*AAR approved by loki100*
*This is a comment thread. Anyone may post here. The AAR content can be shown here: Gameplay Thread*
General idea
Have you ever wanted to play a game which represented domestic relations between the army/navy/airforce properly? I know that I have, that's for sure. We have all read about conflicts between Donitz and Goering, von Rundsted and Rommel etc., but few games seem to tackle the subjects.
I intend to bring the idea to life by creating an interactive AAR with a specific set of rules. And which country can be a better choice in terms of internal conflicts than the Empire of Japan?
- there are 2 factions - the Imperial Japanese Army and the Imperial Japanese Navy.
- the goal of the IJN faction is to dominate the Pacific Ocean, i.e. conquer all Pacific islands, including Australia and New Zealand
- the goal of the IJA faction is to dominate the Asian mainland, i.e. conquer China, India and Siberia
- there are two minor factions within the IJN, each controlled by one or more players:
a) the 1st faction is composed of old guards who favour heavy capital ships like BBs and BCs
b) the 2nd factions is composed of proponents of the carrier-based navy
- there are two minor factions within the IJA, each controlled by one or more players:
a) the 1st faction is composed of the officers who favour the attack on the USSR and Mongolia
b) the 2nd faction is composed of the officers who favour the attack on the Southeast Asia
Player requirements
- at least 4 players - 2 for IJA and 2 for IJN; more can be invited if the players want to
- the players cannot be noobs; you don't need to be an expert, but you must need to know how the game works ("What is IC?":happy and it's best if you have some experience with HPP (Historical Plausibility Mod)
- the players must be active; I reserve myself the right to replace an inactive player with a new one. Note that my approach to this is reasonable, i.e. I have no problems with periodical inactivity due to exams, Christmas time etc. Preferably, you should notify other players when you enter such period. I will notify the players about my periods of inactivity, too.
- both the players and the commenters must express civilised behaviour; comments, suggestions, hints and ideas are fine, insults and spam are not
Victory conditions
- no Japanese core territory, Manchuria or Korea can be controlled by the enemy
- the game ends in Jan 1946 unless Japan is defeated earlier
- both the IJA and the IJN can "win" by gaining points for achieving their VCs:
*territory controlled by puppets (but not by allies) counts, too
a) Universal points (all factions gain them):
- each Chinese VP - 1 pt
- each Indochinese VP - 1 pt
- each Siamese and Malayan VP - 1 pt
Generally, taking those VPs is in the common interest of both factions.
b) IJA points
- each Russian/Mongolian/Tannu Tuvan VP - 1 pt
- each Burman VP - 2 pts
- each Indian VP - 1 pt
- additionally, the given minor faction can win IF its main faction won and it gained more points than the other minor faction:
I. Strike North Faction - 2 pts per each Russian/Mongolian/Tannu Tuvan VP, additional 6 pts if the USSR was attacked before the Southeast Asia (skirmishes don't count, unless they escalated into a bigger conflict)
II. Strike South Faction - 1 pt per each Indian VP, 1 pt per each Burman VP, 0,5 pt per each Siamese and Malayan VP, 2/3 pt per each Dutch VP, additional 4 pts if the Southeast Asia was attacked first
c) IJN points
- each PHI VP - 1 pt
- each Dutch VP - 2/3 pt
- each Australian VP - 0,5 pt
- each New Zealand VP - 0,75 pt
- other Pacific VPs - 1 pt per each
- additionally, the given minor faction can win IF its main faction won and it gained more points than the other minor faction:
I. Old Guards - 1.5 pt for each BB built and not destroyed and 1 pt for each BC built and not destroyed
II. Carrier Proponents - 1.5 pt for each CV built and not destroyed and 0.5 pt for each CVL built and not destroyed
d) Special points
- a very compelling argument during the planning phase - X pt(s) [can be influenced by the community, but will be awarded by myself; this is to encourage posting of detailed posts instead of bland ones; I will be conservative about it, though]
Any non-Chinese enemy VP will count towards our victory only partially if it has been taken during the last 6 months of gameplay (July-December 1945). The closer the date is to the end date, the lower the value, e.g. when 3 months to the end date remains, the VP's value will be divided by half. If we lose the VP and recapture it later, only the date of the recapture will count.
This is to discourage gamey late-game invasions etc.
