FANDOM


China is a nation in Axis & Allies Pacific 1940 (among other A&A and TripleA games), fighting alongside its more powerful Allies the United Kingdom, the United States and ANZAC against the superpower of the Pacific: Japan. It is a unique power, with special rules; however, it is meant to be controlled by another Allied player, not be played independently.

China Rules

China is prevented from becoming a superpower in AAP40, but it can still give Japan a run for its money. The following are China's rules:

  • China is a separate power with separate resources and it's own turn.
  • China is controlled by one of the Allied players.
  • Infantry are the only units that China can normally produce.
  • If the Burma Road (Szechwan, Yunnan, Burma, and India) is open, controlled by Allied powers, then China may also produce artillery.
  • ----Use the USA artillery units to represent the Chinese artillery.
  • China starts the game with one USA fighter, which represents the Flying Tigers.
  • ----This fighter is controlled by China and moves and fights as if it were a Chinese unit.
  • ----This fighter also has the same restrictions on movement and attacks as all Chinese units.
  • ----If destroyed, this fighter cannot be replaced.
  • China does not have industrial complexes so China may mobilize some or all of their new units on any territory. The number of units that may be placed on one territory is not restricted.
  • China captures or liberates a Chinese territory where Japan had built an industrial complex, that industrial complex is immediately removed from the game.
  • China is restricted by where it can move and occupy territories.
  • ----Chinese units may only move into, attack, and/or capture territories with the Nationalist Chinese symbol on them.
  • ----Chinese units may also attack and occupy Kwangtung and Burma but the UK player maintains control of these territories.
  • Other Allied units may be moved into China but remain under control of the Allied player and such units do not become Chinese units.
  • ----If the Allied player is not at war with Japan, moving units into China is considered an act of war.
  • China has no capital. If all of the Chinese territories are captured by Japan, China keeps all of their IPCs and does not hand them over to the Japanese player.
  • China is not subject to convoy disruptions.

These rules, along with China's starting position and army, make it extremely difficult to survive the Japanese invasion for more than a few turns.

National Objective

Unlike the other powers, China only has one national objective, and that is this:

  • Gain 6 IPCs each round the Burma Road is totally opened. The Allies must control India, Burma, Yunnan, and Szechwan for this to occur.

At the Start

China begins with a miniscule army, consisting almost entirely of infantry, and that one fighter mentioned previously, along with 12 territories worth a total of 12 IPCs.

  • Hunan: 1 Infantry
  • Kweichow: 1 Infantry
  • Shensi: 1 Infantry
  • Suiyuyan: 2 Infantry
  • Szechwan: 4 Infantry, 1 Fighter
  • Yunnan: 3 Infantry

Strategies

Strategies for China are very limited, as they don't have much to do but get run over. All that there is in terms of "strategy" are a couple basic tactics involving the Burma Road.

Burma Road

The single most important territory for China is Yunnan, as it is worth 7 IPCs (6 for the Burma Road and 1 for the territory) and the ability to build artillery, both of which can be lifesaving. While Szechwan is also very important, it is rarely threatened unless Yunnan has fallen. For this reason, always having an army, complete with a fighter, in Szechwan with which to reconquer Yunnan is just as important as having an army to defend it. Even if China has 4 infantry and a fighter in Szechwan and Japan has 6 infantry in Yunnan, China should always attack Yunnan, for it is hugely important to the survival of China.