
RHS105- test6a 10mar42
Moderators: wdolson, MOD_War-in-the-Pacific-Admirals-Edition
RHS105- test6a 10mar42
Hi all. Tonight I start an adventure w/ one old friend and several new friends. RHS105 is a japan enhanced senario. I will leave the details of the enhancements to ElCid. I am not fully educated on all of the mod but will post the differences as I spot them as I make my turns. I will adjust my strategies on the go as I learn the details. ElCid will post the command positions for the allies. I already have some issues from 1st turn production that I wish to post and start asking some questions. But before I do so I would like ElCid to give some background on the different strategy possibilities available to the jap player because of the senario pwhexe file modifications(from the yellow river to the arctic back to Burma).


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RE: RHS105-Japan enhanced multi player
preferences:


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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS105- Tag Team Positions
This is a demonstration Tag Team game. The concept was proposed by Nemo in WITP days,
but he and I were unable to agree on a Japanese strategy. His ideas - push the Allies off
the map and likely win auto victory - seemed unfair in those days with few locations and
few local defense forces - and too few slots to fix either. Today - we have a rich combination
of locations and units everywhere, and the dream of a fully developed riverine and Arctic
Ocean set of pwhexe.dat files (plural because they change seasonally - also because they
show wartime construction of RR and roads) - permits us to consider going anywhere without
being "gamey." The offensive will be run by Big Red - and he seems to have ideas almost as
aggressive as Nemo - except possibly slightly more realistic in terms of not trying to go in
every direction simultaneously (which I think spreads a modest force too thin). He is daunted
by the Japanese economy, so I prepared a foundation turn for him only addressing production
and LOC matters, along with my "sorting out" of ships (having ships return to key ports sorted
by speed, to form more efficient convoys in future). This explains his comment above that he
has "some issues" with production - he didn't do it - I did.
That initial economic turn was sent - with the public Japanese password - to all players on the
RHS distribution list. Anyone can join the list and will get every turn as well as replay, reports
and supplimental data analysis reports, as they are generated. We will also publish the Allied
password. This is still a "blind" game for the five players. That is, Big Red will not look at the
Allied side and the Allied players will not look at the Japanese side. For the sake of being
surprised which is more fun. I may have to help Big Red with some economic matters, and I
may look at a specific place if a technical problem occurs (in order to understand it) - but I do
not want to know where things are or where they are going - and in general won't look at that.
Japan has enough problems on its plate, long term: the Allies should become overwhelming
in due course. Anyway - if you wish to know more than is revealed in this thread - then just
ask to have your email added to our distribution list. You may ask Mifune, Big Red or myself.
The Japanese are a micro-tag team with Big Red in operational and tactical command. But
I am his technical advisor and I did the initial economic foundation turn - taking a lot of the
tedium out of entering the critical first turn. I may end up routing convoys and controlling
production - and initially I managed construction in Japanese Home Islands, Sakhalin,
the Kuril Islands, Manchukuo, Korea and the Eastern part of Inner Mongolia and Jehol (a
nominal " puppet country" not defined in the game located between Manchukuo and China).
This because Russia is not at war so these constitute a backwater not of operational interest
to the operational player. I focused on expanding key airfields, ports and fortifications and
building concentrations of forces the operational player will find useful if war comes to one
or more of these locales. As operational player and team commander, Big Red has the
ability to change any order or take control of any unit, even in these areas.
Allied Chair One: The US Pacific Fleet Chair. This player controls the US West Coast,
Off Map Eastern USA, Off Map Midwest USA, Off Map Panama, Off map Recife Brazil,
New Zealand and dependencies, as well as the USN Pacific Fleet, USN North Pacific, and
USN South Pacific commands. It has operational control over French Polynesia and
French New Caledonia, and Free French units anywhere in the area, subject to the
approval of Chair Three, which controls most Free French units and is technically sovereign
in these South Pacific locations. This Chair may also be thought of as the Eastern Chair.