Total points and victory scale
<50 Defeat
49<66 Minor Victory
65<81 Major Victory
>80 Ultimate Victory
Even if one faction has more points than the other one, its victory will always be minor/major/whatever if the total number of points is lesser than the number specified above and it cannot win if there are less than 50 points total. This is to ensure that some cooperation will be present no matter what. The whole point of the AAR is to represent the political and military constrains caused by internal rivalry in a better way, not to cause ruin to the other faction.
Gameplay
The Basics
- we will play with the HPP mod, 2.04 SF version
- each nation Japan is at war with gets bonuses to IC/MP/officer recruitment/unit buildtime/supply throughput; this is for challenge
- trade is automated, although it will be possible to cancel trade agreements during war (mostly in order to save convoy transports)
- game is divided into sessions, i.e. AAR's chapters, of varying length (typically longer during peacetime and shorter during wartime)
- the armies fighting on the Asian mainland and the Pacific islands will be AI-controlled (I will make sure that the AI doesn't make anything totally idiotic; the point of this rule is to make the AAR progress at a quicker pace and to add to the challenge; the AI is simply not good enough to defeat three players assisted by common forummites)
- the navy and the airforce will be manually controlled; amphibious invasions will be done manually, but after the beachhead is established, they will be turned over to the AI; paratroopers are manually controlled, too, but in order to represent them more realistically, there is a maximum limit of paratrooper brigades determined by base IC divided by 10 and rounded up, e.g. 100 base IC / 10 = max 10 brigades allowed; they cannot be dropped on the enemy's capital (it has too dramatic effects and the AI cannot handle that); they can, however, be used to close encirclements, establish beachheads, support attacks etc.
- no additional information besides the pieces contained in my posts will be given, i.e. I will not answer questions like "How does the situation in Burma looks like?". I will try my best to include all relevant information in my posts. Their structure will be organised in a clear fashion for the sake of functionality.
The Influence System
- both factions fight for influence (IC/MP/LP/leaders) between the sessions and decide how to distribute their resources by creating plans, i.e. desired OOBs, division composition, research goals, proposed offensive and defensive operations, occupation policies etc., while I will try my best to execute them. You can change your plans as many times as you wish until you see the post saying "Plan approved". I will notify you in advance when this is about to happen.
- if sth concerns both factions, e.g. IC construction or change of laws, then they must both agree to a given plan; if they cannot, then I will decide the course of action
- both factions can request air support from each other; saying no just for the sake of saying no will not be permitted - you must make a sensible argument if you refuse to lend air assets to the other faction
- both factions must approve intelligence "budget"
- the IJA cannot build ships
- the IJN is tasked with transporting troops overseas, including the IJA's ones
- the IJA is tasked with conducting major offensives, including the ones planned by the IJN. However, the IJN must rely mostly on its own forces for defence, unless battles with major enemy forces are involved
- each faction can place its own needs over the needs of the other faction as long as it provides a solid explanation; if it doesn't, then their orders will be overruled by the Emperor, i.e. me
- both factions are responsible for the defence of Japanese home islands; in the matters concerning them, the factions have to come to an agreement before the plan can be approved
- infrastructure, naval bases, AAs etc. are part of the IJN's or IJA's budget, depending on the place they are built in; both factions must agree to construct those improvements on Japanese home islands
- both mini-factions in a given faction must come to an agreement in regard to build orders etc. before the plan can be approved
- SAGs will be controlled by the old guards, while CTFs will be controlled by the carrier-proponents
- players can create their own internal structure and give control over certain assets to specified players, but it doesn't change the voting rules
- if there is more than 1 player in a faction or a mini-faction, then they must agree on a common plan before it can be approved
- I decide how much influence each faction gets based on the quality of the arguments of the faction members and their in-game successes during each session; my impartiality is guaranteed by the fact that I "win" ONLY if VCs of BOTH factions are achieved
- the minimum influence of each faction is 25% (this is the average of MP/IC/etc. influence - it doesn't mean that the faction always have to gain control over 25% of MP or 25% of IC; it's possible to have control over 40% of IC and 10% of MP, for example), which is good both for fun and realism purposes
- the non-faction commenters are free to give suggestions at any time; they cannot, however, directly influence the plans
Amphibious invasion rules
1) Hawaiian Islands cannot be invaded unless the Midway Island and Johnston Atoll are controlled by Japan.
