Updated RHS scenario descriptions_RHS Levels and Scenarios_
Posted: Mon Nov 03, 2008 11:32 am
_RHS Levels and Scenarios_
There are three levels of RHS: 5, 6 and 7.
At the present time, there are 7 scenarios each in Levels 5 and 6, and 11 in Level 7.
They are divided into three "families" each with a different order of battle philosophy.
The difference between the Levels is the map system:
*_Level 5:_* uses Andrew Brown's Extended Map System for CHS - modified
with RHS features. It should be very familiar to WitP players - although
it has Aden and Panama mini maps exactly in the form Andrew introduced
them. It has somewhat fewer units to manage than other scenarios have and it is very stable.
But it has not been updated in most respects for a long time – only gross errors are corrected.
It has fewer of the newest RHS features – and is more like CHS than other Levels.
*_Level 6:_* is almost the same as Level 5, but introduces a map edge
ship movement track - restricted to the Allies - as a proof of concept
test and an introduction to around the world shipping tracks for
players. This features a track running from the middle of the Left map
edge around the bottom of the map up to the Panama mini-map on the Right
map edge. In the middle of this track is the South Atlantic Entry Point
- at the location of Tristan da Cunha Island - where the Allies get
supplies, fuel, units, etc. Allied units may move off the Western map
edge and onto the Eastern map edge - and vice versa - pretty much
without the knowledge of the Japanese. The Japanese won't know where a
ship appearing in the Atlantic is going to go? Capetown is also on the
track. Since the shipping lanes are longer - the Allies also get more
ships to service the supplies coming from sources using them (although
they don't have to use the ships for that). Level 6 is generally updated with
respect to eratta but not all technical improvements are implemented in it.
It also served as the foundation for Nemo’s Empire’s Ablaze long ago.
*_Level 7:_* is very different in several respects - but most of the map
remains the same. The differences are along the East, West and South map
edges. Here you have new Aden and Panama mini maps - and a brand new
concept of a Madagascar mini map. Australia and New Zealand are "shrunk"
by about 20% - and since they were too large by 20% that is not a big
problem - it makes tactical aircraft ranges in Australia more
reasonable. This gives room for a complex network of ship tracks in the
SW map corner - approaches to Madagascar from New Zealand, Australia and
the Central Indian Ocean - as well as from South Africa. The Axis ARE
allowed in the ship tracks in this area - except at the SW corner - from
there to Panama the Axis may not sail ships. There is also a new Panama
mini map - with the Caribbean in it - and tracks permit moving ships
from New Orleans down the South Atlantic or West of South America down
the Eastern South Pacific. The Allies get still more ships in Level 7 -
including Queen Mary and Queen Elizabeth - who are forbidden to transit
the Panama Canal (but other ships can transit it). The Axis CAN also
attack the Panama mini map - if they are total fools - no restrictions.
[The Madagascar mini-map is restricted to CL and below for the Axis -
and whatever they can carry. Vichy French forces - about a division
worth of horrible colonial troops, a squadron of fighters, a squadron of
bombers, a few air detachments, four submarines, two colonial sloops,
one AMC, a few transports - stuff like that.]
RHS is rich with technical and chrome features - many of limited
operational value and some very significant. You will find USN blimps -
complete with MAD gear and radar - and their single .50 cal HMG and pair
of DC - able to "fly" for 48 hours. You will find midget submarines,
kaiten, M6A1 bombers for submarines, gliders with tugs on both sides,
heavy four engine transports on both sides, ultra long range recon
aircraft variants of the B-24, AA rockets, ASW rockets,
the first ESM set in any form of WitP - the list is hundreds of items
long. More significantly perhaps is that RHS gives players options not
possible in a single scenario situation:
For example there is the matter of the Russians. They can be just like
other forms of WitP - we call them "Russian Passive Scenarios." Because
they have problems - the Russians are unable to move their units,
control construction, feed bases by sea which have no rail connection to
the main economy, and if the Japanese start a war the Russians may be
frozen in place - we also have scenarios in which the Russians are
"active but not belligerent." In these the Allies may start the war in
the North - or the Axis can - and when is up to them to decide (both of
them). UNTIL they go to war - there is NO war - and so you set planes
not to attack, etc. Uncertainty prevails - and is a reason for Japan not
to let its garrison be too weak - airplanes and ships as well as troops
should cover the North - or the risk is high. The problems of passive
Soviets are addressed - but no one has to deal with them - they can also
choose passive scenarios. [One problem is that Soviet subs may not be
used until summer 1945 in passive scenarios - for technical reasons.]