Peculiar note: Chair One does NOT control Alaska Command, although it does control
North Pacific Command in the same area, modeling the divided command in this area.
It controls New Zealand to give NZ a player responsible for its defense, and because
US forces historically based there (and on islands it controls).
Allied Chair Two: The USSR (and Mongolia) in the North, a country not at war with the
Japanese when the game starts. It is active in order to control its economy, construction
and deployment. Also this player negotiates with the Allies about cooperation and
coordination, with a view to jealously guarding the sovereignty of Soviet territory,
preventing Japanese invasions and generally not permitting Allied bases, or if needed,
limiting them as severely as possible to peripheral places the USSR is unable to defend
or support on its own. Being active, the Soviet Red Fleet is able to move, and to supply
outlaying bases, but must do so with "agreements" so there is no conflict with Japan.
In the South, Chair Two controls Australia, SW Pacific Command, NEI, USAFFE and USN
Asiatic Fleet. This player also controls communist guerillas and forces. RHS has a
number of these, mostly appearing over time, from major Kim Il Song's small unit
near Korea, through the Viet Ming units in Indochina as far South as the major outlieing
islands of NEI (Borneo, Sumatra, New Guinea). There are already communist formations
in China when the game begins. Chair Two may be called the Central Chair. This player
also controls Off Map Soviet Union.
Allied Chair Three: This is the UK & Commonwealth in general: China-India-Burma
theater, Malaya, Canada, Indian Ocean Islands - as well as Alaska Command (land only).
Chair Three may also be called the Western Chair. Since Free French forces in general
operated with the Commonwealth, Chair Three controls Free French units, and nominally
also Vichy French locations as well as being technically sovereign over New Caledonia
and French Polynesia. [That is fuzzy - but means more or less that the French player
can boss the US player in the South Pacific re these locations] One Vichy French unit
exits in Indochina because it eventually joined the Allies after a falling out with Japan,
marching all the way to China. This unit, a Foreign Legion brigade, is nominally supposed
to remain at its base in Viet Tri (just North of Hanoi) unless Japan attacks it. Its "rear"
is somewhat covered by a static, communist, Viet Ming unit - the Provisional Government
of Northern Tonkin (technically controlled by Chair Two - but a static unit needs few orders).
Chair Three controls all Allied units in its area, even if US forces, as well as Off Map
UK, Off Map Eastern Canada (Quebec), Off Map Midwest Canada (Ontario), Off Map Recife
(Brazil), Off Map South Africa, Off Map Mombasa (Kenya), Off Map Aden and Off Map
Iran (a dual location connected in RHS by RR to Off Map Soviet Union - at least after
the first season - when the RR is completed).
but he and I were unable to agree on a Japanese strategy. His ideas - push the Allies off
the map and likely win auto victory - seemed unfair in those days with few locations and
few local defense forces - and too few slots to fix either. Today - we have a rich combination
of locations and units everywhere, and the dream of a fully developed riverine and Arctic
Ocean set of pwhexe.dat files (plural because they change seasonally - also because they
show wartime construction of RR and roads) - permits us to consider going anywhere without
being "gamey." The offensive will be run by Big Red - and he seems to have ideas almost as
aggressive as Nemo - except possibly slightly more realistic in terms of not trying to go in
every direction simultaneously (which I think spreads a modest force too thin). He is daunted
by the Japanese economy, so I prepared a foundation turn for him only addressing production
and LOC matters, along with my "sorting out" of ships (having ships return to key ports sorted
by speed, to form more efficient convoys in future). This explains his comment above that he
has "some issues" with production - he didn't do it - I did.
That initial economic turn was sent - with the public Japanese password - to all players on the
RHS distribution list. Anyone can join the list and will get every turn as well as replay, reports
and supplimental data analysis reports, as they are generated. We will also publish the Allied
password. This is still a "blind" game for the five players. That is, Big Red will not look at the
Allied side and the Allied players will not look at the Japanese side. For the sake of being
surprised which is more fun. I may have to help Big Red with some economic matters, and I
may look at a specific place if a technical problem occurs (in order to understand it) - but I do
not want to know where things are or where they are going - and in general won't look at that.
