RE: AE is for AFBs (Full Version)

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Shark7 -> RE: AE is for AFBs (10/24/2009 4:51:06 PM)


quote:

ORIGINAL: Mike Scholl


quote:

ORIGINAL: Shark7
This is where game balance comes in over historical accuracy, if the game becomes unfun halfway through, it will never get finished.



So then "beefing up" the Allies at start so they can "have fun" instead of being over-run is a GOOD idea? [&:] I thought that was the central point of this thread?

The War in the Pacific was not an equal struggle. First one side had to fight with "smoke and mirrors", and in the end the other had to fight with with desperation and kamikazes.





Absolutely not. Keeping the game balanced where both sides can pull a victory out of their hat all the way to the end is the key. A good Allied player can win some early battles, just like a good Japanese player should be able to win a few battles towards the end.

And I'm not talking about the war, we all know how it ended. Let me state that I am a game-play over historical accuracy player so there is no confusion. When I hit the point where 20 Corsairs take down 500 Japanese aircraft by themselves, that is not fun and really there is no point in continuing from that point (Vanilla stock anyone?). That isn't fun for me no matter which side I am playing.

What I want is something where the outcome of every battle is neither set in stone nor predictable. Sure, 1 turn those Corsairs might be able to kill 2 times their own number, but it should not be every air battle of every turn past 6/43. Just like in the early war the B.339s in the SRA shouldn't be trounced without hope every single time they launch.

If don't care if we don't have 100% historical accuracy, so long as I get an end game that isn't boring and predictable. Yes my Allied opponent will win, but maybe I can still surprise him at times in 1945. If I am guaranteed to lose every battle in 1945, then what is the point of playing in 1945. If the Allied player is guaranteed to lose every battle till 1943, what's his motivation for playing? There isn't one.




m10bob -> RE: AE is for AFBs (10/24/2009 5:23:08 PM)

To be "historical", there can never be "game balance". The Japanese themselves knew they could never defeat the U.S. in a protracted war,(let alone all the allied powers.)

The Japanese bought into that belief that Americans were rich, lazy playboys who would never fight their own war, and believed if the initial cost was tremendous, the American public would not allow the cost of having to recover from its' initial losses, and may have never considered the terrible cost of retribution the average American is so fond of seeking against an aggressor.

Heck, the American way of life is and always has been one of defending ones family, neighbors, and community, when an outsider came a callin'..

Truly, the Japanese figured on the war in the Pacific being over by 1943, (regardless of German success or otherwise.)

The mistreatment s visited on the peoples of their conquered lands were acceptable because the Japanese never dreamed the allies would ever come back, nor exact that terrible swift sword against the perpetrators of what the western world would see as unforgivable acts of inhumanity.




fbs -> RE: AE is for AFBs (10/24/2009 6:11:26 PM)


quote:

ORIGINAL: m10bob

To be "historical", there can never be "game balance". The Japanese themselves knew they could never defeat the U.S. in a protracted war,(let alone all the allied powers.)




That depends on the definition of victory. My personal point of view is that if the player does better than the Japanese actually did through most of the war, that defines a player victory -- although the war will certainly be lost. Just my two cents.

Cheers [:D]
fbs




Dixie -> RE: AE is for AFBs (10/24/2009 6:33:13 PM)


quote:

ORIGINAL: fbs


quote:

ORIGINAL: m10bob

To be "historical", there can never be "game balance". The Japanese themselves knew they could never defeat the U.S. in a protracted war,(let alone all the allied powers.)




That depends on the definition of victory. My personal point of view is that if the player does better than the Japanese actually did through most of the war, that defines a player victory -- although the war will certainly be lost. Just my two cents.

Cheers [:D]
fbs


Sounds very similar to how I'd view things. If you can hold out against the tide of Allied forces through 1943-44 then it's a victory. Even a well-played Japan shouldn't be able to outright defeat the US, but they should be able to make the US pay for their victory.

Japan was never going to win the war, so victory is relative I suppose. In the early years for the Allies it could be sinking a couple of IJN cruisers at Java Sea. In the mid-years it could be the Japanese maintaining a longer hold on Guadalcanal. Later still it could be 'winning' the Philippine Sea by sinking more CVEs. Nothing that is going to make it impossible to change the course of the war, but something that will at least keep things interesting.




Mike Scholl -> RE: AE is for AFBs (10/24/2009 6:34:33 PM)


quote:

ORIGINAL: fbs


quote:

ORIGINAL: m10bob

To be "historical", there can never be "game balance". The Japanese themselves knew they could never defeat the U.S. in a protracted war,(let alone all the allied powers.)




