Chickenboy
Posts: 24520
Joined: 6/29/2002 From: San Antonio, TX Status: offline
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First off, an explanation is in order for the title of this new AAR. There's a fascinating wikipedia entry on the word origins of gaijin. Not all interpretations are impolite, merely pointed. Secondly, Noobs are welcome here. Remembering back to my WiTP days, I very much enjoyed lurking on the forum reading some of the excellent AARs produced. I remember feeling somewhat sheepish about posting or contributing to any discussions on the forum because I feared I would ask too many dumb questions. There are no dumb questions here, folks. I enjoy the interplay with noobs and I learn a heck of a lot from other's views of the game. Skeptics, heretics and the rest of the lot are welcome to chime in when it suits them. Thirdly, my honorable PBEM opponents: Crimguy, USSHenrico and now AW1Steve are asked to not partake of this AAR further. They're all upstanding gents, so I don't have any concern about this, but it's good to put this request in writing. . . . . . . . . This AAR is my take on a PBEM that I'm starting with AW1Steve. Steve may or may not elect to start his own AAR at a later time. A word about my opponent: he's a seasoned veteran of WiTP and a regular forum rat like myself. I'm fortunate to have him as my honorable foe. Steve is going through a move in the near future, so we'll likely have a slow start to the campaign. That's OK by me, as it gives me the epoch that I need to plot the Japanese first turn. The blood won't really start flowing for a few weeks, but I'd like to start discussing some options for early IJ moves now. A bit about myself as a gamer. I have always relished the defensive struggle in wargames. Were I asked to identify my strengths (if any), I would put rank defensive warfare, logistics and offensive prowess in that order. As an Allied player in WiTP, I found the first months to be my favorite. A furious struggle against overwhelming odds, with the hope of future redemption if I could just...hold...on. I think that is what is drawing me towards the Japanese side in this game. Call me sick, but I look forward to the defensive reposte that will inexorably come. I find that I do a better job managing fewer resources than I do more resources, and can use them more effectively. I can't wait until I get kamikazes. Before getting into the nitty gritty of settings and whatnot, I wanted to give a tip of the hat to some of the other AARs on this and the WiTP forum. I learned a ton from Wobbly / Andy Mac vs. PzB, Canoerebel v. Miller and now Q-ball v. Cuttlefish. Once you can read through the backstory and humor , Captain Mandrake and Sprior, et. al. is also very informative. There have been some Some great writers and strategists in that lot. A particular nod goes to Cuttlefish, Q-ball and Canoerebel for their AAR format. Very easy to read, insightful and informative summary of various theaters. No offense, gents, but I'm going to steal your format-it's just right. I just hope to do it justice. I hope that some lessons for some of the more advanced games can be applied / re-applied to those starting out under patch III. There are some obvious differences in gameplay that I'll touch on in a later post or two, but I'm looking for retrospective analysis from those that wish they could have done something different in hindsight. I will not be using WiTP tracker (I've tried and failed) in this game. My (mis)management of the IJ economy will be by rough calculations, dead reckoning and Kentucky windage. I don't go nuts on expansion of HI or a/c frames or factories, so I'm not anticipating too much of a problem. In general, I try to dump as much oil, fuel and resources into the home islands as I possibly can and hope for the best. Right. 'nuff said already. The setup: Patch III AE: Scenario 1 PDU on non-historical turn Japanese surprise on One day turns USN historical (read: defective) torpedoes +/- 15 day historical ship arrival Advanced weather effects HRs: 1. PP paid for LCU movement out of restricted command borders. Exception: I'm going to allow myself to use the four Thai Army 'divisions' within 4 hexes of the Thai border. Steve will have the same option for the (foreign) Indian troops around Burma. Anything more than that and we've gotta pay the PP. 2. No strategic bombing before 1943. No strategic bombing before 1944 in China. 3. Reasonable altitude settings for a/c to avoid "Stratosphere sweep" phenomena. In general, I'll rarely fly Oscars or Zeroes higher than 25,000 feet, Nates will be restricted to 15,000 feet. Hurricanes will be OK to the higher altitude, whilest P39s and P40s will be restricted to 15,000 feet and 20,000 feet, respectively. 4. Turn 1: Allies may not change existing default CAP units. No TFs may be created. Those already in existence, may be moved (e.g., Force Z). I don't insist the Allies conduct the pointless death ride. 5. Limited 'expand to fit ship' functionality for IJNAF, USN, RN. Exception: USN CVE-R units. Not many house rules, really. We tend to play a 'gentleman's game'-if something is irreversably borked, we agree to change the gameplay. Not afraid of house rules as a patch in the interim. Strategy for first few turns: 1. Manila strike with KB. I'm working on the rest... Welcome forumites and please enjoy!
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