Japan has enough problems on its plate, long term: the Allies should become overwhelming
in due course. Anyway - if you wish to know more than is revealed in this thread - then just
ask to have your email added to our distribution list. You may ask Mifune, Big Red or myself.
The Japanese are a micro-tag team with Big Red in operational and tactical command. But
I am his technical advisor and I did the initial economic foundation turn - taking a lot of the
tedium out of entering the critical first turn. I may end up routing convoys and controlling
production - and initially I managed construction in Japanese Home Islands, Sakhalin,
the Kuril Islands, Manchukuo, Korea and the Eastern part of Inner Mongolia and Jehol (a
nominal " puppet country" not defined in the game located between Manchukuo and China).
This because Russia is not at war so these constitute a backwater not of operational interest
to the operational player. I focused on expanding key airfields, ports and fortifications and
building concentrations of forces the operational player will find useful if war comes to one
or more of these locales. As operational player and team commander, Big Red has the
ability to change any order or take control of any unit, even in these areas.
Allied Chair One: The US Pacific Fleet Chair. This player controls the US West Coast,
Off Map Eastern USA, Off Map Midwest USA, Off Map Panama, Off map Recife Brazil,
New Zealand and dependencies, as well as the USN Pacific Fleet, USN North Pacific, and
USN South Pacific commands. It has operational control over French Polynesia and
French New Caledonia, and Free French units anywhere in the area, subject to the
approval of Chair Three, which controls most Free French units and is technically sovereign
in these South Pacific locations. This Chair may also be thought of as the Eastern Chair.
Peculiar note: Chair One does NOT control Alaska Command, although it does control
North Pacific Command in the same area, modeling the divided command in this area.
It controls New Zealand to give NZ a player responsible for its defense, and because
US forces historically based there (and on islands it controls).
Allied Chair Two: The USSR (and Mongolia) in the North, a country not at war with the
Japanese when the game starts. It is active in order to control its economy, construction
and deployment. Also this player negotiates with the Allies about cooperation and
coordination, with a view to jealously guarding the sovereignty of Soviet territory,
preventing Japanese invasions and generally not permitting Allied bases, or if needed,
limiting them as severely as possible to peripheral places the USSR is unable to defend
or support on its own. Being active, the Soviet Red Fleet is able to move, and to supply
outlaying bases, but must do so with "agreements" so there is no conflict with Japan.
In the South, Chair Two controls Australia, SW Pacific Command, NEI, USAFFE and USN
Asiatic Fleet. This player also controls communist guerillas and forces. RHS has a
number of these, mostly appearing over time, from major Kim Il Song's small unit
near Korea, through the Viet Ming units in Indochina as far South as the major outlieing
islands of NEI (Borneo, Sumatra, New Guinea). There are already communist formations
in China when the game begins. Chair Two may be called the Central Chair. This player
also controls Off Map Soviet Union.
Allied Chair Three: This is the UK & Commonwealth in general: China-India-Burma
theater, Malaya, Canada, Indian Ocean Islands - as well as Alaska Command (land only).
Chair Three may also be called the Western Chair. Since Free French forces in general
operated with the Commonwealth, Chair Three controls Free French units, and nominally
also Vichy French locations as well as being technically sovereign over New Caledonia
and French Polynesia. [That is fuzzy - but means more or less that the French player
can boss the US player in the South Pacific re these locations] One Vichy French unit
exits in Indochina because it eventually joined the Allies after a falling out with Japan,
marching all the way to China. This unit, a Foreign Legion brigade, is nominally supposed
to remain at its base in Viet Tri (just North of Hanoi) unless Japan attacks it. Its "rear"
is somewhat covered by a static, communist, Viet Ming unit - the Provisional Government
of Northern Tonkin (technically controlled by Chair Two - but a static unit needs few orders).
Chair Three controls all Allied units in its area, even if US forces, as well as Off Map
UK, Off Map Eastern Canada (Quebec), Off Map Midwest Canada (Ontario), Off Map Recife
(Brazil), Off Map South Africa, Off Map Mombasa (Kenya), Off Map Aden and Off Map
Iran (a dual location connected in RHS by RR to Off Map Soviet Union - at least after
the first season - when the RR is completed).
RE: RHS105- Tag Team Positions
Here we go. What is the history of the Mito flying school?