That depends on the definition of victory. My personal point of view is that if the player does better than the Japanese actually did through most of the war, that defines a player victory -- although the war will certainly be lost. Just my two cents.

Cheers [:D]
fbs


This I would agree to..., that's EXACTLY how I see it. Those that try to postulate some form of "military victory" for Japan are simply deluding themselves in the same manner the Japanese Militarists were doing. I'm not opposing SHARK7's notion that both sides should have some chance of "tossing a spanner into the works" throughout play..., but the "victory's" available to each side should be representative of the historical reality.

So yes, in the early going, the Allies might well slip a cruiser TF into an unexpected (by the Japanese) location and pound a lightly covered invasion force. Or suddenly mass fighters at a particular point and beat up some Betty's. Maybe Percival grows a set and calls Yamashita's unsupplied bluff at Singapore.

And later in the war the Japanese have the same opportunities to mess up Allied plans. Kurita slips in off Samar (although in that case he bungled the opportunity badly). Or Kurabiashi's boys turn out to have 2 more levels of forts on Iwo than the Marines planned for, and hold the opperation up for a month. Or springing Kamikaze's on the Allies at an inopportune moment.

But overall, the War should go as Yamamoto predicted. The Japs can run rampant for 6 months to a year..., then the situation will start going to He11 in a handbasket for them.




Shark7 -> RE: AE is for AFBs (10/24/2009 7:14:42 PM)


quote:

ORIGINAL: Mike Scholl


quote:

ORIGINAL: fbs


quote:

ORIGINAL: m10bob

To be "historical", there can never be "game balance". The Japanese themselves knew they could never defeat the U.S. in a protracted war,(let alone all the allied powers.)




That depends on the definition of victory. My personal point of view is that if the player does better than the Japanese actually did through most of the war, that defines a player victory -- although the war will certainly be lost. Just my two cents.

Cheers [:D]
fbs


This I would agree to..., that's EXACTLY how I see it. Those that try to postulate some form of "military victory" for Japan are simply deluding themselves in the same manner the Japanese Militarists were doing. I'm not opposing SHARK7's notion that both sides should have some chance of "tossing a spanner into the works" throughout play..., but the "victory's" available to each side should be representative of the historical reality.

So yes, in the early going, the Allies might well slip a cruiser TF into an unexpected (by the Japanese) location and pound a lightly covered invasion force. Or suddenly mass fighters at a particular point and beat up some Betty's. Maybe Percival grows a set and calls Yamashita's unsupplied bluff at Singapore.

And later in the war the Japanese have the same opportunities to mess up Allied plans. Kurita slips in off Samar (although in that case he bungled the opportunity badly). Or Kurabiashi's boys turn out to have 2 more levels of forts on Iwo than the Marines planned for, and hold the opperation up for a month. Or springing Kamikaze's on the Allies at an inopportune moment.

But overall, the War should go as Yamamoto predicted. The Japs can run rampant for 6 months to a year..., then the situation will start going to He11 in a handbasket for them.



And what you described there is the fun game I'm talking about.

I don't expect Japan to win, its like a middle school football team taking on the Super Bowl winner...it ain't gonna happen. But the fun is that in 1945 as Japan, I might actually get in there and still sink 3-4 carriers or maul and invasion force...while this might be irritating to the Allied player, its not going to change the outcome, which is the Allies should win (unless they made many, many terrible mistakes along the way).

Really there is only one thing that really irritated me about Vanilla, and that was the fact that I could have a 90 XP Zero unit go up against a 50-60 XP Corsair unit and lose all of my Zeros, the planes made too great a difference. I haven't gotten far enough along in AE to see if that has been toned down any yet, and I really hope it has.




m10bob -> RE: AE is for AFBs (10/24/2009 7:29:49 PM)

Then so far, we gamers are all in total agreement..While Japan historically could not "win the war", as a game, Japan can meet "victory conditions"..Does the game have a "victory conditions met" screen which comes up? I don't know, I have never seen one, but playing only that far against vanilla WITP, the Jap AI was never as good as this one is,(in Ae)..




