herwin -> RE: Rules to play by? (6/16/2007 9:56:22 AM)
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WPPac-46 Rules (War Plan Orange) This is intended as a PBEM scenario. It's probably best with CHS 2.0.8 or Treespider's CHS scenario (171) with house rules to support historical constraints. Victory: If the Allied player has a sea line of communications (a continuous path with air superiority) between North America and a fleet base in the Philippines and from there to a forward base in the Ryukyus, Korea, or Japan by 31 January 1944, he wins a decisive victory. If this requirement is met by 30 April 1944, this is a regular Allied victory. By 31 July 1944, a marginal victory, by 31 October 1944, a draw, by 31 January 1945, a Japanese marginal victory, by 30 April 1945, a Japanese regular victory, and by 31 July 1945 or later, a decisive Japanese victory. If at any time, the Japanese player attacks a hex in Alaska, Hawaii (excluding Midway), or continental North America, the Allied player has an additional two years (just so) to meet his requirements for a victory. Planning for assault landings: An assault landing has to be planned at least one month in advance for each division or division-equivalent involved. Planning consists of designating the landing beach and ground forces to land there. Land forces involved in a division-sized or larger landing have to be withdrawn from combat at least one month in advance of the landings. The assault plan must designate the resources involved by name for land forces. The Japanese player is allowed to plan invasions as part of his prewar planning. Assault landings may be cancelled, but if they take place, they must be on the day planned or within a week after. Ground units may be allocated to multiple plans, but all but one plan must be cancelled one month before the landing date of the selected plan. A parachute drop or air landing operation has to be planned at least one month in advance for each division or division-equivalent involved. Planning consists of designating the landing zone and ground forces to land there. Land forces involved in a division-sized or larger landing have to be withdrawn from combat at least one month in advance of the landings. The assault plan must designate the resources involved by name for land forces. The Japanese player is allowed to plan parachute landings as part of his prewar planning. Parachute drops and air landings may be cancelled, but if they take place, they must be on the day planned or within a week after. Units may be allocated to multiple plans, but all but one plan must be cancelled one week before the operation date of the selected plan. Note that brigades or smaller may individually mount assault and parachute landings without preplanning. Multiple airdrops/air landings/assault landings on the same day in the same army area (e.g., 14th Army or the Solomons) or requiring staged use of transportation assets should be planned together. No quibbling. The minimum force for an assault landing against a base is one battalion. The minimum force for a parachute drop or air landing on a base is one battalion. Smaller forces may be used against non-base hexes. The house rules I'm currently using are as follows, but the historical first turn should obviously be off: 0. If a country didn't do something for solid operational reasons, don't do it. If it was not done for political reasons--OK to do it. 1. No bombing empty bases to artificially enhance pilot training. (See below.) 2. All Chinese land and air units that are assigned to China Command HQ are only permitted to move, or base, within China, Japanese Occupied China or Manchukuo. Chinese land and air units can ONLY move to locations outside China if they are first transferred to another HQ. 3. Air units belonging to China Command are allowed to fly missions to hexes outside China. 4. All Australian nationality Brigade and Division LCUs are only allowed to move within Australia Proper, DEI, Solomon Islands, New Britain, New Guinea (For flexibility purposes, I could reason that Australia would see those as part of it's expanded defense perimeter). The exception is all Australian LCUs of this size that are designated as AIF units, e.g. 9th Division AIF; the two AIF Brigades that start in Malaya. This restriction is permanent, even if the units are reassigned to a HQ other than ANZAC Command, and still applies even if a Division or Brigade is split into smaller units. 5. There are no restrictions for Australian air units, other than the normal restrictions that apply to air units that are assigned to the ANZAC Command restricted HQ. 6. Canadian land and air units can only be deployed in North America, including Canada, the USA, Alaska and the Aleutian Islands. This restriction is permanent, even if the units are reassigned to a HQ other than Canada Command. 7. Japanese land and air units that are assigned to the Kwantung Area Army HQ can not leave Manchukuo. They may leave if they are transferred to another HQ. 8. Naval Attack missions by 4 Engined Bombers must be at or above 10000 feet. 9. B29 only on level 6 or 7+ airfields, this should limit them to places that were big enough in real life. 10. Allied Bomber attacks against Infrastructure restricted to industrial sites owned by Japan prior to the war (prevent allied player from destroying key infrastruture that they would knock Japan out too early; Allies would not bomb friendly populations.) 11. No Japanese Surface Movement past Singapore until it has fallen. 12. No more than x50 aircraft per airfield level (does not count aircraft transiting through). 13. Japanese subs allowed to enter the shipping lanes. Settings: PDU Off, Sub Doctrines On, Allied Damage Control On, Dec 7th Surprise, Historical Turn On, FOW, turn cycle 1 day. (Should be modified) Added rules: No landing out of base/dots hexes and no aerial mining during day phase. Both are because of game code restrictions. First because the landing forces don't take casualties and disruption when unloading into a clear hex (not to mention the potential lack of suitable invasion beaches) and the second is because CAP doesn't intercept aerial mining missions. The third is no training fighter pilots on ground targets beyond 55 exp. These house rules are just examples. It's the rules on victory, planning, and the underlying scenario that are intended to be mandatory. Planning plus scenario slow the players down to historical rates, while the victory rules allow the Japanese player to have a real chance of victory. If experience shows the victory rules are unbalanced, they can be adjusted very easily. Without the Pearl Harbor attack to keep America mad, the Japanese player had a very real chance of keeping something from the Pacific War--in 1941 American leadership wanted to beat Germany; Japan was not important. The War of 1812 was similar for the UK, with America playing the role of Japan.
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