Another sort of choice in RHS is: do you want a campaign as it really
evolved, including major changes to shipbuilding programs - a carrier
oriented war? [If yes choose CVO "family" scenarios] do you want a
campaign as it really was planned, by both sides, and probably as it was
likely to occur - a battleship/cruiser oriented war? [If yes choose BBO
"family" scenarios] do you want a campaign in which Japan is better
organized and planned than history - either for fun or because you want
to play the Allies against an AI controlled Japan - and AI needs a
stronger hand to be a challenge? [If yes choose EOS "family" scenarios]
Late changes in Level 7 ONLY include new submarine durability values,
ASW values, carrier deck armor values, and created a consistent standard
for carrier durability. The deck armor system is intended to make armor not on the flight deck less effective.
The scenarios families - and they exist in every level - are:
*_CVO FAMILY_:*
In the CVO family ships that can appear as carriers OR as gun ships will
appear as carriers. Thus, Shinano appears as a CV, Ibuki appears as a
CVL, and all the Independence class CVLs appear in CVL form rather than
CL form. These are just examples - there are many similar matters.
*_RHSCVO_:* Carrier Oriented scenario: this is like CHS - on which RHS
is based - and similar to stock campaign games. It is the war as it
happened OB wise. Complete with major changes made after Midway, Coral
Sea, etc. The Russians are PASSIVE so this is just like CHS in that regard.
*_RHSRAO_:* This is virtually the same as RHSCVO except the Russians are
active. There are technical differences: the biggie being that the
Allies can control Soviet submarines before summer, 1945 - along with
all other Soviet units.
*_RHSCAIO_:* This is virtually the same as RHSCVO except that there are no interior river ports or naval units assigned to them. There are technical differences oriented to helping AI do better. These were not very successful. AI can NEVER control the Allies well. AI can NEVER control the Japanese well after August 1943. AI does not “remember” most of the settings after a few days. This scenario is retained as a training device for players wanting to try CVO without being embarrassed by a skilled human opponent.
*_BBO FAMILY_:*
In BBO family ships that can appear as carriers or as gun ships will
appear as battleships or cruisers. Thus, Shinano appears as a BB, Ibuki
appears as a CA, and 3 of the Independence class CVLs appear in CL form.
These are just examples - there are many similar matters.
*_RHSBBO_:* Battleship Oriented scenario: this is similar to CVO or CHS
except with respect to ships. The ships appear in the form they were
planned before the war - or early in 1942 before naval thinking changed
on both sides. If Pearl Harbor, Coral Sea and Midway had not been so
decisive and clear in favor of showing carriers to be supreme - or if
leaders had not been so flexible - this is the more likely way the war
would have been equipped. I regard this family as in some ways more
historical than CVO family - if what is probable counts. BBO is a
Russian ACTIVE scenario.
*_RHSRPO_:* This is virtually the same as RHSBBO except the Russians are
passive. All the problems with passive Soviets are present, but those
who like the original WitP system can play on familiar terms. Because
the Soviets are passive, their submarines do not appear until summer,
1945 (AI does not understand Soviet submarines are Soviet - because the
game was designed without any. Matrix did change code so Soviet ships
now behave properly - but not subs.)
*_RHSPPO_:* This scenario DOES NOT EXIST in Level 7 (it was replaced by EBO).
It is IDENTICAL to RHSBBO except BOTH sides get extra
political points AND many units appear assigned to home commands. YOU
must PAY the price to assign them forward. But you don't have to send
them to the same forward area they went to IRL. Your game war is not
tied (somewhat irrationally) to decisions in the real WWII - when your
war is not developing the same way. Identical means identical, so the
Soviets are ACTIVE.
*_EOS FAMILY:_*
_*RHSEOS:*_ This is the Empire of the Sun - or Japan Enhanced Scenario.
Japan forms a joint planning committee on mobilization in July 1941.