Shark7 -> RE: AE is for AFBs (10/24/2009 7:36:15 PM)

The AI being over-powered is usually not a bad thing, since in reality the AI should be refered to as AS (Artificial Stupidity). [:D]

A robust AI is a good sparring partner and time waster while I wait for my empty in-box to fill up....




witpqs -> RE: AE is for AFBs (10/24/2009 7:42:12 PM)

Any game victory conditions screen is going to use the game point system, which I have reservations about. I figure it's best to make your own (with your opponent if PBM or course).




herwin -> RE: AE is for AFBs (10/24/2009 8:02:53 PM)

HISTORY

The Japanese cabinet estimated they had about a 40% chance of being allowed to keep the Dutch East Indies in the peace treaty, which was their real victory criterion. The USN pre-war planning concurred with the Japanese perception of how the war would be decided, but Yamamoto's insistence on hitting Pearl Harbour put paid to that, converting what was supposed to be a limited war--resolved by war-weariness--into total war. That's the underlying concept of my War Plan Orange variant rules:

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 or Taiwan 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.

I think you can see that if the Japanese player keeps the war limited, it's much more difficult for the Allies to win.




witpqs -> RE: AE is for AFBs (10/24/2009 8:15:43 PM)


quote:

ORIGINAL: herwin

HISTORY

The Japanese cabinet estimated they had about a 40% chance of being allowed to keep the Dutch East Indies in the peace treaty, which was their real victory criterion. The USN pre-war planning concurred with the Japanese perception of how the war would be decided, but Yamamoto's insistence on hitting Pearl Harbour put paid to that, converting what was supposed to be a limited war--resolved by war-weariness--into total war. That's the underlying concept of my War Plan Orange variant rules:

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 or Taiwan 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.

I think you can see that if the Japanese player keeps the war limited, it's much more difficult for the Allies to win.


Harry please clarify - are you saying that if the IJ player takes Kiska and Attu then the Allied player has until 31 January 1946 to gain a decisive victory?




herwin -> RE: AE is for AFBs (10/24/2009 9:39:59 PM)


quote:

ORIGINAL: witpqs


quote:

ORIGINAL: herwin

HISTORY

The Japanese cabinet estimated they had about a 40% chance of being allowed to keep the Dutch East Indies in the peace treaty, which was their real victory criterion. The USN pre-war planning concurred with the Japanese perception of how the war would be decided, but Yamamoto's insistence on hitting Pearl Harbour put paid to that, converting what was supposed to be a limited war--resolved by war-weariness--into total war. That's the underlying concept of my War Plan Orange variant rules:

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 or Taiwan 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.

I think you can see that if the Japanese player keeps the war limited, it's much more difficult for the Allies to win.


Harry please clarify - are you saying that if the IJ player takes Kiska and Attu then the Allied player has until 31 January 1946 to gain a decisive victory?


Yes, but total war had already been triggered by the Pearl Harbor attack.

Prior to WWII, US Navy planners believed they had to win the war against Japan within about 32 months to avoid American war-weariness leading the American Government to negotiate. The prewar Japanese war planners made the same assumption--they had to hold out about 3 years to gain a draw. So... as long as the Japanese player does not attack Hawaii, Alaska, or the continental US, the war remains limited, and the US player has to reach a point from which he can institute a close blockade of Japan in less than three years to win. If the war becomes total, he has slightly less than 5 years to win.




Mike Scholl -> RE: AE is for AFBs (10/24/2009 11:08:13 PM)


quote:

ORIGINAL: herwin

HISTORY

The Japanese cabinet estimated they had about a 40% chance of being allowed to keep the Dutch East Indies in the peace treaty, which was their real victory criterion. The USN pre-war planning concurred with the Japanese perception of how the war would be decided, but Yamamoto's insistence on hitting Pearl Harbour put paid to that, converting what was supposed to be a limited war--resolved by war-weariness--into total war. That's the underlying concept of my War Plan Orange variant rules:

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 or Taiwan 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.

I think you can see that if the Japanese player keeps the war limited, it's much more difficult for the Allies to win.



Your idea is rather intriguing..., but I see a couple of flaws in the timing. The US fought on to a Decisive Victory against Germany even though the Germans had never directly attacked America at all. Nor were German atrocities nearly as well reported as those of Japan during the war. But Germany didn't surrender until May of 1945. So basically forcing the US to win "decisively" in the Pacific even before the bulk of the "Two Ocean Navy" arrives during 1944 doesn't make a lot of sense. Or or you thinking that "Germany First" was NOT Allied policy? And 70% of all American production is going to arrive in the Pacific?

