Sushi or Spam - Monthly Japanese Returns (CHS 2)
Posted: Thu Sep 21, 2006 8:48 pm
Hi Chaps,
right now I am enjoing to be playing two gentlemen in a CHS 2 game environment. One Gent from France „gillesthib“ (CHS 2.03) and another Gent from Finland „lagen“ (CHS 2.07).
This AAR is based on a game with „lagen“ mostly.
As for our „house rules“, please look here (I asked his permission to link to his AAR)
While dealing with some of the rather obvious „gamey“ aspects of the WitP/CHS evironment, the HRs focus on linking tactical options with logistics issues. There are no rules arbitrarily curtailing any sort of tactical or strategic options. („Stuff“ like no landings west of Singapore, before the place is taken .... etc)
This „AAR“ may prove to be quite boring to some. I will not complain about the shortcommings of the game engine. I just take it as a „given“ and the rest as a learning curve. The game engine has its shortcommings of course, but a couple of very bright and shining points as well. As far as I can see it, the game does support some sound strategical decisions underlinded by some proper tactical options with spades. „Calculating“ things down to the the last rifle calibre round will not do. In my experiance.
I tend to play by the book, or rather several ones. That is using tacticts and strategical options discussed at the time. (you can get a copy of a manual on Jap early war tactics here).
If you are looking for a „creative“ or „winning“ Japanese strategy – wrong thread. I am very conservative.
On the other hand, I am going to use a special map taken from: U.S. Naval Aviation in the Pacific: issued by The Office of the Chief of Naval Operations; United States Navy, 1947. Published in the midst of a lot of political bargaining and inter- and intra-service politics after the war. A very interesting read .

Anyway. As you can see, the map shows how the allies won the war – in an after the fact perspective. I guess, most readers are familiar with this point of view. If there is anything of interest in this AAR, it is the use of this map as a backdrop against my own achievements within the WitP environment. But: My game will not be based on how to beat the allies assumptions. It is rather based on „options“ prominent Japanese „Chraracters“ proposed at the time. And of course, neither Yagumo nor even Yamamoto are my primary „heroes“.
If you care for a high res version oft the map. Look here
The perspective of my „Monthly Returns“ in this discussion is that of the Japanese equivalent of a „Quartermaster General“ report - supposed to be indicative of general developments, not of tactical or short term events.
Monthly Returns will be bases on theater – or rather Japanse command structure – or certain aspects of Japanese warfare and Japanese economic planning.
One last point. In a game against the AI (or what is supposed to fill in for it in WitP) the game lasts as long as the player cares. In a PBM, the game lasts as long as your opponent cares for his game. Frustrating your human opponent to win the war early is certainly not conducive to a long term game (which I would like), but certainly a valid strategy.
Enough of the preliminaries, right ?
An interpretation of Japanese early war production options in my next installment.
Cheers
right now I am enjoing to be playing two gentlemen in a CHS 2 game environment. One Gent from France „gillesthib“ (CHS 2.03) and another Gent from Finland „lagen“ (CHS 2.07).
This AAR is based on a game with „lagen“ mostly.
As for our „house rules“, please look here (I asked his permission to link to his AAR)
While dealing with some of the rather obvious „gamey“ aspects of the WitP/CHS evironment, the HRs focus on linking tactical options with logistics issues. There are no rules arbitrarily curtailing any sort of tactical or strategic options. („Stuff“ like no landings west of Singapore, before the place is taken .... etc)
This „AAR“ may prove to be quite boring to some. I will not complain about the shortcommings of the game engine. I just take it as a „given“ and the rest as a learning curve. The game engine has its shortcommings of course, but a couple of very bright and shining points as well. As far as I can see it, the game does support some sound strategical decisions underlinded by some proper tactical options with spades. „Calculating“ things down to the the last rifle calibre round will not do. In my experiance.
I tend to play by the book, or rather several ones. That is using tacticts and strategical options discussed at the time. (you can get a copy of a manual on Jap early war tactics here).
If you are looking for a „creative“ or „winning“ Japanese strategy – wrong thread. I am very conservative.
On the other hand, I am going to use a special map taken from: U.S. Naval Aviation in the Pacific: issued by The Office of the Chief of Naval Operations; United States Navy, 1947. Published in the midst of a lot of political bargaining and inter- and intra-service politics after the war. A very interesting read .

Anyway. As you can see, the map shows how the allies won the war – in an after the fact perspective. I guess, most readers are familiar with this point of view. If there is anything of interest in this AAR, it is the use of this map as a backdrop against my own achievements within the WitP environment. But: My game will not be based on how to beat the allies assumptions. It is rather based on „options“ prominent Japanese „Chraracters“ proposed at the time. And of course, neither Yagumo nor even Yamamoto are my primary „heroes“.
If you care for a high res version oft the map. Look here
The perspective of my „Monthly Returns“ in this discussion is that of the Japanese equivalent of a „Quartermaster General“ report - supposed to be indicative of general developments, not of tactical or short term events.
Monthly Returns will be bases on theater – or rather Japanse command structure – or certain aspects of Japanese warfare and Japanese economic planning.
One last point. In a game against the AI (or what is supposed to fill in for it in WitP) the game lasts as long as the player cares. In a PBM, the game lasts as long as your opponent cares for his game. Frustrating your human opponent to win the war early is certainly not conducive to a long term game (which I would like), but certainly a valid strategy.
Enough of the preliminaries, right ?
An interpretation of Japanese early war production options in my next installment.
Cheers






