lagen
Posts: 55
Joined: 10/9/2005 From: Finland Status: offline
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This thread is off-limits for vonSchnitter This is my first WITP pbem game and my first AAR ever. We took better part of a week to formulate these house rules and I'm glad that we did it before the game starts. This AAR serves a couple purposes: 1.To keep a record what happened, when and why. 2.Better my command of english language 3.To learn write better texts First the rules, planning will probaly start a little later CHS Patch 1.801 Scenario 155 ver. 2.07 Settings: Japanese Sub Doctrine - OFF Allied Sub - OFF FOW - ON Adv. Weather - ON Allied DC - ON Hist. 1st Turn - OFF Vary Setup - OFF Dec. 7 Suprise - ON Reinforcements - FIXED Combat Reports - ON Combat Animation - ON Auto Sub Ops - OFF All Facilities NOT set to Expand Upgrades/Replacements - OFF 1 day turn PDU - ON Preferences: All the "delay" options should be set to 1.5 Hist.1st turn OFF AND Surprise ON In this case the Jap player can make some adjustments while the Allied is static. The aim should be to break the "last grain of rice" predictability for the allied side and bringing back some measure of "surprise". It does make things a little more difficult for the allied player. In the "historic" opening move the story goes like this: Invasions: Kota Bharu, Bataan Isl., Vigan, Aparri, Legaspi, Guam, Wake Naval Bombardments: Guam Port Attacks (Air): PH, Naga, Hong Kong. Restrictions for Jap player: KB must attack PH in full strenght. Japanese may not make invasions at other places than in historic. However all landings are optional and changing the composition of the TFs and troops to participate is allowed. Troop increases are limited to the assault strenght of one Brigade (about 240 AS) in all invasions togther limited to 3 LCUs (or fragments of LCUs) maximum. LCUs allready loaded may unload in other locations (historic invasion points, Jap bases). Existing TFs are not allowed to unload at new invasion points. (Like 18th. Div moving to Balikpapan on day two, while say sending them to Legaspi - if taken by then - is allowed). That covers the "surprise" issue very well, while denying a "head start" to the Japanese - and keeps the history part somewhat in perspective. Jap player is not allowed to create new TFs for invasions/transports for other locations than those in "historic" - something like loading troops on day one - send them out to a position close enough to make an invasion at say Kuching one day later. Japanese player has a choice to launch up to two port attacks at any location - except Singapore and Manila Jap Player has one bombardment attack at any location - (Singapore and Manila are no options due to heavy CD defences anyway) Movement of LCUs and Air units by land is free. Japanese player is not allowed to expend PPs in move one. Allied player is allowed to change courses of already exsisting TFs. No Para drops in enemy bases at Dec. 7th House Rules: All HR should be treated as re-negotiable during the game, to keep the "loosing" side in it and the game interesting for both sides. And what is more: Both sides adapted their respective strategies and options along the course of the war. Both sides agree to limit activites that might cause sync problems. Air Units 1 - IJF player will not "upgrade" light bomber units beyond Lillys or Lilly upgrades - untill mid 44 2 - Allied player will not "upgrade" single or dual engine units to 4E units, unless these units have the option to upgrade to 4E - like in a PDU-Off situation on that is. 3 - Corsairs are not deployd to USN carrier service till 1.1.44. RN Carriers may use early Corsair models at the allied players discretion. 4 - The AVG is restricted to Burma, India and China (these chaps are pretty much overrated anyway) - optional 5 - Strategic bombing of the Japanese home islands may commence starting third quarter 1944 from Chinese bases. Except for one go earlier to emulate the "Doolittle Raid" . Russian Bases may not be used for this purpose at any time - except by Russian air units. Strategic Bombing from other bases is allowed of course at any time 6 - All allied air units - except US AAF - will require PPs to move into China and conduct other operations than transport 7 - IJF will use historic AC on carriers only - till say mid 45 (in case any CVs are left). Unless allied player allows otherwise. 8 - "Stacking" of air units at a base is limited to 50 AC per airfield size plus 50 floatplanes if AV support is present. Zero size bases or "dots" can hold up to 50 Floatplanes. Surplus AC are to be set to "training level 0". Both sides have about 7 moves to "resolve" the issue at startup. This rule does not apply to West Coast or Japanese Home Islands Bases. 9 - 4E Bombers may not attack at lower altitudes than 8000ft (land) or 6000ft (naval). 