How about if the Japanese surrender before August of 1945, the Allies win a decisive victory? If during August of 1945, the Allies win a victory. If before May of 1946, they win only a marginal victory.




herwin -> RE: AE is for AFBs (10/25/2009 8:09:46 AM)


quote:

ORIGINAL: Mike Scholl


quote:

ORIGINAL: herwin

HISTORY

The Japanese cabinet estimated they had about a 40% chance of being allowed to keep the Dutch East Indies in the peace treaty, which was their real victory criterion. The USN pre-war planning concurred with the Japanese perception of how the war would be decided, but Yamamoto's insistence on hitting Pearl Harbour put paid to that, converting what was supposed to be a limited war--resolved by war-weariness--into total war. That's the underlying concept of my War Plan Orange variant rules:

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 or Taiwan 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.

I think you can see that if the Japanese player keeps the war limited, it's much more difficult for the Allies to win.



Your idea is rather intriguing..., but I see a couple of flaws in the timing. The US fought on to a Decisive Victory against Germany even though the Germans had never directly attacked America at all. Nor were German atrocities nearly as well reported as those of Japan during the war. But Germany didn't surrender until May of 1945. So basically forcing the US to win "decisively" in the Pacific even before the bulk of the "Two Ocean Navy" arrives during 1944 doesn't make a lot of sense. Or or you thinking that "Germany First" was NOT Allied policy? And 70% of all American production is going to arrive in the Pacific?

How about if the Japanese surrender before August of 1945, the Allies win a decisive victory? If during August of 1945, the Allies win a victory. If before May of 1946, they win only a marginal victory.


Read War Plan Orange: The US Strategy to Defeat Japan, 1897-1945 (Paperback) by Edward S. Miller (Author) for the discussions of this matter. The big question during the pre-war planning was how to defeat Japan before American war-weariness set in. What I'm doing here is giving players some challenging limited war victory conditions.

Here are the house rules:

1. 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.

2. Air units belonging to China Command are allowed to fly missions to hexes outside China.

3. 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.

4. 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.

5. 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.

6. 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.

7. 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.)

I also have some rules on Indian and Chinese armistices.




Mike Scholl -> RE: AE is for AFBs (10/25/2009 9:29:18 AM)


quote:

ORIGINAL: herwin


quote:

ORIGINAL: Mike Scholl


quote:

ORIGINAL: herwin

HISTORY

The Japanese cabinet estimated they had about a 40% chance of being allowed to keep the Dutch East Indies in the peace treaty, which was their real victory criterion. The USN pre-war planning concurred with the Japanese perception of how the war would be decided, but Yamamoto's insistence on hitting Pearl Harbour put paid to that, converting what was supposed to be a limited war--resolved by war-weariness--into total war. That's the underlying concept of my War Plan Orange variant rules:

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 or Taiwan 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.

I think you can see that if the Japanese player keeps the war limited, it's much more difficult for the Allies to win.



Your idea is rather intriguing..., but I see a couple of flaws in the timing. The US fought on to a Decisive Victory against Germany even though the Germans had never directly attacked America at all. Nor were German atrocities nearly as well reported as those of Japan during the war. But Germany didn't surrender until May of 1945. So basically forcing the US to win "decisively" in the Pacific even before the bulk of the "Two Ocean Navy" arrives during 1944 doesn't make a lot of sense. Or or you thinking that "Germany First" was NOT Allied policy? And 70% of all American production is going to arrive in the Pacific?

How about if the Japanese surrender before August of 1945, the Allies win a decisive victory? If during August of 1945, the Allies win a victory. If before May of 1946, they win only a marginal victory.


Read War Plan Orange: The US Strategy to Defeat Japan, 1897-1945 (Paperback) by Edward S. Miller (Author) for the discussions of this matter. The big question during the pre-war planning was how to defeat Japan before American war-weariness set in. What I'm doing here is giving players some challenging limited war victory conditions.

Here are the house rules:

1. 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.

2. Air units belonging to China Command are allowed to fly missions to hexes outside China.

3. 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.

4. 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.

5. 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.

6. 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.

7. 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.)

I also have some rules on Indian and Chinese armistices.




I have no doubt it would be "challenging". In fact, without driving through every rules loophole and gamey tactic available, I'd call Allied "Decisive Victory" impossible. Odd too..., because historians clearly seem to think they did win one.

As for WAR PLAN ORANGE, I don't find the arguements overly convincing. The "Color Plans" were primarily staff exercises and studies rather than genuine planning..., unless you want to believe the US was seriously planning war with Great Britain (War Plan Red). And American "war weariness" would be much more a for the political leadership than one for a bunch of insular Staff Officers working in a War Department Annex.

