VSWG vs ctangus - Into the Heart of Darkness
Posted: Fri Feb 02, 2007 10:28 pm
This is the Allied AAR for my PBEM against Chuck (ctangus). It's my second PBEM after the first one ended in Spring 1942 with an Allied victory (AAR here: tm.asp?m=1187748 ). Chuck is writing a Japanese AAR ( tm.asp?m=1352120 ), and we cannot read each others AAR. So post away if you got comments, questions, and (most importantly) advice!! [:)]
Settings:
There are none. However this does not mean that this is a free-for-all, everything goes kind of game, to the contrary. Chuck and I are both interested in a fairly historical game. Having read each others AARs, we came to the conclusion that our styles so similar that we would try a game without dozens of house rules (which would be inevitably incomplete), except the following:
We have nevertheless talked about the most controversial issues (turn 1 rules, PT boats, PDU limits, ...) beforehand, and found out that we're really in line with what we had in mind for this game. For instance, I never had the intention to upgrade as many 2Es as possible to 4E bombers, and Chuck said that he would do a conservative turn 1 - which he did. So now it's my turn to honor our agreement...
This AAR is closed as soon as Chuck posts a comment in here (BANZAI, or whatever...), and acknowledged the above stuff. Then I'll start posting the first screenshots...
Settings:
- WitP version 1.804
- CHS 2.06, Scen 158 (extended map, NikMod, Soviet fleet available)
- I've fixed a bug in this scenario regarding the TOE of US GS Eng Rgt so that they don't replace their engineers with combat engineers during the game, everything else is unaltered.
- Turn cycle = 1 day
- Allied sub doctrine = off
- Japanese sub doctrine = off
- fog of war = on
- advanced weather = on
- Allied damage control = on
- historical 1st turn = off
- player defined upgrades = on
- vary setup = off
- December 7 surprise = on
- reinforcements = fixed
- auto sub ops = off
- facilities to expand at start = off
- automatic air upgrades default = off
- air and ground replacements default = off
There are none. However this does not mean that this is a free-for-all, everything goes kind of game, to the contrary. Chuck and I are both interested in a fairly historical game. Having read each others AARs, we came to the conclusion that our styles so similar that we would try a game without dozens of house rules (which would be inevitably incomplete), except the following:
- If you don't think a historical commander would have done it, don't do it in the game (El Cid's rule).
- Don't do stuff you don't want your opponent to do (Kant's categorical imperative for wargamers [;)]).
- Lets talk about all problems that might arise during this game
We have nevertheless talked about the most controversial issues (turn 1 rules, PT boats, PDU limits, ...) beforehand, and found out that we're really in line with what we had in mind for this game. For instance, I never had the intention to upgrade as many 2Es as possible to 4E bombers, and Chuck said that he would do a conservative turn 1 - which he did. So now it's my turn to honor our agreement...
This AAR is closed as soon as Chuck posts a comment in here (BANZAI, or whatever...), and acknowledged the above stuff. Then I'll start posting the first screenshots...