4E Bombers are not allowed to do skip bombing (naval attacks at 100ft or some such). 2E bombers are restricted to 6000 and 4000ft repectively. Allied 2E Bombers may innitiate "skip" bombing from 1.1.43 onwards. 4E and 2E bombers on ASW patrol or recon missions may do so at any altitude. 10. Air units may not attack bases known to be empty - the training thing. 11. Disbanding air units in home bases is banned (named pilot pool thing) 12 - No training by attacking empty bases. No leaving enemy units for training purposes. 13 - Preliminary bombing is allowed of course. Now to differentiate from training can be difficult sometimes. I don't want to fix some excat time when it can be begun. Could be left at players discreetion. Naval Units 1 - ASW "Hunter - Killer" TFs are restricted to 6 or 8 ships of any type. 2 - Units of AG, PT or any sort of landing ship types may not move beyond their defined endurance unless escorted by ships with sufficient fuel for replenishment (plus/minus 2 hexes). If those escorts get sunk, and the escorted units cannot reach a friendly port within their remaining fuel, those units will be scuttled at the next possible move.Refuelling of PTs by Subs is allowed. 3 - IJN Subs will not carry any other AC than Glens. 4 - Any surface war ship starting with DE/DD classes may not be replenished at bases with less than a port size of 3 (three). Unless at least one AE/AO/AD type ship is present (with or without supplies). In case some sort of "automatic" replenishment occurs, those ships affected will stay put for two moves. 5. PT stacking in a port should be limited to 30. PT TFs are limited to 10. 6. Subs are not to "parked" in enemy port hexes from size 3 onwards. Subs are not allowed to enter the "channels" to Aden and Panama. 7. Sub raiding attacks on enemy bases are allowed (single sub), sub invasions (more than one sub per attack) are not. at startup. This rule does not apply to West Coast or Japanese Home Islands Bases. 8 - No more than one single ship TF per hex after 1.1.42 on purpose (unless a ship is damaged) - has something to do with the silly air-attack routines of the game. Paratroopers: No Para drops "on top" - is ruled out a one boat or one squadron limit of transport AC of paras in hit and run Bases: All bases can be attacked in any which way at any time except Aden. The sub "raid" restriction will be observed. Ground Units : 1 - Russia stays neutral till activaded by the game engine. All allied units entering russian territory are interned for the duration of the game and may not participate in any fighting unless attacked. 2 - The Shock attack and persue option is not valid 3 - China and Mandshuria. Mandshuria units require PPs to move to China and Chinese troops require PPs when moving west of the border. If the latter is agreed, I would request to make the Chinese Communist units static - which is quite historical, since the quite usefull "Mongol" units have changed to the Manshuria command since 2.02 and the Garrison requirements are very much increased/original LCU composition decreased No non-chinese allied LCUs - except those in support of air units - may enter China without paying PPs - including the Chinese units in Burma at start up. If forced to China, the units go neutral (no combat, no replacements, moving behind the front lines if possible) unitl PPs are paid. 4 - No breakdown of LCU's in combat to reduce fatigue and disruption, should be included. 5 - "Stacking" rule All bases except Aden, West Coast, Panama, Hawai, New Zealand, Continental Australia, China, USSR, Mandshuria, India, Cylon, Formosa, Japanese Main, and French Indochina (?) plus Luzon (?) after being taken by the Japanese. Burma, Malaya, DEI and Philipines except Luzon will have the rules applied after being taken by Japanese with say a month time after conquest. The restrictions only apply to the defender, not the attacker. Each Base of any size (dot and upwards) can accomodate groundtroops with an Assault Value of 100. Each port, airfield and fortification point allows to stack another quota of 50 assault points.Bases larger than 4 port / 4 AF get a Bonus of 250 Assault points. This is rather generous - and we may want to adjust those later. 6 - Only regiments and greater than regiments should be used in the sequential attack pattern. Smaller units can attack alongside with bigger units of course. 7 - No deliberately blocking retreat with zero or near zero assault value units is fine with me. If in doubt, ask the opponent before "dicussions" begin. 8 - No using unit fragments to block retreats, use of whole unit is required 9 - Divisions and Brigades are not to be split up for "sequential" attacks, but may be used to "block" enemy lines of attack and retreat.
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