Burns vs. Yubari, CHS scenario 158 version 2.08c
Posted: Fri Oct 05, 2007 6:00 pm
This will be an AAR of my recently started game vs. Yubari. I’m playing the allies and will get into the games details in this AAR, so it’s an allied eyes only thread. My esteemed opponent may or may not start a Japanese AAR of the game, but his time is limited.
For our house rules we are using the following:
Turn 1 rules:
Only Pearl Harbor may be port attacked on turn 1.
Allies may not move/rebase any air units on turn 1 (exception Chinese air force units), but may set missions/altitudes for all non-Pearl Harbor air units. Pearl Harbor air units are to be stood down to simulate the total surprise of the Dec 7 attack. One P-40 squadron may be put on CAP to simulate the few planes that managed to get airborne.
Only Chinese land units may have orders plotted on turn 1. No other allied land units may plot orders.
Only existing allied task forces may be moved on turn 1. No new task forces may be formed.
Japan may conduct non-historic landings on turn 1 anywhere in the SRA, Philippines area and the two northeastern most Malaya bases. All historical landings that took place in the first week or so (Guam, Wake, etc.) may also be conducted. Anywhere outside of these areas Japan may move no closer than 12 hexes of a destination base in preparation for landings on following turns.
In all cases Japan will attempt to load and land complete formations (turn 1 limitation only). If unable to do so, the largest fragment possible will be landed and no additional landings will be assigned to that formation (i.e. only 1 part of a unit may be loaded and given a destination). This is to prevent a mass landing shotgun effect strategy by many small fragments due to the unstoppable warp move on turn 1 that allows deep penetration into allied territory with no ability to respond. In all cases the sole intent of this rule is to prevent gamey play which takes advantage of turn 1’s warp move.
Japan may not conduct paradrops on turn 1.
House rules:
The Allies must form Task force Z on turn 2 and send it against the landings on Northeastern Malaya. If no landings are taking place, the task force need not be formed. Task Force Z need not be formed on turn 2 if either of the capital ships suffers heavy damage on turn 1.
Japan may never occupy Aden, Panama City or Krasnoyarsk with land combat troops. They can bomb them to the stone age but no LCU’s in those city hexes which represent the off map production of those countries.
The Chungking city hex should not be entered by Japanese land units until Changsha, Hengchow, Kweilin, Liuchow, Tuyun, Kweiyang, Kunming, Nanyang and Sian have all been occupied and are free of Chinese units and the Burma Road has been cut. This is to prevent the gamey tactic of entering the Chungking hex early and leaving behind a small garrison force thus preventing any destroyed Chinese units from reappearing at Chungking as they are intended to do.
No sub commando invasions. Cadre withdrawals or reinforcement/supply deliveries at friendly bases are fine, but no invasions by subs.
Units may not amphibiously invade from non-traditional invasion transport type ships (i.e. AP, APA, APD, LCI, LCM, LCT, LCVP, LSD, LST, etc.). Units may be transported to a friendly base via any available cargo type vessels, but invasions must be conducted via the previously mentioned vessel types, and other similar vessel types specifically designed for assaulting beaches themselves or with their accompanying landing craft intrinsic to the vessel.
Japan may ignore the rule governing ship types used for invasions until April 1st 1942, after which he must begin to comply by the rule.
For definition purposes any landings at a non-friendly base/dot hex is considered an invasion, even if other friendly troops are already ashore. Additionally troops may only invade base and dot hexes, no landings at non-base/dot hexes are allowed.
No more than 4 allied ships may be placed in an ASW type task force. There is no such limit to escorts placed inside task forces of non-ASW type.
Japanese Manchurian garrison units may not leave Manchuria without first paying PP to switch to another HQ first (any HQ will do, no sense switching to another restricted HQ, the intent is simply to lower the garrison value in Manchuria if units decide to leave).
Conversely Chinese units may not leave China (exception Indo-China) without first paying PP to switch to the appropriate allied HQ first. The appropriate HQ would be whichever HQ controls the area being entered. Chinese units may launch an attack into Indo-China (Vietnam) without having to switch HQ’s, but they may not leave Indo-china except to re-enter China unless they switch HQ’s first.
Units forced to leave Manchuria/China through combat results do not have to switch HQ’s, but they must re-enter their commands territory at the earliest opportunity. Chinese units that historically went to Burma/India (9 divisions and 2 HQ's) need not pay PP to do so.
Russian naval units must remain at port until Japan attacks Russia or Russia enters the war in 1945.
4 engine bombers may not fly missions below 15,000 feet. In addition B-29's are not to be used in an anti-shipping role.
No ASW air missions below 6,000 feet. (this is an attempt to reduce the over-effectiveness of air search ASW). In addition only 1 air squadron in a carrier task force may be assigned to an ASW role. Doesn't matter if the task force has one CV, CVL or CVE, or twenty, only 1 squadron max for the task force can fly ASW. (this prevents ASW death stars from sweeping the seas clean of subs in one pass through the area by having 300+ planes flying ASW at once). Given the intent of this rule, creating 20 single CV task forces in one hex to try and get around the rule is considered gamey and shall not be done.
