This will be an AAR of sorts, covering my grand campaign against Dan Nichols. I will be writing short newspaper type reports on each turn, with some Map shots. I will attach the combat reports on the bottom of each report for each turn, hidden for those who care to read them.
We are playing a slightly modified Scenario 2 campaign, in which I start with 3 extra early air HQ's, and in return Dan gets 3 early aviation units. These units are the JAAF 51st Air Division, JNAF 15 Air Flotilla, and JNAF 25 Air Flotilla for Japan. While the Allies receive the RAF 223 Group Wing, 1st USMC Air Wing Base Force, and 30th Aviation Base Force.
This is basically because it is my belief that the Japanese Air Forces, concentrated on the aerial torpedo as their main offensive weapon before WW2. Whereas the US Air Forces put their main effort into the 500lb bomb, in it's dive bombing role.
These are the HRs and Option/Settings we playing with;
- Air Combat TFs to contain no more than 500 aircraft (no death stars).
- Allies cannot form new TFs in turn 1, but can alter orders for existing TFs.
- Allied LCUs and Air units in China can be moved on turn 1.
- Fighter sweep or CAP altitude is restricted to the band of their second best maneuver rating.
- Invasions are only allowed in hexes with bases.
- No Carrier Hunting by KB after the Dec 7 strike.
- No naval attack bombing below 10k feet for 4E bombers other that for navy 4E bombers.
- No night bombing if moonlight is less than 50% other that for B29s.
- No strategic bombing in or from China before 1943.
- No using fragments of Para units to take bases.
- Only one Japanese port attack on turn 1.
- PPs have to be paid to release units from restricted commands.
- Hex map off
-combat reports on
-auto sub ops off
-TF move radius on
-plane move radius on
-factories to expand off
-ships/air groups upgrade off
-accept air/ground rep off
-turn cycle 1
-AI historical
-show combat anim. on
-show combat sum on
-show clouds on
-fog of war on
-advan. weather on
-allied dam control on
-PDU on
-hist 1st turn off
-Dec 7th surp. on
-rel USN torps off
-real R&D on
-no unit withdraw off
-reinforcements fixed
I've finished the turn 1 setup last night, ran a test, fixed the stuff-ups, and sent the turn to Dan last night (NZ time). But unfortunately I sent him test turn, silly me, or it could be part of my cunning disinformation campaign. All fixed-up now hopefully this morning (NZ time), but not the way I would like to have started.
I have been doing some research on Dan this morning (Intel), as I think you should try and get a 'read-on' your opponent. It looks to me like he is a very good player, with a good grasp on current Allied AE strategic thought. But the first 6 months will tell, as it is my belief that the Allies are all smoke and mirrors at the start. No saying that they can't sting sometimes, but if I keep my ops supported I will be OK.
I have no choice at the start, I need the Oil/Fuel/resources for my economy. So my early ops are sort of channeled, and any good Allied player knows this. That is where the current Allied Palembang fortress strategy comes from, but this can also work for the Japanese. As it puts a lot of important early Allied assets in a forward position, and easily dominated by Japanese air-power.
It is my belief that with those resources acquired, that any AE grand campaign is winnable by the Japanese player. But I have to play smart, pick realistic objectives, and concentrate and dominate these targets. Air-power and sea-power projection is the main instruments of this strategy, along with economic movement of ground assets.
Well that's enough from me for now, and on with the game. I wish Dan luck, but he is doomed to defeat, as the Bird will dominate.