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RE: RHS105- Tag Team Positions
And another Mito sqn.


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RE: RHS105- Tag Team Positions
A look at a static division in Japan. Each of the reserve divisions in japan has a static depot division also. Must be like Fort Benning.


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RE: RHS105- Tag Team Positions
Seems this training unit has plenty of trained pilots.


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RE: RHS105- Tag Team Positions
I guess the japs wanted the officer corp to have combat experience.


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RE: RHS105- Tag Team Positions
I figure this to be a naval HQ.


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RE: RHS105- Tag Team Positions
I bet Panzerjager Hortland would like this unit.


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RE: RHS105- Tag Team Positions
A new city in china.


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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS105- Tag Team Positions
ORIGINAL: bigred
Seems this training unit has plenty of trained pilots.
![]()
Start of war training levels are pretty high. Even so, I released virtually ALL the pilots
code permitted - and in some cases was unable to refill them with cadets - so I need
to wait for more. Some training units are not at full size. Others have not even formed
yet. The capacity of these units is not enough to meet the requirements of the war -
unless losses are very light. And while most training units are present, not all are.
The basic pilot pools are, however, adjusted to account for the pilots in the training units -
scenarios with even numbers have no such units and have smaller total pilots. Onoe of
the possible uses for a training unit is to disband it - and release all its pilots to the pools.
The other function is to build experience. This works remarkably well - and each unit
tells you if you can "release" pilots - and how many (if less than 10; for more than 10 you
will continue to get "release pilots" numbers greater than 0).
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS105- Tag Team Positions
ORIGINAL: bigred
A new city in china.
![]()
Not really new, Wuhan is a famous triple city, each fortified, each separated by rivers
from the other two. This location - all three hexes - is key to control of Central China.
Also, ocean ships are built here, and ANY ship can sail all the way to Hankow/Wuhan
from the sea. The area is also at the end (or beginning) of the Yangtze Gorge -
modeled by blocked hexsides - on the river NW from here. From this point on,
only shallow draft ships may pass.
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS105- Tag Team Positions
ORIGINAL: bigred
I figure this to be a naval HQ.
![]()
Rengo Kantai = the Japanese name usually translated First Air Fleet in English
RHS often uses Japanese names - in particular for air groups
Here Koku Kantai = Air Fleet
Koku Sentai = Air Flotilla
And just above Rengo Kantai (which is mispelled) you see the 13th Hiko Shidan - a JAAF Name
for an Air Brigade (Hiko Dan = Air Division)
Just below you have 4th Kantai = 4th Fleet
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS105- Tag Team Positions
ORIGINAL: bigred
I guess the japs wanted the officer corp to have combat experience.
![]()
In wartime it is normal for academies to close and their students to form into
battalions. In RHS there are several Thai adacemy units - battalions or company
size - which help the Royal Thai Army resist the Japanese invasion on the first day.
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS105- Tag Team Positions
Japanese turn one is completed and turned over to the Allies for entry to their turn.
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS105- Tag Team Positions
I would have thought three 5star matrix players would tell me all the house rules upfront. I did go w/ the historical KB 1st strike w/ no naval attack. But because the USN can sortie I must set some of the planes to naval attack which in turn will lessen the pearl attack. Or maybe I did set it all to hit the port. Let us all play the guessing game. I thought the japs had a spy at pearl that told the KB the battle line was in port.ORIGINAL: bigred
Bigred Reply: Ok little men---
Well, no one told me the fleet at pearl would move out on turn one, so let me redo my turn...
[/quote]
Test 6A2 will be recast based on a very slightly revised Japanese turn -
affecting only air groups on KB - making the settings closer to history -
and more flexible
This will cost us about two days of time
RE: RHS105- Tag Team Positions
ORIGINAL: el cid again
Rengo Kantai = the Japanese name usually translated First Air Fleet in English
RHS often uses Japanese names - in particular for air groups
Actually, Rengo Kantai would be Combined Fleet, 連合艦隊.
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el cid again
- Posts: 16983
- Joined: Mon Oct 10, 2005 4:40 pm
RE: RHS105- Tag Team Positions
ORIGINAL: JuanG
ORIGINAL: el cid again
Rengo Kantai = the Japanese name usually translated First Air Fleet in English
RHS often uses Japanese names - in particular for air groups
Actually, Rengo Kantai would be Combined Fleet, ˜A?‡ŠÍ‘à.
You are corredt - and I myself stand corrected


