Red Sun Over China (RSOC) - Official Thread
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Map problem?
Hi, I just started a new game "Red Sun Over China", but the graphics is not as cool as seen on page 1 of this thread - see attachment. Anything wrong with the actual version?
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@loveplayingaaa did u check map skins ?
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What are map skins? How to check this?
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@loveplayingaaa top of screen go to view . Skins are a different look to the same map
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View and then "map skins" is greyed out, see picture
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@loveplayingaaa bummer did u see what details does ?
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@loveplayingaaa You need to check the "Show Map Details" option in that menu.
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@redrum That setting should really be per map, not general.
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@cernel Agree.
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Thanks! That was the solution, I had to activate "map details".
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Is it just me or does it seem as though there’s no land link from Calcutta to Chittagong?
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@mattbarnes there is but the canal is causing it to be blocked. I'm planning to fix it in the next version.
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Does the game still have the auto declaration of war at turn 4? I’m only on turn 2 in my PBEM so don’t yet know. It would help if the Game Notes could please make this clear in the next version.
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@mattbarnes Yeah. And good catch. I'll look to add that in the notes.
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I don’t know if others have played the game yet but I’m finding the Nationalists are effective by spamming Fighters+Conscripts. Do others do the same?
And Axis has a fair chance of squashing a weak UK by around turn 7 if they direct their focus that way. True?
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@mattbarnes Conscripts are definitely strong and essential to Nationalists defense. I actually used tanks+heavy artillery as the attack power rather than fighters as they are a lot cheaper. But fighters do have more flexibility.
I think if Japan focuses on UK then they can probably take them out around 7-8. But they probably sacrifice a lot of pressure on the Nationalists if they do.
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How do you use tanks&arty as nationalists exactly? I see two problems: (a) you can’t produce them fast enough unless you waste funds repairing all the factories and (b) they die in counter attack which is an expensive loss. In contrast, the fighters kill Japanese troops while the conscripts are fodder and one or two survive to take the ground. The fighters live to fight again every turn. Note I’m describing how to preserve a no mans land across the whole front to stop the Japanese advance. I agree that tanks/arty late in the game would be necessary to attack any main Japanese army.
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@mattbarnes For trading, fighters are definitely better. I guess I found I needed to build up attack power in order to counter the main Japanese stacks. I mostly just use conscripts to trade back and forth along with the few starting fighters. Guess it depends somewhat on how the Japanese are playing and if they are trying to have a doom stack march through the main cities or if they are trying to win on a wide front.
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@redrum What do you think on these for the 2 different cavalries for Manchuria?
I had designed the other cavalry for a WWI game designed loosely on... but it might work well for this scenario as well.
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@Hepps I think they look good.