PT boats may not form task forces with any other ship type. Exception, they can form with cargo type vessels in order to facilitate long distance transfer moves.
Blocking a units retreat routes or isolating them to cause surrender should be done only within reason. A good rule is to use at least 25% of the defenders size. So if 20,000 troops are defending a hex, the attacker should not move less than 5,000 men into an adjacent hex to try and prevent the defenders units from retreating there. This rule is intended to prevent the gamey tactic of blocking units retreat paths and forcing them to surrender or move off the rail/road network with *ant* sized units.
Paradrops may only be conducted against a base or dot hex.
No upgrading of allied carrier group planes to corsairs until 1944.
No switching default carrier groups for other plane groups (i.e. no putting 100 fighters on a single carrier).
Max aircraft allowed at a base is 50 per point of airfield at that base. CV's are considered a level 10 base, so no more than 500 planes in an ocean hex with CV's. Land based air and CV air have seperate stacking limits, so CV's can exist in base hexes and not be considered in an overstack situation. Overstacking is only allowed due to adverse combat effects if no other bases are within rebase range due to enemy advances. For example let’s assume in the DEI Japan is closing the noose and the Dutch only have 1 airbase left to rebase to as its second to last base is about to fall. It's ok to rebase into an overstack situation rather than lose a ton of your planes on the ground at the base that is about to fall. However no more than 50 planes per airbase point should be given missions from the over stacked base.
No manual dividing of land combat units in the same hex for purposes of gaining a fatigue or morale recovery bonus. Divided land combat units that move into the same hex for any reason must recombine.
If Japan intends to attack Russia, he must activate it one week before any hostile moves or attacks may be conducted. Russia may then move and rebase units as it sees fit. Only Russian fighters and naval patrol aircraft may be given mission orders though. Russian bombers can rebase but must remain stood down until the first Japanese attack of any kind is made to simulate the local surprise Russian forces would undergo. Also Russian fighters may have no more than a 20% CAP setting.
Aircraft crew training is allowed through use of training missions and legitimate combat missions only. No rear area supply transfers or bombarding of bypassed bases to train up your crews. Legitimate missions like flying supplies over the hump into China are fine. If there is a doubt, the player need simply ask himself, am I doing this mission simply to train my crews? If the answer is yes, then it is considered a gamey tactic and should not be used.
This is a gentleman's game; players shall strive to not resorting to gamey tactics.
The Game Settings:
Realism options:
Both sub doctrines off
FOW on
Advanced Weather on
Allied Damage control on
Historical 1st turn off
Player upgrades off
December 7th surprise on
Variable set up off
Fixed reinforcements
For our house rules we are using the following:
Turn 1 rules:
Only Pearl Harbor may be port attacked on turn 1.
Allies may not move/rebase any air units on turn 1 (exception Chinese air force units), but may set missions/altitudes for all non-Pearl Harbor air units. Pearl Harbor air units are to be stood down to simulate the total surprise of the Dec 7 attack. One P-40 squadron may be put on CAP to simulate the few planes that managed to get airborne.
Only Chinese land units may have orders plotted on turn 1. No other allied land units may plot orders.
Only existing allied task forces may be moved on turn 1. No new task forces may be formed.
Japan may conduct non-historic landings on turn 1 anywhere in the SRA, Philippines area and the two northeastern most Malaya bases. All historical landings that took place in the first week or so (Guam, Wake, etc.) may also be conducted. Anywhere outside of these areas Japan may move no closer than 12 hexes of a destination base in preparation for landings on following turns.
In all cases Japan will attempt to load and land complete formations (turn 1 limitation only). If unable to do so, the largest fragment possible will be landed and no additional landings will be assigned to that formation (i.e. only 1 part of a unit may be loaded and given a destination). This is to prevent a mass landing shotgun effect strategy by many small fragments due to the unstoppable warp move on turn 1 that allows deep penetration into allied territory with no ability to respond. In all cases the sole intent of this rule is to prevent gamey play which takes advantage of turn 1’s warp move.
Japan may not conduct paradrops on turn 1.
House rules:
The Allies must form Task force Z on turn 2 and send it against the landings on Northeastern Malaya. If no landings are taking place, the task force need not be formed. Task Force Z need not be formed on turn 2 if either of the capital ships suffers heavy damage on turn 1.
Japan may never occupy Aden, Panama City or Krasnoyarsk with land combat troops. They can bomb them to the stone age but no LCU’s in those city hexes which represent the off map production of those countries.
The Chungking city hex should not be entered by Japanese land units until Changsha, Hengchow, Kweilin, Liuchow, Tuyun, Kweiyang, Kunming, Nanyang and Sian have all been occupied and are free of Chinese units and the Burma Road has been cut. This is to prevent the gamey tactic of entering the Chungking hex early and leaving behind a small garrison force thus preventing any destroyed Chinese units from reappearing at Chungking as they are intended to do.
No sub commando invasions. Cadre withdrawals or reinforcement/supply deliveries at friendly bases are fine, but no invasions by subs.
