Paradise in flames
Posted: Sun Jan 07, 2007 8:25 am
This is to set up an AAR between myself and Riva. It uses the CHS scenario 158. Whilst I have several moderately successful campaigns under by belt using the standard set up this will be my first PBEM using CHS. Riva is fairly new to the game. This will not be a copy and paste combat report style - that's not the way I do things - but quite what style will develop is yet to be seen. It is also a joint AAR so Riva is welcome to post in here and bear that in mind.
People are always interested in the 'house rules' and set up. We both seem to want a braodly historical game so this is what we have agreed.
First turn, Scenario 158. Vary Setup Off, PDU On, Reinforcements Extremely Variable, Sub Doctrines On, Allied Damage Control On, Historical First Turn Off, Dec 7 Surprise On, Weather On, FoW On. Allies should be restricted to moving only TF at sea on first turn, no creating new TF or changing Air Unit orders. Mimic surprise of the first turn with TF at sea only folks that are able to react.
House rules agreed
1. No bombing empty bases to artificially enhance pilot training.
2. All Chinese land and air units that are assigned to China Command HQ are only permitted to move, or base, within China, Japanese Occupied China or Manchukuo. Chinese land and air units can ONLY move to locations outside China if they are first transferred to another HQ.
3. Air units belonging to China Command are allowed to fly missions to hexes outside China.
4. All Australian nationality Brigade and Division LCUs are only allowed to move within Australia Proper, DEI, Solomon Islands, New Britain, New Guniea (For flexiability purposes, I could reason that Australia would see those as part of it's expanded defense perimeter). The exception is all Australian LCUs of this size that are designated as AIF units, e.g. 9th Division AIF; the two AIF Brigades that start in Malaya. This restriction is even if the units are reassigned to a HQ other than ANZAC Command, and still applies even if a Division or Brigade is split into smaller units. This restriction is until January 1943 to represent the initial views of Australia regarding its own defence. Once 1943 comes round it is expected either the Aussies will still have thier hands full throwing back the 'yellow peril' or the Allies will have pushed back and be wanting more strategic options for use of the Aussies.
5. There are no restrictions for Australian air units, other than the normal restrictions that apply to air units that are assigned to the ANZAC Command restricted HQ.
6. Canadian land and air units can only be deployed in North America, including Canada, the USA, Alaska and the Aleutian Islands. This restriction is permanent, even if the units are reassigned to a HQ other than Canada Command.
7. Japanese land and air units that are assigned to the Kwantung Area Army HQ can not leave Manchukuo. They may leave if they are transferred to another HQ.
8. If playing as the Japanese vs. the AI or a PBEM opponent, then if the player decides to attack the Soviet Union (including the base of Urumchi in Western China), they should ensure that the first, or equal first, hex they enter is hex 65,32 (this hex is easy to enter, using the railway from hex 64,31). This will ensure that Soviet Union entry is properly triggered.
9. No Naval Attack missions by 4 Engined Bombers under a minimum ceiling of 10,000 feet.
10. B29 only on level 6 or 7+ airfields, this should limit them to places that were big enough in real life.
11. Restriction of 3 AA units per Hex (to mitigate Allied Super AA concentrations in Nikmod)
12. No Japanese Surface Movement past Singapore until it has fallen.
13. No more than x50 aircraft per airfield level (does not count aircraft transiting on through).
14. The Empire of Japan will not attempt to go towards Panama or Aden or station surface TFs at the entrance of the tracks. The exception being Submarines which they may send down the tracks entirely at their own risk!
These were broadly as proposed by Chris though I negotiated one or two slightly.
Ok the first turn is off and running. Lets see which bits of paradise get set ablaze first!
Roger

People are always interested in the 'house rules' and set up. We both seem to want a braodly historical game so this is what we have agreed.
First turn, Scenario 158. Vary Setup Off, PDU On, Reinforcements Extremely Variable, Sub Doctrines On, Allied Damage Control On, Historical First Turn Off, Dec 7 Surprise On, Weather On, FoW On. Allies should be restricted to moving only TF at sea on first turn, no creating new TF or changing Air Unit orders. Mimic surprise of the first turn with TF at sea only folks that are able to react.
House rules agreed
1. No bombing empty bases to artificially enhance pilot training.
2. All Chinese land and air units that are assigned to China Command HQ are only permitted to move, or base, within China, Japanese Occupied China or Manchukuo. Chinese land and air units can ONLY move to locations outside China if they are first transferred to another HQ.
3. Air units belonging to China Command are allowed to fly missions to hexes outside China.
4. All Australian nationality Brigade and Division LCUs are only allowed to move within Australia Proper, DEI, Solomon Islands, New Britain, New Guniea (For flexiability purposes, I could reason that Australia would see those as part of it's expanded defense perimeter). The exception is all Australian LCUs of this size that are designated as AIF units, e.g. 9th Division AIF; the two AIF Brigades that start in Malaya. This restriction is even if the units are reassigned to a HQ other than ANZAC Command, and still applies even if a Division or Brigade is split into smaller units. This restriction is until January 1943 to represent the initial views of Australia regarding its own defence. Once 1943 comes round it is expected either the Aussies will still have thier hands full throwing back the 'yellow peril' or the Allies will have pushed back and be wanting more strategic options for use of the Aussies.
5. There are no restrictions for Australian air units, other than the normal restrictions that apply to air units that are assigned to the ANZAC Command restricted HQ.
6. Canadian land and air units can only be deployed in North America, including Canada, the USA, Alaska and the Aleutian Islands. This restriction is permanent, even if the units are reassigned to a HQ other than Canada Command.
7. Japanese land and air units that are assigned to the Kwantung Area Army HQ can not leave Manchukuo. They may leave if they are transferred to another HQ.
8. If playing as the Japanese vs. the AI or a PBEM opponent, then if the player decides to attack the Soviet Union (including the base of Urumchi in Western China), they should ensure that the first, or equal first, hex they enter is hex 65,32 (this hex is easy to enter, using the railway from hex 64,31). This will ensure that Soviet Union entry is properly triggered.
9. No Naval Attack missions by 4 Engined Bombers under a minimum ceiling of 10,000 feet.
10. B29 only on level 6 or 7+ airfields, this should limit them to places that were big enough in real life.
11. Restriction of 3 AA units per Hex (to mitigate Allied Super AA concentrations in Nikmod)
12. No Japanese Surface Movement past Singapore until it has fallen.
13. No more than x50 aircraft per airfield level (does not count aircraft transiting on through).
14. The Empire of Japan will not attempt to go towards Panama or Aden or station surface TFs at the entrance of the tracks. The exception being Submarines which they may send down the tracks entirely at their own risk!
These were broadly as proposed by Chris though I negotiated one or two slightly.
Ok the first turn is off and running. Lets see which bits of paradise get set ablaze first!
Roger