I've no quibble over the notion of playing around with "limited war" possibilities. I just find your's somewhat too limiting for the Allies. They smack more of Japanese "wishful thinking" than reality in my eyes. But if you and an opponant can agree on your house rules, then may both enjoy the experience.




Kadrin -> RE: AE is for AFBs (10/25/2009 10:22:46 AM)

I advocate Realism over Balance. There are enough "Balanced" WW2 games out there, we don't need another. Moving on...

I think one of the big issues aside from whether or not Japan could actually win the war (which it could never), is the fact that everyone is overly concerned with "winning" in the first place.

If you're playing to "win" the game, then maybe you really shouldn't be playing. It's along the same lines as competitive gaming, where everyone has over inflated egos, must win at all costs attitudes and only ever enjoying the game when they're winning. The end result is poor sportsmanship and reduced fun for all involved.

A game like this you should have fun just playing it and not worrying about whether or not you're winning. It's a given that the Allies should win every game, and if you can't cope with the idea, this game probably isn't for you*. I for one had lots of fun just struggling to stop the Allied onslaught taking numerous losses for little gains, trying to hold on longer than Japan historically did, trying to make the Allies pay a higher cost. Playing the game is what we should enjoy, not winning.





*I recommend the Hearts of Iron series if you want a balanced game where Japan can win.




Mike Scholl -> RE: AE is for AFBs (10/25/2009 11:29:57 AM)


quote:

ORIGINAL: Kadrin

I advocate Realism over Balance. There are enough "Balanced" WW2 games out there, we don't need another. Moving on...

A game like this you should have fun just playing it and not worrying about whether or not you're winning. It's a given that the Allies should win every game, and if you can't cope with the idea, this game probably isn't for you*. I for one had lots of fun just struggling to stop the Allied onslaught taking numerous losses for little gains, trying to hold on longer than Japan historically did, trying to make the Allies pay a higher cost. Playing the game is what we should enjoy, not winning. I second this notion! You play something this big and involved for the play itself more than the "win".



*I recommend the Hearts of Iron series if you want a balanced game where Japan can win. Yeah! It's "balanced" to the extent that America has to re-invent "mass production". (Apparently Henry Ford never built cars in Paradox's Universe!)





herwin -> RE: AE is for AFBs (10/25/2009 1:42:49 PM)

Mike, you have to look at the context of my variant. It's intended to be similar to Totaler Krieg--the Japanese player is allowed to make a choice between limited and total war. As long as he doesn't trip the triggers for total war, he has a chance. If he decides that he wants it all, he has to deal with the American response. In reality Yamamoto decided to hit Pearl Harbor and flipped the bozo bit. But he had announced he would resign if not given his way.




AW1Steve -> RE: AE is for AFBs (10/25/2009 1:55:40 PM)


quote:

ORIGINAL: Mike Scholl


quote:

ORIGINAL: herwin


quote:

ORIGINAL: Mike Scholl


quote:

ORIGINAL: herwin

HISTORY

The Japanese cabinet estimated they had about a 40% chance of being allowed to keep the Dutch East Indies in the peace treaty, which was their real victory criterion. The USN pre-war planning concurred with the Japanese perception of how the war would be decided, but Yamamoto's insistence on hitting Pearl Harbour put paid to that, converting what was supposed to be a limited war--resolved by war-weariness--into total war. That's the underlying concept of my War Plan Orange variant rules:

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 or Taiwan 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.

I think you can see that if the Japanese player keeps the war limited, it's much more difficult for the Allies to win.



Your idea is rather intriguing..., but I see a couple of flaws in the timing. The US fought on to a Decisive Victory against Germany even though the Germans had never directly attacked America at all. Nor were German atrocities nearly as well reported as those of Japan during the war. But Germany didn't surrender until May of 1945. So basically forcing the US to win "decisively" in the Pacific even before the bulk of the "Two Ocean Navy" arrives during 1944 doesn't make a lot of sense. Or or you thinking that "Germany First" was NOT Allied policy? And 70% of all American production is going to arrive in the Pacific?

How about if the Japanese surrender before August of 1945, the Allies win a decisive victory? If during August of 1945, the Allies win a victory. If before May of 1946, they win only a marginal victory.


