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Moderators: wdolson, Don Bowen, mogami
RE: Class A vs Class C
Was looking thru the treads and found this. From 2 years ago.
Scenario 16. No sub auto ops. No sub doctrine. PDU on.
House rules:
Jap subs carry Glens only. Can conduct recon missions only (no naval search).
The Glen took a long time to set up, launch, and recover and wasnt used on a day to day basis
No Jap surface movement into the hex west of Singapore until Singapore falls.
The shore guns there were capible of shelling the Sumatra coast
Kwangtung forces can not leave Manchuria/Korea unless PPs spent to change their HQ.
game balance issue
Karachi can not be entered by the Japs unless all other bases in India have been taken
The British main base in this area was actually in East Africa, so my thought is, if the Brits are going to withdraw from the Pacific theatre, it should be because they lost all of India, not because they lost 1 base in India
Both sides ASW search aircraft min alt 1000'. Both sides naval search min alt 5000'.
unreasonable results occur with altitudes lower than these
No more than 6 ships in an ASW TF.
the game engine only allows 6 ships maximum to attack a sub, however, it will keep searching possible ships until it has gotten its 6 attacking ships. ASW forces were typically 4 to 6 ships in strength, probably for a reason
4E bombers may not conduct naval strike missions (may conduct naval search).
IMO the historical accuracy of 4E planes attacking moving ships at sea more closely matches the results gained by 4E planes on naval search than naval strike missions
4E bombers on daylight raids min alt 20,000' in 41-42, 25,000' in 43, and 30,000' in 44-45 (or maximum altitude of the aircraft).
historically daylight raids were conducted at higher and higher altitudes as the war went on. My guess is because flak was more effective in real life than it is in the game, thus this rule to compensate
OPTIONAL:
Your call, but would like a ruling one way or the other on these issues:
1) Landings at non-base hexes yes/no
2) Landings from subs yes/no/limited -- Limited meaning 1 raid per marine raider bn (there are 4) and SNLF airborne unit (there are 3)
3) Paradrops yes/no/limited -- limited meaning either A) 1 per airborne bn/rgt or B) Only allowed on Cc hexes (there are surprisingly few Cc bases in the game over 1/4th of them in Oz/NZ). Or both.
There were only 1 airdrop by each side in the war and neither had any significant affect in game terms. But just because the commanders didnt use the forces under their command to greater effect, doesnt mean the players should be so limited (IMHO). I was a paratrooper in the army and understand the tactical advantages. I would limit the drops to Cc hexes for the following reasons:
1) drops into wooded, mountain, swamp, and urban areas are generally unhealthy. 2) dropping into a full hex I think would fall into the realm of gameyness. The Tina based at Rangoon can paradrop on every base in India or China. It isnt reasonable for the allied player to have to defend all that, and there would be many more units available in the game to garrison those areas.
< Message edited by Yamato hugger -- 12/26/2006 9:03:11 PM >
Scenario 16. No sub auto ops. No sub doctrine. PDU on.
House rules:
Jap subs carry Glens only. Can conduct recon missions only (no naval search).
The Glen took a long time to set up, launch, and recover and wasnt used on a day to day basis
No Jap surface movement into the hex west of Singapore until Singapore falls.
The shore guns there were capible of shelling the Sumatra coast
Kwangtung forces can not leave Manchuria/Korea unless PPs spent to change their HQ.
game balance issue
Karachi can not be entered by the Japs unless all other bases in India have been taken
The British main base in this area was actually in East Africa, so my thought is, if the Brits are going to withdraw from the Pacific theatre, it should be because they lost all of India, not because they lost 1 base in India
Both sides ASW search aircraft min alt 1000'. Both sides naval search min alt 5000'.
unreasonable results occur with altitudes lower than these
No more than 6 ships in an ASW TF.
the game engine only allows 6 ships maximum to attack a sub, however, it will keep searching possible ships until it has gotten its 6 attacking ships. ASW forces were typically 4 to 6 ships in strength, probably for a reason
4E bombers may not conduct naval strike missions (may conduct naval search).