2) The West Coast, Panama etc. cannot be invaded until all other American possessions in the Pacific are controlled by Japan (this includes only provinces with ports)
3) Eastern Australian provinces cannot be invaded unless New Guinea and all south Pacific islands up to New Caledonia are controlled by Japan.
4) Southern Australian provinces cannot be invaded unless New Guinea, all south Pacific islands up to New Caledonia and New Zealand are controlled by Japan.
5) Northern and western Australian provinces cannot be invaded until Java is controlled by Japan.
6) Areas west of Malaya cannot be invaded until Singapore is controlled by Japan.
7) Siberian non-port provinces cannot be invaded.
8) Land units cannot be evacuated unless there is a friendly port nearby.
These rules are meant to represent various logistical difficulties (and deal with AI shortcomings) connected with amphibious warfare that are not represented in HOI3 and they should make the game a bit more challenging, too.
-------------------------------------------------------
Table of contents
1. The Introduction
Chapter One
1a. Base influence levels
2. Chapter One, Part One: Uncertain Beginnings Jan-Apr 1936
2a. Influence levels
3. Chapter One, Part Two: Uncertain Beginnings Apr-Dec 1936
3a. Influence levels
Chapter Two
4. Chapter Two, Part One: Gearing Up! Dec 1936 - Jul 1937
4a. Influence levels
5. Chapter Two, Part Two: Gearing Up! Jul 1937 - May 1938
5a. Influence levels
6. Chapter Two, Part Three: Gearing Up! May 1938 - Apr 1939
Chapter Three
6a. Influence levels
7. Chapter Three, Part One: Sino-Japanese War Apr 1939 - Aug 1939
7.a Influence levels
8. Chapter Three, Part Two: Sino-Japanese War Aug 1939 - Sep 1939
8a. Influence levels
9. Chapter Three, Part Three: Sino-Japanese War / Japanese-Soviet Border War Sep 1939 - Dec 1939
9a. Influence levels
10. Chapter Three, Part Four: Sino-Japanese War Dec 1939 - Feb 1940
10a. Influence Levels
11. Chapter Three, Part Five: Sino-Japanese War Mar 1940 - Jun 1940
11a. Influence levels
12. Chapter Three, Part Six: Sino-Japanese War Jul 1940 - Dec 1940
Chapter Four
12a. Influence levels
13. Chapter Four, Part One: Sino-Japanese War / Japanese-American War Dec 1940 - May 1941
13a. Influence levels
14. Chapter Four, Part Two: Sino-Japanese War / Japanese-American War Jun 1940 - Aug 1941
14a. Emergency Report - Battle of Saipan
14b. Influence levels
15. Chapter Four, Part Three: Sino-Japanese War / Japanese-American War Aug 1941 - Sep 1941
15a. Influence levels
16. Chapter Four, Part Four: Sino-Japanese War / Japanese-American War Sep 1941 - Nov 1941
16a. Influence levels
17. Chapter Four, Part Five: Sino-Japanese War / Japanese-American War Nov 1941 - Jan 1942
17a. Influence levels
18. Chapter Four, Part Six: Sino-Japanese War / Japanese-American War Jan 1942 - Apr 1942
18a. Influence levels
19. Chapter Four, Part Seven: Sino-Japanese War / Japanese-American War Apr 1942 - Jun 1942
19a. Influence levels
20. Chapter Four, Part Eight: Sino-Japanese War / Japanese-American War Jun 1942 - Aug 1942
Chapter Five
20a. Influence levels
21. Chapter Five, Part One: Sino-Japanese War / War with the Allies Aug 1942 - Oct 1942
21a. Influence levels
22. Chapter Five, Part Two: Sino-Japanese War / War with the Allies Oct 1942 - Jan 1943
22a. Influence levels
23. Chapter Five, Part Three: Sino-Japanese War / War with the Allies Jan 1943 - Mar 1943
23a. Emergency Report - American Attack on Hawaii
23b. Influence levels
24. Chapter Five, Part Four: Sino-Japanese War / War with the Allies Mar 1943 - Jun 1943
24a. Influence levels
25. Chapter Five, Part Five: Sino-Japanese War / War with the Allies Jun 1943 - Oct 1943
25a. Influence levels
26. Chapter Five, Part Six: Sino-Japanese War / War with the Allies Oct 1943 - Jan 1944
*This is a comment thread. Anyone may post here. The AAR content can be shown here: Gameplay Thread*
General idea
Have you ever wanted to play a game which represented domestic relations between the army/navy/airforce properly? I know that I have, that's for sure. We have all read about conflicts between Donitz and Goering, von Rundsted and Rommel etc., but few games seem to tackle the subjects.