Read War Plan Orange: The US Strategy to Defeat Japan, 1897-1945 (Paperback) by Edward S. Miller (Author) for the discussions of this matter. The big question during the pre-war planning was how to defeat Japan before American war-weariness set in. What I'm doing here is giving players some challenging limited war victory conditions.

Here are the house rules:

1. 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.

2. Air units belonging to China Command are allowed to fly missions to hexes outside China.

3. 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.

4. 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.

5. 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.

6. 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.

7. 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.)

I also have some rules on Indian and Chinese armistices.




I have no doubt it would be "challenging". In fact, without driving through every rules loophole and gamey tactic available, I'd call Allied "Decisive Victory" impossible. Odd too..., because historians clearly seem to think they did win one.

As for WAR PLAN ORANGE, I don't find the arguements overly convincing. The "Color Plans" were primarily staff exercises and studies rather than genuine planning..., unless you want to believe the US was seriously planning war with Great Britain (War Plan Red). And American "war weariness" would be much more a for the political leadership than one for a bunch of insular Staff Officers working in a War Department Annex.

I've no quibble over the notion of playing around with "limited war" possibilities. I just find your's somewhat too limiting for the Allies. They smack more of Japanese "wishful thinking" than reality in my eyes. But if you and an opponant can agree on your house rules, then may both enjoy the experience.



Until 1916 England was always seen as the number 1 poetential enemy of the US. Don't forget that the UK was allied with Japan. And disputes over trade were still seen as the most likey cause of war in those days. If you read some of the newspapers and books of the pre-ww1 period, relations between the USA and UK could always be seen as adverserial rather than cozy. Why do you think a whole lot of USN officers were less than friendly towards the UK (like Ernie King)? Because they were raised to see England as their probable enemy.




Hanzberger -> RE: AE is for AFBs (10/25/2009 2:35:38 PM)


quote:

ORIGINAL: Rob322

Last I recall, the Allies won in real life and the Japanese never really had the moxie to compete with things like Allied production. The way a Japanese player "wins" is to not be crushed as quickly as they were in real life.

Although IRL America focused on the Germans 1st with about 75 % going towards that side of the war, I believe that Japan fumbled the ball throughout the war. They also got unlucky and made bad decisions. For anyone playing the Japan side I hope this game will at least allow for such a reflection of what could have happened. I'm sure others will chime in and possibly explain it better but from memory lets see:
PH- Why didn't they attack again and take a chance. At least take out the dry docks and such.
Midway- Here the Navy boys had God on their side. I mean how unlucky could Japan be here.
GC - Lack of balls on the side of Japan and more very poor decision making. (navy side)
even the ground campaign was poorly planned and under estimated.
Well enough by me plz chime in. [8|]




Hanzberger -> RE: AE is for AFBs (10/25/2009 2:48:46 PM)

Why even play the damm game then.  I think FBS is right.  If the Japan player plays well he can walk away with his head held high.  I also see one thing lacking in all these forums which I am not gonna bring up and it is killing me to keep it to my self.  If your an experienced Japan player PM me and we will discuss as I don't know if I am right or wrong.  [:'(]




Mike Scholl -> RE: AE is for AFBs (10/25/2009 3:01:49 PM)


quote:

ORIGINAL: herwin

Mike, you have to look at the context of my variant. It's intended to be similar to Totaler Krieg--the Japanese player is allowed to make a choice between limited and total war. As long as he doesn't trip the triggers for total war, he has a chance. If he decides that he wants it all, he has to deal with the American response. In reality Yamamoto decided to hit Pearl Harbor and flipped the bozo bit. But he had announced he would resign if not given his way.


As I Said...
quote:

"I've no quibble over the notion of playing around with "limited war" possibilities. I just find your's somewhat too limiting for the Allies. They smack more of Japanese "wishful thinking" than reality in my eyes. But if you and an opponant can agree on your house rules, then may both enjoy the experience.


But I have some severe doubts that Japan had the faintest idea what America's "triggers for total war" were. They evidently thought that PH would be "OK" as long as they broke off negotiations 30 minutes ahead of time. I have great doubt such a distinction would have made a damned bit of difference to Americans.