Units may not amphibiously invade from non-traditional invasion transport type ships (i.e. AP, APA, APD, LCI, LCM, LCT, LCVP, LSD, LST, etc.). Units may be transported to a friendly base via any available cargo type vessels, but invasions must be conducted via the previously mentioned vessel types, and other similar vessel types specifically designed for assaulting beaches themselves or with their accompanying landing craft intrinsic to the vessel.
Japan may ignore the rule governing ship types used for invasions until April 1st 1942, after which he must begin to comply by the rule.
For definition purposes any landings at a non-friendly base/dot hex is considered an invasion, even if other friendly troops are already ashore. Additionally troops may only invade base and dot hexes, no landings at non-base/dot hexes are allowed.
No more than 4 allied ships may be placed in an ASW type task force. There is no such limit to escorts placed inside task forces of non-ASW type.
Japanese Manchurian garrison units may not leave Manchuria without first paying PP to switch to another HQ first (any HQ will do, no sense switching to another restricted HQ, the intent is simply to lower the garrison value in Manchuria if units decide to leave).
Conversely Chinese units may not leave China (exception Indo-China) without first paying PP to switch to the appropriate allied HQ first. The appropriate HQ would be whichever HQ controls the area being entered. Chinese units may launch an attack into Indo-China (Vietnam) without having to switch HQ’s, but they may not leave Indo-china except to re-enter China unless they switch HQ’s first.
Units forced to leave Manchuria/China through combat results do not have to switch HQ’s, but they must re-enter their commands territory at the earliest opportunity. Chinese units that historically went to Burma/India (9 divisions and 2 HQ's) need not pay PP to do so.
Russian naval units must remain at port until Japan attacks Russia or Russia enters the war in 1945.
4 engine bombers may not fly missions below 15,000 feet. In addition B-29's are not to be used in an anti-shipping role.
No ASW air missions below 6,000 feet. (this is an attempt to reduce the over-effectiveness of air search ASW). In addition only 1 air squadron in a carrier task force may be assigned to an ASW role. Doesn't matter if the task force has one CV, CVL or CVE, or twenty, only 1 squadron max for the task force can fly ASW. (this prevents ASW death stars from sweeping the seas clean of subs in one pass through the area by having 300+ planes flying ASW at once). Given the intent of this rule, creating 20 single CV task forces in one hex to try and get around the rule is considered gamey and shall not be done.
PT boats may not form task forces with any other ship type. Exception, they can form with cargo type vessels in order to facilitate long distance transfer moves.
Blocking a units retreat routes or isolating them to cause surrender should be done only within reason. A good rule is to use at least 25% of the defenders size. So if 20,000 troops are defending a hex, the attacker should not move less than 5,000 men into an adjacent hex to try and prevent the defenders units from retreating there. This rule is intended to prevent the gamey tactic of blocking units retreat paths and forcing them to surrender or move off the rail/road network with *ant* sized units.
Paradrops may only be conducted against a base or dot hex.
No upgrading of allied carrier group planes to corsairs until 1944.
No switching default carrier groups for other plane groups (i.e. no putting 100 fighters on a single carrier).
Max aircraft allowed at a base is 50 per point of airfield at that base. CV's are considered a level 10 base, so no more than 500 planes in an ocean hex with CV's. Land based air and CV air have seperate stacking limits, so CV's can exist in base hexes and not be considered in an overstack situation. Overstacking is only allowed due to adverse combat effects if no other bases are within rebase range due to enemy advances. For example let’s assume in the DEI Japan is closing the noose and the Dutch only have 1 airbase left to rebase to as its second to last base is about to fall. It's ok to rebase into an overstack situation rather than lose a ton of your planes on the ground at the base that is about to fall. However no more than 50 planes per airbase point should be given missions from the over stacked base.
No manual dividing of land combat units in the same hex for purposes of gaining a fatigue or morale recovery bonus. Divided land combat units that move into the same hex for any reason must recombine.
If Japan intends to attack Russia, he must activate it one week before any hostile moves or attacks may be conducted. Russia may then move and rebase units as it sees fit. Only Russian fighters and naval patrol aircraft may be given mission orders though. Russian bombers can rebase but must remain stood down until the first Japanese attack of any kind is made to simulate the local surprise Russian forces would undergo. Also Russian fighters may have no more than a 20% CAP setting.
Aircraft crew training is allowed through use of training missions and legitimate combat missions only. No rear area supply transfers or bombarding of bypassed bases to train up your crews. Legitimate missions like flying supplies over the hump into China are fine. If there is a doubt, the player need simply ask himself, am I doing this mission simply to train my crews? If the answer is yes, then it is considered a gamey tactic and should not be used.
This is a gentleman's game; players shall strive to not resorting to gamey tactics.
The Game Settings:
Realism options:
Both sub doctrines off
FOW on
Advanced Weather on
Allied Damage control on
Historical 1st turn off
Player upgrades off
December 7th surprise on
Variable set up off
Fixed reinforcements












