for my carrier fleets (they seem to have problems finding other fleets), and superior tactician for my gunship fleets. I also have a fairly simple rank system: skill level 1-2 = commander; 3-4 = rear admiral; 5-6 = vice admiral; 7+ = admiral. It isn’t perfect, but it helps the best admirals stay in charge. Thus, in the summer of 1937 my combat fleet looks like this:
1. Kaigun | 2. Kaigun | 3. Kaigun | 4. Kaigun | 5. Kaigun |
Vice Admiral Ozawa | Rear Admiral Mikawa | Rear Admiral Nagano | Rear Admiral Nomura, K. | Rear Admiral Fukudome |
BB-I Yamashiro | BB-III Nagato | BB-I Hyuga | BB-I Ise | BB-III Mutsu |
BB-I Fuso | BC-II Kongo | BC-II Hiei | BC-II Haruna | BC-II Kirishima |
CA-III Atago | CA-I Izumo | CA-III Takao | CA-II Aoba | CA-III Maya |
CA-III Ashigara | CA-III Nachi | CA-III Myoko | CA-II Furutaka | CA-III Chokai |
CL-IV Mogami | CA-III Haguro | CA-I Asama | CA-II Kako | CA-II Kinugasa |
CL-II Yuru | CL-IV Mikuma | CL-II Oi | CL-II Kinu | CL-II Abukama |
CL-II Yubari | CL-II Naka | CL-II Nagara | CL-II Kiso | CL-II Kuma |
CL-II Isuzu | CL-II Jintsu | CL-II Natori | CL-II Kitikama | CL-II Sendai |
CL-I Tatsuta | CL-I Hirado | CL-I Tenryu | CL-II Tama | CL-I Yahagi |
10. Kaigun | 11. Kaigun | |||
Vice Admiral Yamamoto, I. | Rear Admiral Koga | |||
CV-III Akagi | CV-III Ryujo | |||
CV-III Kaga | CVL-II Zuiho | |||
DD 101 | DD 202 | |||
DD 102 | DD 203 | |||
DD 103 | DD 204 | |||
DD 104 | DD 205 | |||
DD 105 | DD 206 | |||
DD 106 | DD 207 | |||
DD 107 | DD 208 | |||
DD 108 | DD 209 | |||
DD 109 | DD 210 | |||
DD 110 | DD 211 | |||
DD 201 |
Air Strength and Organization
Beginning Land Forces and Organization
My main land forces organization - June, 1937 |