RHS

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scout1
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RHS

Post by scout1 »

My long time opponent and I are looking for a fresh mod for our next game and RHS is high on the list. I have been vaguely aware of it in the past, but didn't have much time to look into it. Scanning through the various threads here, there appears to be several variants on it.

How many and what are the different variants ?
What is the current version of each ?
Available from where ?

thanks
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS

Post by el cid again »

There are three levels of RHS: 5, 6 and 7.

At the present time, there are 7 scenarios in each level, divided into three "families". There is also a beta for a 8th scenario in Level 7 only.

The difference between the Levels is the map system:

Level 5 uses Andrew Brown's Extended Map System for CHS - modified with RHS features. It should be very familiar to WITP players - although it has Aden and Panama mini maps exactly in the form Andrew introduced them.

Level 6 is almost the same as Level 5, but introduces a map edge ship movement track - restricted to the Allies - as a proof of concept test and an introduction to around the world shipping tracks for players. This features a track running from the middle of the Left map edge around the bottom of the map up to the Panama mini-map on the Right map edge. In the middile of this track is the South Atlantic Entry Point - at the location of Tristan da Cunha Island - where the Allies get supplies, fuel, units, etc. Allied units may move off the Western map edge and onto the Eastern map edge - and vice versa - pretty much without the knowledge of the Japanese. The Japanese won't know where a ship appearing in the Atlantic is going to go? Capetown is also on the track. Since the shipping lanes are longer - the Allies also get more ships to service the supplies coming from sources using them (although they don't have to use the ships for that).

Both Level 5 and Level 6 will freeze for a long time with tomorrows release of 5.7866 and 6.7866. Current is 5.7865.

Level 7 is very different in several respects - but most of the map remains the same. The differences are along the East, West and South map edges. Here you have new Aden and Panama mini maps - and a brand new concept of a Madagascar mini map. Australia and New Zealand are "shrunk" by about 20% - and since they were too large by 20% that is not a big problem - it makes tactical aircraft ranges in Australia more reasonable. This gives room for a complex network of ship tracks in the SW map corner - approaches to Madagascar from New Zealand, Australia and the Central Indian Ocean - as well as from South Africa. The Axis ARE allowed in the ship tracks in this area - except at the SW corner - from there to Panama the Axis may not sail ships. There is also a new Panama mini map - with the Caribbean in it - and tracks permit moving ships from New Orleans down the South Atlantic or West of South America down the Eastern South Pacific. The Allies get still more ships in Level 7 - including Queen Mary and Queen Elizabeth - who are forbidden to transit the Panama Canal (but other ships can transit it). The Axis CAN also attack the Panama mini map - if they are total fools - no restrictions. [The Madagascar mini-map is restricted to CL and below for the Axis - and whatever they can carry. Vichy French forces - about a division worth of horrible colonial troops, a squadron of fighters, a squadron of bombers, a few air detachments, four submarines, two colonial sloops, one AMC, a few transports - stuff like that.]

RHS is rich with technical and chrome features - many of limited operational value and some very significant. You will find USN blimps - complete with MAD gear and radar - and their single .50 cal HMG and pair of DC - able to "fly" for 48 hours. You will find midget submarines, kaiten, M6A1 bombers for submarines, gliders with tugs on both sides, heavy four engine transports on both sides, ultra long range recon aircraft variants of the B-24, AA rockets, ASW rockets,
the first ESM set in any form of WITP - the list is hundreds of items long. More significantly perhaps is that RHS gives players options not possible in a single scenario situation:

For example there is the matter of the Russians. They can be just like other forms of WITP - we call them "Russian Passive Scenarios." Because they have problems - the Russians are unable to move their units, control construction, feed bases by sea which have no rail connection to the main economy, and if the Japanese start a war the Russians may be frozen in place - we also have scenarios in which the Russians are "active but not bellegerent." In these the Allies may start the war in the North - or the Axis can - and when is up to them to decide (both of them). UNTIL they go to war - there is NO war - and so you set planes not to attack, etc. Uncertainty prevails - and is a reason for Japan not to let its garrison be too weak - airplanes and ships as well as troops should cover the North - or the risk is high. The problems of passive Soviets are addressed - but no one has to deal with them - they can also choose passive scenarios. [One problem is that Soviet subs may not be used until summer 1945 in passive scenarios - for technical reasons.]

Another sort of choice in RHS is: do you want a campaign as it really evolved, including major changes to shipbuilding programs - a carrier oriented war? [If yes choose CVO "family" scenarios] do you want a campaign as it really was planned, by both sides, and probably as it was likely to occur - a battleship/cruiser oriented war? [If yes choose BBO "family" scnearios] do you want a campaign in which Japan is better organized and planned than history - either for fun or because you want to play the Allies against an AI controlled Japan - and AI needs a stronger hand to be a challenge? [If yes choose EOS "family" scenarios]


el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS

Post by el cid again »

The scenarios - and they exist in every level - are:


CVO FAMILY:

In the CVO family ships that can appear as carriers OR as gunships will appear as carriers. Thus, Shinano appears as a CV, Ibuki appears as a CVL, and all the Independence class CVLs appear in CVL form rather than CL form. These are just examples - there are many similar matters.

