CHS 2.x Prep Points?

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pad152
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CHS 2.x Prep Points?

Post by pad152 »

from the CHS 2.x Read Me
"Allied player has been given a number of additional PPs at the scenario start." Even though these additional PP should be spent on moving HQ commands, this is too open to gamey tactics.

It seems this will just allow the allied players to do more goofy things.

I always though the Allied player should start with -600 prep points from the begining, to simulate that there was no central command at the start of the pacific, and it took time for the allies to recover from the shock of the inital Japanese attack.

It's too easy to strip the west coast command, because everyone knows, Japan can't invade LA or SF.
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Andrew Brown
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RE: CHS 2.x Prep Points?

Post by Andrew Brown »

ORIGINAL: pad152

from the CHS 2.x Read Me
"Allied player has been given a number of additional PPs at the scenario start." Even though these additional PP should be spent on moving HQ commands, this is too open to gamey tactics.

It seems this will just allow the allied players to do more goofy things.

I always though the Allied player should start with -600 prep points from the begining, to simulate that there was no central command at the start of the pacific, and it took time for the allies to recover from the shock of the inital Japanese attack.

It's too easy to strip the west coast command, because everyone knows, Japan can't invade LA or SF.

You could strip the West Coast to a certain extent, but then you would not be able to properly set up the SWPAC and SOPAC commands properly once they become available. Short term gain for long term pain, I guess.

This is a bit of an experiment though, and if there are too many, or too large, unintended consequences then we may have to go back to the old setup - with all of the US Command HQs available from the start of the war (when in fact they were not created until early to mid 1942).

Another alternative is to reduce the Allied starting PP. The number they start with now, although it looks like a lot, is actually less than is required to properly allocate the SWPAC and SOPAC forces to their proper commands (in other words, the Allies do not now have enough PP to set their command areas up in the same way that the old scenario already had them). This reduction was applied to balance the flexibility that the Allies gain by having the larger starting PP pool.

Andrew
Information about my WitP map, and CHS, can be found on my WitP website

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Halsey
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RE: CHS 2.x Prep Points?

Post by Halsey »

Yeah, okay.[:D]

You ever play the Allies?
I'm lucky if I can get those extra Divisions from the West Coast in 43.[:D]
2000 PP's each, while contending with RN withdrawls and replacing worthless commanders. West Coast airgroups that can cost up to 260 PP's each.
Aussie and Kiwi Bdes that cost 600+ PP's each.

Does the Japanese have to pay any mandatory no withdrawl penalty for keeping the merchant navy active in conquests?
30% were to be returned back to economic service after the initial expansion.
So that's around 210 merchant ships the IJN gets to keep for free.
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akdreemer
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RE: CHS 2.x Prep Points?

Post by akdreemer »

ORIGINAL: Andrew Brown
ORIGINAL: pad152

from the CHS 2.x Read Me
"Allied player has been given a number of additional PPs at the scenario start." Even though these additional PP should be spent on moving HQ commands, this is too open to gamey tactics.

It seems this will just allow the allied players to do more goofy things.

I always though the Allied player should start with -600 prep points from the begining, to simulate that there was no central command at the start of the pacific, and it took time for the allies to recover from the shock of the inital Japanese attack.

It's too easy to strip the west coast command, because everyone knows, Japan can't invade LA or SF.

You could strip the West Coast to a certain extent, but then you would not be able to properly set up the SWPAC and SOPAC commands properly once they become available. Short term gain for long term pain, I guess.

This is a bit of an experiment though, and if there are too many, or too large, unintended consequences then we may have to go back to the old setup - with all of the US Command HQs available from the start of the war (when in fact they were not created until early to mid 1942).

Another alternative is to reduce the Allied starting PP. The number they start with now, although it looks like a lot, is actually less than is required to properly allocate the SWPAC and SOPAC forces to their proper commands (in other words, the Allies do not now have enough PP to set their command areas up in the same way that the old scenario already had them). This reduction was applied to balance the flexibility that the Allies gain by having the larger starting PP pool.

Andrew

How is this a problem? Units can enter the game without their HQ being present, at least the tests I have run indicated this.
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Andrew Brown
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RE: CHS 2.x Prep Points?

Post by Andrew Brown »

ORIGINAL: AlaskanWarrior
How is this a problem? Units can enter the game without their HQ being present, at least the tests I have run indicated this.

I recently discovered this as well. But I don't want the US set up that way, otherwise LCUs and airgroups will be on map, or appear as reinforcements, assigned to HQs that don't exist yet. Command HQs do provide benefits, so I prefer to assign all units to either West Coast or Central Pacific commands. Then, when the new commands, such as South Pacific, arrive, the player can start assigning bases and units to the new HQ.

All LCUs and air groups that arrive AFTER the SOPAC HQ arrives remain assigned to SOPAC as before.

So the short story is that the USA starts with only Central Pacific and North Pacific HQs, then receives the South Pacific HQ in 420420. The Allied player must then start setting up their South Pacific command area.

Note that several LCUs are set to automatically switch to the South Pacific HQ after it arrives - mainly the base force units already in the South Pacific area.

Andrew

PS: [edit] I do see, though, that I could just go back to the "old" way of doing things, but still have the SOPAC HQ arrive on 420420. There would be disadvantages for the Allied player, but it would be simpler in some ways, and remove the problem of having to assign the Allies a large starting pool of PPs which could be used for other things instead of setting up the SOPAC command area. I will think about it.
Information about my WitP map, and CHS, can be found on my WitP website

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