But to each his own. Personally I think the only way for Japan to have maintained any control over war with America would have been to avoid all attacks on any US territory. And given Roosevelt's moves to war against Germany (Lend Lease, the "Neutrality Patrols", etc), that wouldn't have done it for long..., merely handed the initiative to the USA. But such an event would justify your "war weariness" postulation. I suppose it's a matter of perspective and preference.




herwin -> RE: AE is for AFBs (10/25/2009 7:22:31 PM)


quote:

ORIGINAL: Mike Scholl


quote:

ORIGINAL: herwin

Mike, you have to look at the context of my variant. It's intended to be similar to Totaler Krieg--the Japanese player is allowed to make a choice between limited and total war. As long as he doesn't trip the triggers for total war, he has a chance. If he decides that he wants it all, he has to deal with the American response. In reality Yamamoto decided to hit Pearl Harbor and flipped the bozo bit. But he had announced he would resign if not given his way.


As I Said...
quote:

"I've no quibble over the notion of playing around with "limited war" possibilities. I just find your's somewhat too limiting for the Allies. They smack more of Japanese "wishful thinking" than reality in my eyes. But if you and an opponant can agree on your house rules, then may both enjoy the experience.


But I have some severe doubts that Japan had the faintest idea what America's "triggers for total war" were. They evidently thought that PH would be "OK" as long as they broke off negotiations 30 minutes ahead of time. I have great doubt such a distinction would have made a damned bit of difference to Americans.

But to each his own. Personally I think the only way for Japan to have maintained any control over war with America would have been to avoid all attacks on any US territory. And given Roosevelt's moves to war against Germany (Lend Lease, the "Neutrality Patrols", etc), that wouldn't have done it for long..., merely handed the initiative to the USA. But such an event would justify your "war weariness" postulation. I suppose it's a matter of perspective and preference.



I doubt I'm really in disagreement with you. I've defined a limited war scenario that would encourage the Allied player to try to force events. (It was the war as both sides expected it to play out.) What would it have taken to trigger? I don't know, but the USN admirals were *very* happy that the IJN had managed to make the American public angry at Japan.




Mike Scholl -> RE: AE is for AFBs (10/25/2009 7:50:36 PM)


quote:

ORIGINAL: herwin
I doubt I'm really in disagreement with you. I've defined a limited war scenario that would encourage the Allied player to try to force events. (It was the war as both sides expected it to play out.) What would it have taken to trigger? I don't know, but the USN admirals were *very* happy that the IJN had managed to make the American public angry at Japan.



That was pretty much my original contention as well. Disagreement was never about the idea..., simply that I felt you had set the "degree of difficulty" for the Allies at an impossibly high level (you gotta at least allow time for the ships of the pre-war Naval Bills to actually arrive in play). Given that historically the Allies didn't even begin the Central Pacific Offensive until Tarawa in November of 1943, failure to complete it by January 1944 seems an incredibly tight schedule.

Having some extra old BB's (from PH) may be fun..., but they can't do the vital tasks of the "Fleet Train", Amphibious Assets, and infrastructure units that arrive in 1944. Asking the Allied Player to preform the tasks of 1944-45 with the assets of 1942-43 seems excessive. Would make more sense (to me) if you timed your limits from the date of the first American Counter-Offensive (Guadalcanal historically) than the war's start. After all, that only happened because of the result of Midway (hardly a likely game event).




herwin -> RE: AE is for AFBs (10/25/2009 8:58:44 PM)


quote:

ORIGINAL: Mike Scholl


quote:

ORIGINAL: herwin
I doubt I'm really in disagreement with you. I've defined a limited war scenario that would encourage the Allied player to try to force events. (It was the war as both sides expected it to play out.) What would it have taken to trigger? I don't know, but the USN admirals were *very* happy that the IJN had managed to make the American public angry at Japan.



That was pretty much my original contention as well. Disagreement was never about the idea..., simply that I felt you had set the "degree of difficulty" for the Allies at an impossibly high level (you gotta at least allow time for the ships of the pre-war Naval Bills to actually arrive in play). Given that historically the Allies didn't even begin the Central Pacific Offensive until Tarawa in November of 1943, failure to complete it by January 1944 seems an incredibly tight schedule.

Having some extra old BB's (from PH) may be fun..., but they can't do the vital tasks of the "Fleet Train", Amphibious Assets, and infrastructure units that arrive in 1944. Asking the Allied Player to preform the tasks of 1944-45 with the assets of 1942-43 seems excessive. Would make more sense (to me) if you timed your limits from the date of the first American Counter-Offensive (Guadalcanal historically) than the war's start. After all, that only happened because of the result of Midway (hardly a likely game event).