I intend to bring the idea to life by creating an interactive AAR with a specific set of rules. And which country can be a better choice in terms of internal conflicts than the Empire of Japan?
- there are 2 factions - the Imperial Japanese Army and the Imperial Japanese Navy.
- the goal of the IJN faction is to dominate the Pacific Ocean, i.e. conquer all Pacific islands, including Australia and New Zealand
- the goal of the IJA faction is to dominate the Asian mainland, i.e. conquer China, India and Siberia
- there are two minor factions within the IJN, each controlled by one or more players:
a) the 1st faction is composed of old guards who favour heavy capital ships like BBs and BCs
b) the 2nd factions is composed of proponents of the carrier-based navy
- there are two minor factions within the IJA, each controlled by one or more players:
a) the 1st faction is composed of the officers who favour the attack on the USSR and Mongolia
b) the 2nd faction is composed of the officers who favour the attack on the Southeast Asia
Player requirements
- at least 4 players - 2 for IJA and 2 for IJN; more can be invited if the players want to
- the players cannot be noobs; you don't need to be an expert, but you must need to know how the game works ("What is IC?":happy and it's best if you have some experience with HPP (Historical Plausibility Mod)
- the players must be active; I reserve myself the right to replace an inactive player with a new one. Note that my approach to this is reasonable, i.e. I have no problems with periodical inactivity due to exams, Christmas time etc. Preferably, you should notify other players when you enter such period. I will notify the players about my periods of inactivity, too.
- both the players and the commenters must express civilised behaviour; comments, suggestions, hints and ideas are fine, insults and spam are not
Victory conditions
- no Japanese core territory, Manchuria or Korea can be controlled by the enemy
- the game ends in Jan 1946 unless Japan is defeated earlier
- both the IJA and the IJN can "win" by gaining points for achieving their VCs:
*territory controlled by puppets (but not by allies) counts, too
a) Universal points (all factions gain them):
- each Chinese VP - 1 pt
- each Indochinese VP - 1 pt
- each Siamese and Malayan VP - 1 pt
Generally, taking those VPs is in the common interest of both factions.
b) IJA points
- each Russian/Mongolian/Tannu Tuvan VP - 1 pt
- each Burman VP - 2 pts
- each Indian VP - 1 pt
- additionally, the given minor faction can win IF its main faction won and it gained more points than the other minor faction:
I. Strike North Faction - 2 pts per each Russian/Mongolian/Tannu Tuvan VP, additional 6 pts if the USSR was attacked before the Southeast Asia (skirmishes don't count, unless they escalated into a bigger conflict)
II. Strike South Faction - 1 pt per each Indian VP, 1 pt per each Burman VP, 0,5 pt per each Siamese and Malayan VP, 2/3 pt per each Dutch VP, additional 4 pts if the Southeast Asia was attacked first
c) IJN points
- each PHI VP - 1 pt
- each Dutch VP - 2/3 pt
- each Australian VP - 0,5 pt
- each New Zealand VP - 0,75 pt
- other Pacific VPs - 1 pt per each
- additionally, the given minor faction can win IF its main faction won and it gained more points than the other minor faction:
I. Old Guards - 1.5 pt for each BB built and not destroyed and 1 pt for each BC built and not destroyed
II. Carrier Proponents - 1.5 pt for each CV built and not destroyed and 0.5 pt for each CVL built and not destroyed
d) Special points
- a very compelling argument during the planning phase - X pt(s) [can be influenced by the community, but will be awarded by myself; this is to encourage posting of detailed posts instead of bland ones; I will be conservative about it, though]
Any non-Chinese enemy VP will count towards our victory only partially if it has been taken during the last 6 months of gameplay (July-December 1945). The closer the date is to the end date, the lower the value, e.g. when 3 months to the end date remains, the VP's value will be divided by half. If we lose the VP and recapture it later, only the date of the recapture will count.
This is to discourage gamey late-game invasions etc.