IMO the historical accuracy of 4E planes attacking moving ships at sea more closely matches the results gained by 4E planes on naval search than naval strike missions
4E bombers on daylight raids min alt 20,000' in 41-42, 25,000' in 43, and 30,000' in 44-45 (or maximum altitude of the aircraft).
historically daylight raids were conducted at higher and higher altitudes as the war went on. My guess is because flak was more effective in real life than it is in the game, thus this rule to compensate
OPTIONAL:
Your call, but would like a ruling one way or the other on these issues:
1) Landings at non-base hexes yes/no
2) Landings from subs yes/no/limited -- Limited meaning 1 raid per marine raider bn (there are 4) and SNLF airborne unit (there are 3)
3) Paradrops yes/no/limited -- limited meaning either A) 1 per airborne bn/rgt or B) Only allowed on Cc hexes (there are surprisingly few Cc bases in the game over 1/4th of them in Oz/NZ). Or both.
There were only 1 airdrop by each side in the war and neither had any significant affect in game terms. But just because the commanders didnt use the forces under their command to greater effect, doesnt mean the players should be so limited (IMHO). I was a paratrooper in the army and understand the tactical advantages. I would limit the drops to Cc hexes for the following reasons:
1) drops into wooded, mountain, swamp, and urban areas are generally unhealthy. 2) dropping into a full hex I think would fall into the realm of gameyness. The Tina based at Rangoon can paradrop on every base in India or China. It isnt reasonable for the allied player to have to defend all that, and there would be many more units available in the game to garrison those areas.
< Message edited by Yamato hugger -- 12/26/2006 9:03:11 PM >
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Yamato hugger
- Posts: 3791
- Joined: Tue Oct 05, 2004 5:38 am
RE: Class A vs Class C
Yep, pretty much the same as what I have now. Keep in mind that was for stock, not CHS. Not that that matters a whole lot. But CHS made India a much harder nut to crack, and Oz a much easier one (at least the northern areas).
RE: Class A vs Class C
16) Sometimes forget the obvious. No Jap surface TFs in or passing through the hex west of Singapore until it falls.
I have seen this a couple times. I am curious, what is the reason for this rule? Granted there isn't much to stop a Japanese TF from entering and causing problems in the IO that early, is that the reason?
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Yamato hugger
- Posts: 3791
- Joined: Tue Oct 05, 2004 5:38 am
RE: Class A vs Class C
The Brit shore guns at Singapore could actually shell the coast of Sumatra. The Japs could not pass through this area without facing the 16" fire, but in the game they can just sail right by.
RE: Class A vs Class C
I have now upgraded to version 1.804 and then 1.806.
I loaded AB's version 6.2 and then 6.2 extended, but I am having difficulty placing the files into proper locations. I will study the support boards for a solution. Can't make it happen w/ readme.
The more I read, the more fair/even handed the Yamato proposal appears.
I loaded AB's version 6.2 and then 6.2 extended, but I am having difficulty placing the files into proper locations. I will study the support boards for a solution. Can't make it happen w/ readme.
The more I read, the more fair/even handed the Yamato proposal appears.
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Yamato hugger
- Posts: 3791
- Joined: Tue Oct 05, 2004 5:38 am
RE: Class A vs Class C
CHS requires the extended map. Andy has a utility that allows you to switch between the maps. Read through the stuff on his site, it is explained pretty well.
One or two loaded games
Is it better to have on WitP game or use 2 loaded Witp's , one w/CHS?
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Yamato hugger
- Posts: 3791
- Joined: Tue Oct 05, 2004 5:38 am
RE: One or two loaded games
I always used just 1. Andys utilities have an option to switch between maps
RE: One or two loaded games
I really like the detail of the Dutch navy in CHS.
RE: 155 shipping channels
Edit- Having a problem w/155. The orange shipping channels at Aden and Panama do not appear on my map. What did I do wrong.