RHSCVO: Carrier Oriented scenario: this is like CHS - on which RHS is based - and similar to stock campaign games. It is the war as it happened OB wise. Complete with major changes made after Midway, Coral Sea, etc. The Russians are PASSIVE so this is just like CHS in that regard.

RHSRAO: This is virtually the same as RHSCVO except the Russians are active. There are technical differences: the biggie being that the Allies can control Soviet submarines before summer, 1945 - along with all other Soviet units.


BBO FAMILY:

In BBO family ships that can appear as carriers or as gunships will appear as battleships or cruisers. Thus, Shinano appears as a BB, Ibuki appears as a CA, and 3 of the Independene class CVLs appear in CL form. These are just examples - there are many similar matters.

RHSBBO: Battleship Oriented scenario: this is similar to CVO or CHS except with respect to ships. The ships appear in the form they were planned before the war - or early in 1942 before naval thinking changed on both sides. If Pearl Harbor, Coral Sea and Midway had not been so decisive and clear in favor of showing carriers to be supreme - or if leaders had not been so flexable - this is the more likely way the war would have been equipped. I regard this family as in some ways more historical than CVO family - if what is probable counts. BBO is a Russian ACTIVE scenario.

RHSRPO: This is virtually the same as RHSBBO except the Russians are passive. All the problems with passive Soviets are present, but those who like the original WITP system can play on familiar terms. Because the Soviets are passive, their submarines do not appear until summer, 1945 (AI does not understand Soviet submarines are Soviet - because the game was designed without any. Matrix did change code so Soviet ships now behave properly - but not subs.)

RHSPPO: This is IDENTICAL to RHSBBO except BOTH sides get extra political points AND many units appear assigned to home commands. YOU must PAY the price to assign them forward. But you don't have to send them to the same forward area they went to IRL. Your game war is not tied (somewhat irrationally) to decisions in the real WWII - when your war is not developing the same way. Identical means identical, so the Soviets are ACTIVE.


EOS FAMILY:

RHSEOS: This is the Empire of the Sun - or Japan Enhanced Scenario. Japan forms a joint planning committee on mobilization in July 1941. This committee is modeled on the real one that planned the invasion of Malaya. It is allowed that JAAF and JNAF share aircraft on a more rational basis, and that service cooperation in general is more rational. The IJA does NOT build aircraft carriers or submarines for example. The steel, engines (and slots) for them are used for Navy ships (the carriers tend to appear as tankers). More ships are built in CVL form vice CVS form. Some German aircraft which were licenced are produced (notably a version of the Me-109 - and now we will add the Ju-88 - both of which had Allied code names - but neither of which served in units in Japan IRL). A radical difference is this scenario assumes Admiral Yamamoto was able to get IJA support for his vision of an invasion of Hawaii - and so the game starts not only with a stronger Japanese force - but a stronger Japanese strategy that wholly changes the focus of operations - making the conquest of the SRA far easier. Like RHSPPO, both sides get lots of political points - and many units start assigned to home commands. Needless to say, this is a Soviet ACTIVE scenario. The Allies do respond to this greater threat in several ways: more planes go to PTO - more CL appaer as CVL - big ships like Midways appear sooner as smaller ships (Essex) - or Alaska's appear as CAs - etc.

RHSAIO: This is virtually identical to RHSEOS except it is designed for AI to control Japan. That means the Soviets are PASSIVE. It also means there are NO interior river systems (a feature of ALL OTHER scenarios) - because AI cannot deal with them properly. That in turn means river ports are not ports, there are no river fleets or supporting shipyards, etc. The ALLIES have the extra political points (and units assigned to home commands) of RHSEOS or RHSPPO - but the AXIS have few political points and units assigned to historical commands (beause AI won't use a lot of points - and it won't assign units to reasonable theaters). This is the ONLY RHS scenario really suitable for AI to be used - and ONLY Japan really can be properly controlled by the AI.

UNRELEASED RHSEEO: This is the Evil Empire Option. Japan decided to do what the Allies thought/assumed she did IRL - plan for war long term. There is a rationale for this - going back to 1937 - and because of the planning - Japan can do things somewhat better (although it cannot have any more steel, hp in engines, etc, it can cast them in different forms). This is being worked up at this time - and is out in a beta form for comments. It is RHSEOS with a still stronger Japan. There are some Allied reactions to that - particularly in terms of aircraft sent to PTO.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS

Post by el cid again »

You should visit the RHS site and also obtain and read the RHS Manual - understanding both are slightly out of date due to rapid development.

RHS is about to suspend development for a period of extensive testing for human players.

RHS is mainly for Face to Face or PBEM games - with the exception of the AIO scenario - which has significant things done to make it more compatable with AI control.
Mac Linehan
Posts: 1518
Joined: Sun Dec 19, 2004 9:08 pm
Location: Denver Colorado

RE: RHS

Post by Mac Linehan »

Sid,
 
Your explanation of RHS's various levels was most useful, and gave me a clearer understanding of what each level represents.  Thank you.
 
Mac
LAV-25 2147
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