Total points and victory scale
<50 Defeat
49<66 Minor Victory
65<81 Major Victory
>80 Ultimate Victory
Even if one faction has more points than the other one, its victory will always be minor/major/whatever if the total number of points is lesser than the number specified above and it cannot win if there are less than 50 points total. This is to ensure that some cooperation will be present no matter what. The whole point of the AAR is to represent the political and military constrains caused by internal rivalry in a better way, not to cause ruin to the other faction.
Gameplay
The Basics
- we will play with the HPP mod, 2.04 SF version
- each nation Japan is at war with gets bonuses to IC/MP/officer recruitment/unit buildtime/supply throughput; this is for challenge
- trade is automated, although it will be possible to cancel trade agreements during war (mostly in order to save convoy transports)
- game is divided into sessions, i.e. AAR's chapters, of varying length (typically longer during peacetime and shorter during wartime)
- the armies fighting on the Asian mainland and the Pacific islands will be AI-controlled (I will make sure that the AI doesn't make anything totally idiotic; the point of this rule is to make the AAR progress at a quicker pace and to add to the challenge; the AI is simply not good enough to defeat three players assisted by common forummites)
- the navy and the airforce will be manually controlled; amphibious invasions will be done manually, but after the beachhead is established, they will be turned over to the AI; paratroopers are manually controlled, too, but in order to represent them more realistically, there is a maximum limit of paratrooper brigades determined by base IC divided by 10 and rounded up, e.g. 100 base IC / 10 = max 10 brigades allowed; they cannot be dropped on the enemy's capital (it has too dramatic effects and the AI cannot handle that); they can, however, be used to close encirclements, establish beachheads, support attacks etc.
- no additional information besides the pieces contained in my posts will be given, i.e. I will not answer questions like "How does the situation in Burma looks like?". I will try my best to include all relevant information in my posts. Their structure will be organised in a clear fashion for the sake of functionality.
The Influence System
- both factions fight for influence (IC/MP/LP/leaders) between the sessions and decide how to distribute their resources by creating plans, i.e. desired OOBs, division composition, research goals, proposed offensive and defensive operations, occupation policies etc., while I will try my best to execute them. You can change your plans as many times as you wish until you see the post saying "Plan approved". I will notify you in advance when this is about to happen.
- if sth concerns both factions, e.g. IC construction or change of laws, then they must both agree to a given plan; if they cannot, then I will decide the course of action
- both factions can request air support from each other; saying no just for the sake of saying no will not be permitted - you must make a sensible argument if you refuse to lend air assets to the other faction
- both factions must approve intelligence "budget"
- the IJA cannot build ships
- the IJN is tasked with transporting troops overseas, including the IJA's ones
- the IJA is tasked with conducting major offensives, including the ones planned by the IJN. However, the IJN must rely mostly on its own forces for defence, unless battles with major enemy forces are involved
- each faction can place its own needs over the needs of the other faction as long as it provides a solid explanation; if it doesn't, then their orders will be overruled by the Emperor, i.e. me
- both factions are responsible for the defence of Japanese home islands; in the matters concerning them, the factions have to come to an agreement before the plan can be approved
- infrastructure, naval bases, AAs etc. are part of the IJN's or IJA's budget, depending on the place they are built in; both factions must agree to construct those improvements on Japanese home islands
- both mini-factions in a given faction must come to an agreement in regard to build orders etc. before the plan can be approved
- SAGs will be controlled by the old guards, while CTFs will be controlled by the carrier-proponents
- players can create their own internal structure and give control over certain assets to specified players, but it doesn't change the voting rules
- if there is more than 1 player in a faction or a mini-faction, then they must agree on a common plan before it can be approved
- I decide how much influence each faction gets based on the quality of the arguments of the faction members and their in-game successes during each session; my impartiality is guaranteed by the fact that I "win" ONLY if VCs of BOTH factions are achieved
- the minimum influence of each faction is 25% (this is the average of MP/IC/etc. influence - it doesn't mean that the faction always have to gain control over 25% of MP or 25% of IC; it's possible to have control over 40% of IC and 10% of MP, for example), which is good both for fun and realism purposes
- the non-faction commenters are free to give suggestions at any time; they cannot, however, directly influence the plans
Amphibious invasion rules
1) Hawaiian Islands cannot be invaded unless the Midway Island and Johnston Atoll are controlled by Japan.