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- _shepler3rev.jpg (12.95 KiB) Viewed 268 times
RE: 155 shipping channels
My game w/ Ike99 did not work out.
RE: Class A vs Class C
ORIGINAL: el cid again
In a somewhat more complex family of WITP - known as RHS (there are more units, a new map system, more kinds of units, and devices not found in other mods - among other things)
there is a single primary house rule
IF in YOUR view the historical leaders would NOT do that in these circumstances, don't do it.
There is a variation: if it is not physically possible you KNOW the leaders would not have ordered it, so you are forbidden to do it.
This rule concept covers a lot of things - and if used reasonably elmininates most of the big problems.
For your consideration.
Could you give an example?

RE: CHS155 shipping channels
I have decided I want to play Chs155 as my first game. I am having loading issues w/ the off map ship channels. I have noted that my options on modselect are #1, #2. and #4. I do not see an option 3. I suspect a file have been misplaced.
I am in no hurry to start. I must figure this out. I have been working on it for a week.
I am surprised at the number of hits on this thread. After I get my senario loaded properly I will still be looking for the Big Dog.[:D]
I am in no hurry to start. I must figure this out. I have been working on it for a week.
I am surprised at the number of hits on this thread. After I get my senario loaded properly I will still be looking for the Big Dog.[:D]
- khyberbill
- Posts: 1941
- Joined: Tue Sep 11, 2007 6:29 pm
- Location: new milford, ct
RE: CHS155 shipping channels
That is an intense opening, especially for the Japanese. I just installed CHS on a vista laptop and I actually had 5 selections. ymmv
"Its a dog eat dog world Sammy and I am wearing Milkbone underwear" -Norm.
RE: senario 75 rhseeo
I have suceeded in loading RHSEEO75. Currently running AI test. Have had a problem w/ naval unit data screen causing game to crash. I will look for my answer in the threads.
RE: senario 75 rhseeo
Have successfully tested RHSeeo senario75 and am ready and willing to play.
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: Class A vs Class C
ORIGINAL: Canoerebel
I'm confused - so without house rules the Japs will run amock and the Allies don't stand a chance; but Allied 4E bombers will eat Jap ships alive? So, if you allow the 4E bombers, the Allies could win?
House rules or no, unless the Allies are incompetent, they are going to win the war.
Quoting admiral Yamamoto (this is the actual quote, complete, literal) "I will run wild for six months to a year and a half. After that, I promise you nothing." He was right. They usually cut off the year and a half part - to make it look more like he was dead on - Midway being six months in. But we were lucky at Midway - you should not count on enemy organizing badly - and sans Midway - or even just sending KB to Coral Sea - it might have gone on much longer. The Japanese are going to seem powerful at first - regardless. This should not demoralize an Allied player - in part because he cannot lose. Japan is very vulnerable - if you make him pay and set traps - he will stall sooner than later - but regardless - he is going to stall.
4 engine bombers were underrated in normal loads and in range in stock and CHS - but seemed too strong due to the way bombs work. This was revised in several mods - and if you use one of those - you can even increase range and payload without "uber bombing." Even so - sooner or later you are going to see saturation bombing by the Allies - and it is just a matter of when and from where? Four engine bombers can eat ships too - and that is why B-17s were sent to the PI before the war began. While Colin Kelly didn't sink Haruna - as claimed at the time - it was not in principle impossible he might have. The only thing really wrong is that very low level bombing is deliberately structured for skip bombing - and this isn't invented until 1943 - so before that - keep the bombers above 3000 feet - which I recommend anyway (in particular if you play a mod which puts in realistic numbers of HMG). Let horizontal bombers go low after the idea of skip bombing was invented. Later in the war low air power is properly lethal to ships - but code will make Japan less effective - possibly too much so. Even so - Allied doctrine and technical air defense doctrine and equipment became almost impenetratable - witness Marianas - where the planes that penetrated the CAP were mainly shot down anyway (one by Lt Gerald Ford's mounting).