This committee is modeled on the real one that planned the invasion of
Malaya. It is allowed that JAAF and JNAF share aircraft on a more
rational basis, and that service cooperation in general is more
rational. The IJA does NOT build aircraft carriers or submarines for
example. The steel, engines (and slots) for them are used for Navy ships
(the carriers tend to appear as tankers). More ships are built in CVL
form vice CVS form. Some German aircraft which were licensed are
produced (notably a version of the Me-109 - and now we will add the
Ju-88 - both of which had Allied code names - but neither of which
served in units in Japan IRL). A radical difference is this scenario
assumes Admiral Yamamoto was able to get IJA support for his vision of
an invasion of Hawaii - and so the game starts not only with a stronger
Japanese force - but a stronger Japanese strategy that wholly changes
the focus of operations - making the conquest of the SRA far easier.
Like RHSPPO, both sides get lots of political points - and many units
start assigned to home commands. Needless to say, this is a Soviet
ACTIVE scenario. The Allies do respond to this greater threat in several
ways: more planes go to PTO - more CL appear as CVL - big ships like
Midways appear sooner as smaller ships (Essex) - or Alaska's appear as
CAs - etc.
_*RHSAIO:*_ This is virtually identical to RHSEOS except it is designed
for AI to control Japan. That means the Soviets are PASSIVE. It also
means there are NO interior river systems (a feature of ALL OTHER
scenarios) - because AI cannot deal with them properly. That in turn
means river ports are not ports, there are no river fleets or supporting
shipyards, etc. The ALLIES have the extra political points (and units
assigned to home commands) of RHSEOS or RHSPPO - but the AXIS have few
political points and units assigned to historical commands (because AI
won't use a lot of points - and it won't assign units to reasonable
theaters). This is the ONLY RHS scenario really suitable for AI to be
used - and ONLY Japan really can be properly controlled by the AI.
_*RHSEEO:*_ This is the Evil Empire Option. Japan decided to do what
the Allies thought/assumed she did IRL - plan for war long term. There
is a rationale for this - going back to 1937 - and because of the
planning - Japan can do things somewhat better (although it cannot have
any more steel, hp in engines, etc, it can cast them in different
forms). This is being worked up at this time - and is out in a beta form
for comments. It is RHSEOS with a still stronger Japan. There are some
Allied reactions to that - particularly in terms of aircraft sent to PTO.
_*RHSEBO:*_ This is the Evil Battleship Option. This is similar to EEO except the London Naval Treaty expires on 31 Dec 1932 and a naval arms race occurs in PTO. It features more modern battleships and cruisers – and loses a number of WWI and pre dreadnaught era vessels in partial compensation. The Dutch get the first of their battlecruisers built in its earliest designed form – and they lose the ancient coast defense ship Soerabaja. They also build two modern CLs – and lose the WWI era Sumatra and Java. The RN builds the KGVs with triple 15 inch guns instead of 14 inch quads and twins. They also build the Lion and the Temeraire (sort of RN Iowas) late in the war. Unicorn is recast as a repeat Implaccable and takes the name Irresistible from the follow on Audacious class. The first Audacious is built with that name – to the first design (no raised hangers necessitating redesign in midwar) – but the rest are cancelled. USN builds all six Alaskas, the last two Iowas, and starts the war with two more North Carolinas (named Ohio and Maine). It also takes over a Russian ship (approved IRL but not built) after the German invasion – and gets a near North Carolina with a different layout. They build an extra Brooklyn CL and a Wichita every year before the war (adding 3 of each). Three additional CLs appear as Independence class CVLs (CVL-58 Reprisal, CVL-59 Wrignt, CVL-60 Crown Point). Japan only retains the Nagato and Mutsu – all the other battleships are scrapped and replaced by Fujimoto class ships with three triple 16s of the same type as the Nagato’s twins. The Yamato appears with three triple quad 16s – the same gun again – and it appears just slightly sooner (the first ship in time for the start of hostilities) – but only two more Yamato’s are laid down (players may suspend Musashi and Shinano of course). The BC are built in their first design form – and are named Amagi and Tosa. There are a few other revisions – Japan starts certain aircraft production sooner (and loses total plane count for types replaced) – the Allies get even more planes sent to PTO than in EEO (with some out year impacts on land reinforcements – the war in ETO lasts longer).
