Tuesday, December 30, 2014

Beginning Land Forces and Organization

     As I mentioned in my last post, a big part of my prep work involves reorganizing the starting armies.  I’m rarely happy with the structure of any of my divisions, and the hierarchy of the military.   I usually march all of the army units to one spot, and reorganize them all at once.  This doesn’t work so well for the Japanese, since the war starts fairly quickly, but I’ve found if I do the reorganization near the Chinese border, it works.
     For starters, let’s talk terminology.  After painstaking research (five minutes on Wikipedia) I have come up with reasonable approximations for organization names.  I prefer consistency over historical accuracy, so I will call all theaters So-Gun, and army groups Haken-Gun, despite the fact that these organizations had more unique names in reality.  I’ll use Homen-Gun for the army level and Gun for the corps level.  I’m not nearly ambitious enough to learn how to count in Japanese, so I’m just going to use Arabic numerals for Homen-Gun and divisions, Roman numerals for Gun, and some bizarre combination of UK-English, American-English, and Japanese for the So-Gun and Haken-Gun.   Infantry divisions will be called Shidan (which seems to be the consistently used term; does anyone know where Paradox gets Hoheishidan?); armor divisions will be called Sensha Shidan; Airborne will be Teishin Shudan, garrisons will be Chindai, and marines will be Rikusentai.  I can’t really find a good name for mountain troops, but the game suggests Gokujin, so I’ll stick with that.
     Over time, my divisional plans have evolved quite a bit.  My current preference is for three types of special forces divisions: airborne, marines, and mountain; three types of rear guard divisions: MP, cavalry, and garrison; and two types of main combat divisions: heavy and light;
     Special forces divisions are fairly self-explanatory.  Their roles are very specific, so I use divisions made up of similar types of brigades for maximum utility.  I usually prefer square divisions (four brigades), because they pack a bigger punch, work out better in terms of battle frontage, and are easier to deal with when transporting. 
     My rear guard divisions are for suppressing uprisings.  They are usually binary divisions (two identical brigades).  Cavalry makes up the bulk of the rear guard units; I like them because they are fairly fast, even in rugged terrain.  I use MP divisions on single-province islands, and I use garrisons on small 2-4 province islands, where their speed is not a factor.
     The bulk of my armies are made up of heavy and light divisions.  Heavy divisions are usually 1 brigade of infantry, 1 brigade of heavy or medium armor, 1 brigade of artillery, 1 brigade of anti-tank or anti-aircraft, and 1 brigade of engineers.  I have 2 anti-aircraft and 3 anti-tank divisions per corps; I typically use medium armor with the anti-tank and heavy with the anti-aircraft, but it depends on my tech research and industrial capacity. 
     My light divisions are made of 1 brigade of motorized or mechanized infantry, 1 brigade of light or medium armor, 1 brigade of self-propelled artillery, 1 brigade of tank-destroyers or motorized anti-aircraft, and 1 brigade of engineers.  I prefer mechanized and medium armor brigades whenever possible, but I don’t bother to upgrade earlier motorized and light armor units. 
     The terms “light” and “heavy” are a bit misleading.  The light divisions pack a bigger punch, use more fuel and supplies, and take up more space on transports, and are more expensive to build.  I call them light because of their speed, and the designation of the armor.  I would prefer to have all light divisions, but I’ve found this is far too expensive both for building and supplying.
     As a side note, I like to make a corps “reserve”, by adding the infantry, armor, artillery and engineers to the corps HQ unit, which effectively gives me 6 divisions per corps.  I’ve found this helps for several reasons.  First, it helps regulate the speed of the hq unit.  Having the corps HQ out-run the combat divisions creates all kinds of trouble.  Second, it helps balance the corps when it’s split into several provinces.  Five divisions split unevenly; six divisions split nicely into either two or three (or six) separate provinces.
     The majority of combat the Japanese face early on will be against comparatively poorly equipped nations.  Therefore, my heavy divisions will be 2 brigades of infantry early on, with the artillery and engineers being added in as they’re made.  I will start adding the less useful anti-tank and anti-aircraft later, once I get the superior firepower tech.  I will probably only have 1 or 2 Gun of light divisions until around 1941 or so, when I have mechanized researched and need the firepower to deal with the Americans.

     The Japanese start with 172 brigades.  The bulk of this is 89 infantry brigades (and 3 imperial brigades) and 63 garrison brigades, with a smattering of others.  I am going to split the infantry into eight Gun of five Shidan each.  Each Shidan will have 2 brigades of infantry or imperial guards, with artillery, etc., being added gradually.  The garrisons will be divided into 32 Chindai.  Initially I will need them for combat, but gradually they will be relegated to guard duty as I build up a more conventional army.
My main land forces organization - June, 1937

     I prefer to use leaders with the Logistics Wizard trait for corps and higher slots.  Supply requirements bring offensives to a halt much quicker than enemy forces, and stacking multiple logisticians helps alleviate supply requirements, sometimes by 50% or more.  This strategy doesn’t work as well for Japan, which has fewer logistics leaders than most other nations.  But I’ll try to cobble it together as best as I can, for now.  My best general with logistics is Kuribayashi (skill 4, offensive, defensive, logistics); he’s great already, but he’d be better with battle master too, so I put him in charge of II Gun so he can pick it up.  Other logistics generals are assigned according to skill, although considering the options, maybe skill isn’t the best word.  My best general overall is Yamashita (skill 5, defensive, engineer, offensive, trickster), and while I was tempted to put him in higher command, I think he’s going to be relegated to “Best Division Commander” for the duration of the war.

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