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Yamato hugger
- Posts: 3791
- Joined: Tue Oct 05, 2004 5:38 am
RE: Class A vs Class C
I dont agree with that. I have a game that is at 30 Jan 44. I (Japan) am leading on points 56k to 25k. I just conducted a successful amphib invasion of Whyalla with 3 divs (he is pinned down at Tennant Creek in the north and Cairns in the east). This should allow me to trap and destroy the units in central Oz. I have had Perth - Darwin - Cairns since summer 42. I am holding the line in Burma and China. I had all the Aleutians but have been diven back to Dutch Harbor.
I got very lucky at Perth. It could have gone either way. He chose to Pursue after an attack (about the only time he did if I recall) to open a retreat route for the units in the base itself, and (because its 2 day turns) one of my advancing brigades moved around him and cut his supplies off. He lost 2 divs in the pocket and 2 or 3 more at Perth itself.
I have repulsed invasions of Guadalcanal, Tarawa, Midway (twice) and re-took Dutch Harbor. The allied player is very aggressive (which I am using against him) but hardly incompetent. He did deploy the 18th Brit Div to Java (which was destroyed) and has committed his carriers piecemeal, but I have met his carriers on more or less equal terms (numbers of planes) and come off about 2 to 1. This game is 2 day turns and I have been picking and choosing when to fight. In other words, I have kept the initiative this far.
I have a defense in depth (every base east of Truk has a division plus support defending) and lines of Glen boats and AVs out front ( and occasionally some mine layers) to spot him before he makes contact and I deploy my carriers behind my land bases so he has to take their wrath and deplete his fighter groups before meeting my carrier planes. This has worked well up until recently, but the allied air bonus is starting to take its toll. I hope this is eliminated in AE. I had been averaging a 2-1 kill ratio until '44. I am on the short end of 1.5-1 now and its only going to get worse. But I am confident I can hold the 2:1 point raito for a '45 victory.
Edit: I fight his bomber swarms in Burma with engineers and AA guns. I have my fighters back out of his escorts range, and every so often they come out to strike and then run right back. He will flatten a base in 1 turn, but 3 turns later it is fully repaired. I have 300 engineers per base at the ones he can hit (I used my PPs to pull most of the engineers out of Manchuria and Japan).
I got very lucky at Perth. It could have gone either way. He chose to Pursue after an attack (about the only time he did if I recall) to open a retreat route for the units in the base itself, and (because its 2 day turns) one of my advancing brigades moved around him and cut his supplies off. He lost 2 divs in the pocket and 2 or 3 more at Perth itself.
I have repulsed invasions of Guadalcanal, Tarawa, Midway (twice) and re-took Dutch Harbor. The allied player is very aggressive (which I am using against him) but hardly incompetent. He did deploy the 18th Brit Div to Java (which was destroyed) and has committed his carriers piecemeal, but I have met his carriers on more or less equal terms (numbers of planes) and come off about 2 to 1. This game is 2 day turns and I have been picking and choosing when to fight. In other words, I have kept the initiative this far.
I have a defense in depth (every base east of Truk has a division plus support defending) and lines of Glen boats and AVs out front ( and occasionally some mine layers) to spot him before he makes contact and I deploy my carriers behind my land bases so he has to take their wrath and deplete his fighter groups before meeting my carrier planes. This has worked well up until recently, but the allied air bonus is starting to take its toll. I hope this is eliminated in AE. I had been averaging a 2-1 kill ratio until '44. I am on the short end of 1.5-1 now and its only going to get worse. But I am confident I can hold the 2:1 point raito for a '45 victory.
Edit: I fight his bomber swarms in Burma with engineers and AA guns. I have my fighters back out of his escorts range, and every so often they come out to strike and then run right back. He will flatten a base in 1 turn, but 3 turns later it is fully repaired. I have 300 engineers per base at the ones he can hit (I used my PPs to pull most of the engineers out of Manchuria and Japan).
RE: Class A vs Class C
I got my game. See y'all around.