_* RHS Scenario <rhs_files.htm> Files <rhs_files.htm>*_
_*RHS Download links <download_links.htm><*_
There are three levels of RHS: 5, 6 and 7.
At the present time, there are 7 scenarios each in Levels 5 and 6, and 11 in Level 7.
They are divided into three "families" each with a different order of battle philosophy.
The difference between the Levels is the map system:
*_Level 5:_* uses Andrew Brown's Extended Map System for CHS - modified
with RHS features. It should be very familiar to WitP players - although
it has Aden and Panama mini maps exactly in the form Andrew introduced
them. It has somewhat fewer units to manage than other scenarios have and it is very stable.
But it has not been updated in most respects for a long time – only gross errors are corrected.
It has fewer of the newest RHS features – and is more like CHS than other Levels.
*_Level 6:_* is almost the same as Level 5, but introduces a map edge
ship movement track - restricted to the Allies - as a proof of concept
test and an introduction to around the world shipping tracks for
players. This features a track running from the middle of the Left map
edge around the bottom of the map up to the Panama mini-map on the Right
map edge. In the middle of this track is the South Atlantic Entry Point
- at the location of Tristan da Cunha Island - where the Allies get
supplies, fuel, units, etc. Allied units may move off the Western map
edge and onto the Eastern map edge - and vice versa - pretty much
without the knowledge of the Japanese. The Japanese won't know where a
ship appearing in the Atlantic is going to go? Capetown is also on the
track. Since the shipping lanes are longer - the Allies also get more
ships to service the supplies coming from sources using them (although
they don't have to use the ships for that). Level 6 is generally updated with
respect to eratta but not all technical improvements are implemented in it.
It also served as the foundation for Nemo’s Empire’s Ablaze long ago.
*_Level 7:_* is very different in several respects - but most of the map
remains the same. The differences are along the East, West and South map
edges. Here you have new Aden and Panama mini maps - and a brand new
concept of a Madagascar mini map. Australia and New Zealand are "shrunk"
by about 20% - and since they were too large by 20% that is not a big
problem - it makes tactical aircraft ranges in Australia more
reasonable. This gives room for a complex network of ship tracks in the
SW map corner - approaches to Madagascar from New Zealand, Australia and
the Central Indian Ocean - as well as from South Africa. The Axis ARE
allowed in the ship tracks in this area - except at the SW corner - from
there to Panama the Axis may not sail ships. There is also a new Panama
mini map - with the Caribbean in it - and tracks permit moving ships
from New Orleans down the South Atlantic or West of South America down
the Eastern South Pacific. The Allies get still more ships in Level 7 -
including Queen Mary and Queen Elizabeth - who are forbidden to transit
the Panama Canal (but other ships can transit it). The Axis CAN also
attack the Panama mini map - if they are total fools - no restrictions.
[The Madagascar mini-map is restricted to CL and below for the Axis -
and whatever they can carry. Vichy French forces - about a division
worth of horrible colonial troops, a squadron of fighters, a squadron of
bombers, a few air detachments, four submarines, two colonial sloops,
one AMC, a few transports - stuff like that.]
RHS is rich with technical and chrome features - many of limited
operational value and some very significant. You will find USN blimps -
complete with MAD gear and radar - and their single .50 cal HMG and pair
of DC - able to "fly" for 48 hours. You will find midget submarines,
kaiten, M6A1 bombers for submarines, gliders with tugs on both sides,
heavy four engine transports on both sides, ultra long range recon
aircraft variants of the B-24, AA rockets, ASW rockets,
the first ESM set in any form of WitP - the list is hundreds of items
long. More significantly perhaps is that RHS gives players options not
possible in a single scenario situation:
For example there is the matter of the Russians. They can be just like
other forms of WitP - we call them "Russian Passive Scenarios." Because
they have problems - the Russians are unable to move their units,
control construction, feed bases by sea which have no rail connection to
the main economy, and if the Japanese start a war the Russians may be
frozen in place - we also have scenarios in which the Russians are
"active but not belligerent." In these the Allies may start the war in
the North - or the Axis can - and when is up to them to decide (both of
them). UNTIL they go to war - there is NO war - and so you set planes
not to attack, etc. Uncertainty prevails - and is a reason for Japan not
to let its garrison be too weak - airplanes and ships as well as troops
should cover the North - or the risk is high. The problems of passive
Soviets are addressed - but no one has to deal with them - they can also
choose passive scenarios. [One problem is that Soviet subs may not be
used until summer 1945 in passive scenarios - for technical reasons.]