The draw date I give is not much earlier than we were really into Okinawa. So all the Allies have to do to win the limited war is push a bit faster than they actually went. Given an intact Battle Fleet, the USN admirals figured they could do it. Perhaps it would have been a bit challenging, but with more aggressiveness, who knows what might have happened? War Plan Orange had landings planned in the Eastern Mandates a few short months after the start of the war!, instead of late 1943!

And I have seen AARs where the Allies were able to return to the Philippines in 1942...




Mike Scholl -> RE: AE is for AFBs (10/26/2009 12:20:21 AM)


quote:

ORIGINAL: herwin

The draw date I give is not much earlier than we were really into Okinawa. So all the Allies have to do to win the limited war is push a bit faster than they actually went. Given an intact Battle Fleet, the USN admirals figured they could do it. Perhaps it would have been a bit challenging, but with more aggressiveness, who knows what might have happened? War Plan Orange had landings planned in the Eastern Mandates a few short months after the start of the war!, instead of late 1943! All of which was based on the idea of a "Battleship dominated Conflict" as postulated in the early 1920's..., and not the "Carrier/Aircraft dominated Conflict" of the early 1940's. By then "Warplan Orange" had long been shelved in favor of "Rainbow Five".

And I have seen AARs where the Allies were able to return to the Philippines in 1942...,and I have seen AAR's where Australia, China, and India were overrun by 1943. Lots of things can happen in the game..., but I think a scenario should be based on the most common outcomes rather than the extremes.



Probably best to end this by simply saying that we disagree over what constitutes a reasonable and rational timing and achievement level for such a scenario. [:)] Though I'd be willing to go with "I'm right and you're wrong" if you insist... [:D][:D][:D][:D]




m10bob -> RE: AE is for AFBs (10/26/2009 9:49:42 AM)

For some folks, the game itself is a huge undertaking, and those gamers may not wish to be burdened with "house rules", (or even care to enforce them).

An easy alternative might be to just agree with a time limit before the game starts, and tally the points at that time? Might figure "x" amount of points for slight,marginal, decisive victory levels as well.

This is of course a formula familiar to likely all gamers?





Mike Scholl -> RE: AE is for AFBs (10/26/2009 12:18:08 PM)


quote:

ORIGINAL: m10bob
An easy alternative might be to just agree with a time limit before the game starts, and tally the points at that time? Might figure "x" amount of points for slight,marginal, decisive victory levels as well.

This is of course a formula familiar to likely all gamers?




The problem with this is that it is dependent on someone's decision as to what constitutes a "victory point"..., or a "level of victory". No matter who does it, it's going to be an arbitrary number based on one person's assessment of the factors.

I almost prefer Jack Radey's thinking. "If you both feel you did well with what you had, it's a draw" (go get a sixpack and enjoy telling each other "war stories"). "If one of you kicked the snot out of the other, he won" (and can feel good about himself while the other plots his revenge). It's simple, and it doesn't lead to "gamey" play aimed at VP's rather than real tactics.




m10bob -> RE: AE is for AFBs (10/26/2009 12:23:59 PM)


quote:

ORIGINAL: Mike Scholl


quote:

ORIGINAL: m10bob
An easy alternative might be to just agree with a time limit before the game starts, and tally the points at that time? Might figure "x" amount of points for slight,marginal, decisive victory levels as well.

This is of course a formula familiar to likely all gamers?




The problem with this is that it is dependent on someone's decision as to what constitutes a "victory point"..., or a "level of victory". No matter who does it, it's going to be an arbitrary number based on one person's assessment of the factors.




Mike, I was referring to the "victory points" as displayed in game, in the intel screen..




Mike Scholl -> RE: AE is for AFBs (10/26/2009 12:29:59 PM)


quote:

ORIGINAL: m10bob


quote:

ORIGINAL: Mike Scholl


quote:

ORIGINAL: m10bob
An easy alternative might be to just agree with a time limit before the game starts, and tally the points at that time? Might figure "x" amount of points for slight,marginal, decisive victory levels as well.

This is of course a formula familiar to likely all gamers?




The problem with this is that it is dependent on someone's decision as to what constitutes a "victory point"..., or a "level of victory". No matter who does it, it's going to be an arbitrary number based on one person's assessment of the factors.


Mike, I was referring to the "victory points" as displayed in game, in the intel screen..



I understand..., but are you saying those aren't totally arbitrary and based on one person's opinion? My point was that a formula mutually agreed on by you and your opponant is less likely to produce arguements..., which is the basis for most "House Rules". And that doing away with any consideration of "victory points" might actually produce a better and more enjoyable game with fewer "gamey" moves.






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