2) The West Coast, Panama etc. cannot be invaded until all other American possessions in the Pacific are controlled by Japan (this includes only provinces with ports)
3) Eastern Australian provinces cannot be invaded unless New Guinea and all south Pacific islands up to New Caledonia are controlled by Japan.
4) Southern Australian provinces cannot be invaded unless New Guinea, all south Pacific islands up to New Caledonia and New Zealand are controlled by Japan.
5) Northern and western Australian provinces cannot be invaded until Java is controlled by Japan.
6) Areas west of Malaya cannot be invaded until Singapore is controlled by Japan.
7) Siberian non-port provinces cannot be invaded.
8) Land units cannot be evacuated unless there is a friendly port nearby.
These rules are meant to represent various logistical difficulties (and deal with AI shortcomings) connected with amphibious warfare that are not represented in HOI3 and they should make the game a bit more challenging, too.
-------------------------------------------------------
Table of contents
1. The Introduction
Chapter One
1a. Base influence levels
2. Chapter One, Part One: Uncertain Beginnings Jan-Apr 1936
2a. Influence levels
3. Chapter One, Part Two: Uncertain Beginnings Apr-Dec 1936
3a. Influence levels
Chapter Two
4. Chapter Two, Part One: Gearing Up! Dec 1936 - Jul 1937
4a. Influence levels
5. Chapter Two, Part Two: Gearing Up! Jul 1937 - May 1938
5a. Influence levels
6. Chapter Two, Part Three: Gearing Up! May 1938 - Apr 1939
Chapter Three
6a. Influence levels
7. Chapter Three, Part One: Sino-Japanese War Apr 1939 - Aug 1939
7.a Influence levels
8. Chapter Three, Part Two: Sino-Japanese War Aug 1939 - Sep 1939
8a. Influence levels
9. Chapter Three, Part Three: Sino-Japanese War / Japanese-Soviet Border War Sep 1939 - Dec 1939
9a. Influence levels
10. Chapter Three, Part Four: Sino-Japanese War Dec 1939 - Feb 1940
10a. Influence Levels
11. Chapter Three, Part Five: Sino-Japanese War Mar 1940 - Jun 1940
11a. Influence levels
12. Chapter Three, Part Six: Sino-Japanese War Jul 1940 - Dec 1940
Chapter Four
12a. Influence levels
13. Chapter Four, Part One: Sino-Japanese War / Japanese-American War Dec 1940 - May 1941
13a. Influence levels
14. Chapter Four, Part Two: Sino-Japanese War / Japanese-American War Jun 1940 - Aug 1941
14a. Emergency Report - Battle of Saipan
14b. Influence levels
15. Chapter Four, Part Three: Sino-Japanese War / Japanese-American War Aug 1941 - Sep 1941
15a. Influence levels
16. Chapter Four, Part Four: Sino-Japanese War / Japanese-American War Sep 1941 - Nov 1941
16a. Influence levels
17. Chapter Four, Part Five: Sino-Japanese War / Japanese-American War Nov 1941 - Jan 1942
17a. Influence levels
18. Chapter Four, Part Six: Sino-Japanese War / Japanese-American War Jan 1942 - Apr 1942
18a. Influence levels
19. Chapter Four, Part Seven: Sino-Japanese War / Japanese-American War Apr 1942 - Jun 1942
19a. Influence levels
20. Chapter Four, Part Eight: Sino-Japanese War / Japanese-American War Jun 1942 - Aug 1942
Chapter Five
20a. Influence levels
21. Chapter Five, Part One: Sino-Japanese War / War with the Allies Aug 1942 - Oct 1942
21a. Influence levels
22. Chapter Five, Part Two: Sino-Japanese War / War with the Allies Oct 1942 - Jan 1943
22a. Influence levels
23. Chapter Five, Part Three: Sino-Japanese War / War with the Allies Jan 1943 - Mar 1943
23a. Emergency Report - American Attack on Hawaii
23b. Influence levels
24. Chapter Five, Part Four: Sino-Japanese War / War with the Allies Mar 1943 - Jun 1943
24a. Influence levels
25. Chapter Five, Part Five: Sino-Japanese War / War with the Allies Jun 1943 - Oct 1943
25a. Influence levels
26. Chapter Five, Part Six: Sino-Japanese War / War with the Allies Oct 1943 - Jan 1944
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