Another sort of choice in RHS is: do you want a campaign as it really
evolved, including major changes to shipbuilding programs - a carrier
oriented war? [If yes choose CVO "family" scenarios] do you want a
campaign as it really was planned, by both sides, and probably as it was
likely to occur - a battleship/cruiser oriented war? [If yes choose BBO
"family" scenarios] do you want a campaign in which Japan is better
organized and planned than history - either for fun or because you want
to play the Allies against an AI controlled Japan - and AI needs a
stronger hand to be a challenge? [If yes choose EOS "family" scenarios]
Late changes in Level 7 ONLY include new submarine durability values,
ASW values, carrier deck armor values, and created a consistent standard
for carrier durability. The deck armor system is intended to make armor not on the flight deck less effective.
The scenarios families - and they exist in every level - are:
*_CVO FAMILY_:*
In the CVO family ships that can appear as carriers OR as gun ships will
appear as carriers. Thus, Shinano appears as a CV, Ibuki appears as a
CVL, and all the Independence class CVLs appear in CVL form rather than
CL form. These are just examples - there are many similar matters.
*_RHSCVO_:* Carrier Oriented scenario: this is like CHS - on which RHS
is based - and similar to stock campaign games. It is the war as it
happened OB wise. Complete with major changes made after Midway, Coral
Sea, etc. The Russians are PASSIVE so this is just like CHS in that regard.
*_RHSRAO_:* This is virtually the same as RHSCVO except the Russians are
active. There are technical differences: the biggie being that the
Allies can control Soviet submarines before summer, 1945 - along with
all other Soviet units.
*_RHSCAIO_:* This is virtually the same as RHSCVO except that there are no interior river ports or naval units assigned to them. There are technical differences oriented to helping AI do better. These were not very successful. AI can NEVER control the Allies well. AI can NEVER control the Japanese well after August 1943. AI does not “remember” most of the settings after a few days. This scenario is retained as a training device for players wanting to try CVO without being embarrassed by a skilled human opponent.
*_BBO FAMILY_:*
In BBO family ships that can appear as carriers or as gun ships will
appear as battleships or cruisers. Thus, Shinano appears as a BB, Ibuki
appears as a CA, and 3 of the Independence class CVLs appear in CL form.
These are just examples - there are many similar matters.
*_RHSBBO_:* Battleship Oriented scenario: this is similar to CVO or CHS
except with respect to ships. The ships appear in the form they were
planned before the war - or early in 1942 before naval thinking changed
on both sides. If Pearl Harbor, Coral Sea and Midway had not been so
decisive and clear in favor of showing carriers to be supreme - or if
leaders had not been so flexible - this is the more likely way the war
would have been equipped. I regard this family as in some ways more
historical than CVO family - if what is probable counts. BBO is a
Russian ACTIVE scenario.
*_RHSRPO_:* This is virtually the same as RHSBBO except the Russians are
passive. All the problems with passive Soviets are present, but those
who like the original WitP system can play on familiar terms. Because
the Soviets are passive, their submarines do not appear until summer,
1945 (AI does not understand Soviet submarines are Soviet - because the
game was designed without any. Matrix did change code so Soviet ships
now behave properly - but not subs.)
*_RHSPPO_:* This scenario DOES NOT EXIST in Level 7 (it was replaced by EBO).
It is IDENTICAL to RHSBBO except BOTH sides get extra
political points AND many units appear assigned to home commands. YOU
must PAY the price to assign them forward. But you don't have to send
them to the same forward area they went to IRL. Your game war is not
tied (somewhat irrationally) to decisions in the real WWII - when your
war is not developing the same way. Identical means identical, so the
Soviets are ACTIVE.
*_EOS FAMILY:_*
_*RHSEOS:*_ This is the Empire of the Sun - or Japan Enhanced Scenario.
Japan forms a joint planning committee on mobilization in July 1941.
