@newenr85
yea no need to really form the Corps this early or put him in his Box anyway. SSR shouldn't see battle till turn 3 or 4 and even if they aren't in there Box they are still "formed".
You have to move back on to the board to do battle anyway. It's mostly for information purposes so one can tell what units are in which Army/Corps etc ... That and it looks kinda cool imo 
Just wanted to show the mechanics of how to do it 
I'll bust JPN out and then probably nap time again
Never know, might catch my second wind or third at this point lol
Edit
Nice clean turn 
So technically Corps can be formed in UKR and Novogorod. UKR you'd want the Tank and 2 Mechs most likely and NOVO 2 Inf and a Arty.
But as stated earlier, no need to concern yourself with it at this point 
Game History
Round: 2
Purchase Units - Japanese
Japanese buy 1 Japanese_LCV, 3 armour, 1 elite, 1 harbour, 1 infantry and 2 transports; Remaining resources: 0 PUs; 6 SuicideAttackTokens;
Combat Move - Japanese
Trigger RailMovementAutoPlaceJapanese: Japanese has 2 J_Rails placed in Kiangsu
1 infantry moved from Chahar to Suiyuyan
Japanese take Suiyuyan from Chinese
1 infantry moved from Chahar to Hopei
Japanese take Hopei from Chinese
1 infantry moved from Anhwe to Kweichow
Japanese take Kweichow from Chinese
1 artillery and 4 infantry moved from Kwangsi to Yunnan
2 bombers, 5 fighters and 3 tactical_bombers moved from Kwangsi to Yunnan
1 fighter and 1 tactical_bomber moved from 36 Sea Zone to Yunnan
Combat - Japanese
Battle in Yunnan
Japanese attack with 1 artillery, 2 bombers, 6 fighters, 4 infantry and 4 tactical_bombers
Chinese defend with 2 infantry
Japanese roll dice for 1 artillery, 2 bombers, 6 fighters, 4 infantry and 4 tactical_bombers in Yunnan, round 2 : 7/17 hits, 8.17 expected hits
Chinese roll dice for 2 infantry in Yunnan, round 2 : 1/2 hits, 0.67 expected hits
1 infantry owned by the Japanese lost in Yunnan
2 infantry owned by the Chinese lost in Yunnan
Japanese win, taking Yunnan from Chinese with 1 artillery, 2 bombers, 6 fighters, 3 infantry and 4 tactical_bombers remaining. Battle score for attacker is 3
Casualties for Japanese: 1 infantry
Casualties for Chinese: 2 infantry
Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 112 Sea Zone
Non Combat Move - Japanese
Trigger Wolfpack at112 SeaZones: Germans has 1 Wolfpack placed in 112 Sea Zone
Turning on Edit Mode
EDIT: Turning off Edit Mode
Trigger RailMovementAutoPlaceRemoveJapanese: has removed 2 J_Rails owned by Japanese in Kwangsi
1 fighter and 1 tactical_bomber moved from Yunnan to 36 Sea Zone
2 bombers, 5 fighters and 3 tactical_bombers moved from Yunnan to Kwangsi
1 artillery and 3 infantry moved from Hunan to Kweichow
1 armour moved from Kwangsi to Kweichow
2 artilleries, 5 infantry and 1 mech_infantry moved from Anhwe to Kweichow
1 J_Rail moved from Kiangsu to Korea
1 J_Rail and 1 infantry moved from Korea to Kwangsi
1 J_Rail moved from Kiangsu to Jehol
1 J_Rail and 1 artillery moved from Jehol to Kwangsi
1 aaGun and 6 infantry moved from Jehol to Chahar
1 transport moved from 36 Sea Zone to 37 Sea Zone
2 infantry moved from Siam to 37 Sea Zone
2 infantry and 1 transport moved from 37 Sea Zone to 36 Sea Zone
2 infantry moved from 36 Sea Zone to Kwangsi
2 transports moved from 36 Sea Zone to 19 Sea Zone
1 Japan_destroyer moved from 6 Sea Zone to 16 Sea Zone
2 fighters and 2 tactical_bombers moved from Japan to Kwangsi
EDIT: 1 Japanese_LCV, 1 elite and 1 infantry moved from Japan to Korea
Place Units - Japanese
1 harbour placed in Kwangsi
2 transports placed in 6 Sea Zone
3 armour placed in Shantung
1 Japanese_LCV, 1 elite and 1 infantry placed in Japan
Turn Complete - Japanese
Japanese collect 33 PUs; end with 33 PUs
Trigger Japanese AdvancedProduction: Japanese met a national objective for an additional 8 PUs; end with 41 PUs
Objective Japanese 1 Trade With America: Japanese met a national objective for an additional 10 PUs; end with 51 PUs
Combat Hit Differential Summary :
Chinese regular : 0.33
Japanese regular : -1.17
EXP Game 1 newenr J 2.tsvg
There is an example of how LCVs move at end of NCM. They transport the same as a regular Trprt. They are blocked by surface Ships though. Subs don't block them.
Can move 1 on land in NCM. Can be taken as a hit in Attack. Defense they just die but can't be taken as a casualty until everyone else is dead.
Page 38 https://drive.google.com/file/d/1jI_1JdIC-1KiTihBICJAbtX3GpVYnNgf/view
In Game Notes

Edit 2
Not sure how much experience you have with the OutOfBox Global 1940 game that this is a mod of but the "Objectives" tab top right will tell most of the Bonus Objectives. It doesn't include all the new ones from the mod. At End Turn it will tell you the new ones or in the Turn Summary.
Also it's good to check the "TimeTable" Top bar before you purchase. It lets you know what's coming up. Hover on the image and it will give a brief description.
Edit 3
It's usually a good idea to take control of some of the Dutch TTys in NCM withUK/ANZC to boost income. ANZC for sure 
Edit 4
The "Game Report Thread" is also a good way to learn and see how other games play out https://www.axisandallies.org/forums/topic/37723/global-1940-1943-expansions-game-reports
You can also download saves of previous games here and look at them through History.
Here is my latest with Trout https://forums.triplea-game.org/topic/4234/exp-game-9-barnee-vs-trout/102