This committee is modeled on the real one that planned the invasion of
Malaya. It is allowed that JAAF and JNAF share aircraft on a more
rational basis, and that service cooperation in general is more
rational. The IJA does NOT build aircraft carriers or submarines for
example. The steel, engines (and slots) for them are used for Navy ships
(the carriers tend to appear as tankers). More ships are built in CVL
form vice CVS form. Some German aircraft which were licensed are
produced (notably a version of the Me-109 - and now we will add the
Ju-88 - both of which had Allied code names - but neither of which
served in units in Japan IRL). A radical difference is this scenario
assumes Admiral Yamamoto was able to get IJA support for his vision of
an invasion of Hawaii - and so the game starts not only with a stronger
Japanese force - but a stronger Japanese strategy that wholly changes
the focus of operations - making the conquest of the SRA far easier.
Like RHSPPO, both sides get lots of political points - and many units
start assigned to home commands. Needless to say, this is a Soviet
ACTIVE scenario. The Allies do respond to this greater threat in several
ways: more planes go to PTO - more CL appear as CVL - big ships like
Midways appear sooner as smaller ships (Essex) - or Alaska's appear as
CAs - etc.
_*RHSAIO:*_ This is virtually identical to RHSEOS except it is designed
for AI to control Japan. That means the Soviets are PASSIVE. It also
means there are NO interior river systems (a feature of ALL OTHER
scenarios) - because AI cannot deal with them properly. That in turn
means river ports are not ports, there are no river fleets or supporting
shipyards, etc. The ALLIES have the extra political points (and units
assigned to home commands) of RHSEOS or RHSPPO - but the AXIS have few
political points and units assigned to historical commands (because AI
won't use a lot of points - and it won't assign units to reasonable
theaters). This is the ONLY RHS scenario really suitable for AI to be
used - and ONLY Japan really can be properly controlled by the AI.
_*RHSEEO:*_ This is the Evil Empire Option. Japan decided to do what
the Allies thought/assumed she did IRL - plan for war long term. There
is a rationale for this - going back to 1937 - and because of the
planning - Japan can do things somewhat better (although it cannot have
any more steel, hp in engines, etc, it can cast them in different
forms). This is being worked up at this time - and is out in a beta form
for comments. It is RHSEOS with a still stronger Japan. There are some
Allied reactions to that - particularly in terms of aircraft sent to PTO.
_*RHSEBO:*_ This is the Evil Battleship Option. This is similar to EEO except the London Naval Treaty expires on 31 Dec 1932 and a naval arms race occurs in PTO. It features more modern battleships and cruisers – and loses a number of WWI and pre dreadnaught era vessels in partial compensation. The Dutch get the first of their battlecruisers built in its earliest designed form – and they lose the ancient coast defense ship Soerabaja. They also build two modern CLs – and lose the WWI era Sumatra and Java. The RN builds the KGVs with triple 15 inch guns instead of 14 inch quads and twins. They also build the Lion and the Temeraire (sort of RN Iowas) late in the war. Unicorn is recast as a repeat Implaccable and takes the name Irresistible from the follow on Audacious class. The first Audacious is built with that name – to the first design (no raised hangers necessitating redesign in midwar) – but the rest are cancelled. USN builds all six Alaskas, the last two Iowas, and starts the war with two more North Carolinas (named Ohio and Maine). It also takes over a Russian ship (approved IRL but not built) after the German invasion – and gets a near North Carolina with a different layout. They build an extra Brooklyn CL and a Wichita every year before the war (adding 3 of each). Three additional CLs appear as Independence class CVLs (CVL-58 Reprisal, CVL-59 Wrignt, CVL-60 Crown Point). Japan only retains the Nagato and Mutsu – all the other battleships are scrapped and replaced by Fujimoto class ships with three triple 16s of the same type as the Nagato’s twins. The Yamato appears with three triple quad 16s – the same gun again – and it appears just slightly sooner (the first ship in time for the start of hostilities) – but only two more Yamato’s are laid down (players may suspend Musashi and Shinano of course). The BC are built in their first design form – and are named Amagi and Tosa. There are a few other revisions – Japan starts certain aircraft production sooner (and loses total plane count for types replaced) – the Allies get even more planes sent to PTO than in EEO (with some out year impacts on land reinforcements – the war in ETO lasts longer).
_* RHS Scenario <rhs_files.htm> Files <rhs_files.htm>*_
_*RHS Download links <download_links.htm><*_