The War of the Training Cruisers: Kitakami (J) vs. Falken (A) - RA 4.5
Posted: Tue Jun 19, 2012 3:03 pm
Well...
After a health (or lack thereof)-enforced hiatus, I have found someone who does not mind to play as slowly as I need to nowadays. This will be a combined AAR which is intended to be a learning experience both for the players and for those with even less experience than us that care to read. Thus, ALL COMENTS ARE WELCOME but, if there is something specific that you think one of the players would prefer to keep from the other side, please PM or email the player privately.
Scenario is Reluctant Admiral, version 4.5, which is new to both of us. I have some idea regarding what to do with the Japanese economy, but I am not a great tactician. My opponent describes himself as a new hand, so it should work well, all things considered.
THIS WILL BE A SLOW GAME. Let me stress the point: THIS WILL BE A SLOW GAME. Both of us have time constraints that preclude any semblance of anything near 1 turn/day. Yet, a human opponent is always more interesting than the AI, so we have decided to give it a shot.
House Rules:
The House Rules we have settled for are:
1. No strat bombing of Industry/Oil/Refineries in China or DEI by either side. Bombing of manpower is allowed. Strat bombing anywhere else is allowed.
2. Fighters can sweep and/or fly CAP/LRCAP at best and second best manouver altitude bands only.
3. If a player feels something is gamey/amiss or is just peeved with anything for any reason, we will talk about as soon as it surfaces.
4. Amphibious assaults only at dot and regular bases. No sub-borne amphibious assaults.
5. Must pay PP to move restricted units out of the country they are currently in. Two exceptions: India Command units can enter Akyab, and Kwangtung Army units can enter Korea.
6. No transfer of American units from the Philippines to the Chinese mainland. Other commands are OK.
7. Any allied air units based in China must be supported by base force units of the same nationality. In other words, if you want to base American B-17s in China, there must be an American base force or engineer unit at the airfield with enough AV support to handle the planes.
8. No 4E naval bombing below 10,000 feet until 1943 except for seaplanes.
9. B29s cannot be used for naval attacks.
10. No New TFs can be formed on turn one. Any existing TF can be altered. This goes for BOTH sides.
11. Only one Japanese port attack on turn one.
12. 10k minimum altitude on night bombing.
13. Dutch (incl KNIL) & Phillipine land units may not be moved out of the DEI/Phillipines
14. Dutch ships must not operate in the Pacific.
15. No British ships in Pacific until 1943
16. If one of us makes a big mistake, or if there is any other discussed and agreed reason, a turn may be redone.
Interestingly, I suggested rules that limit the Japanese more than the Allies, and Falken suggested rules that limit the Allies more than the Japanese.
Settings:
Fog of War: ON
Advanced Wather Effects: ON
Player Defined Upgrades: ON
Historical First Turn: OFF
December 7th Surprise: ON
Reliable US N torpedo: OFF
Realistic R&D: ON
No Unit Withdrawals: OFF
Reinforcements: Variable +/- 15 days
Combat Report: ON
Auto Sub Operations: OFF
Task Force Move Radius: ON
Turn Cycle: 1
Plane Move Radius: ON
Set All Facilities to Expand at Start: OFF
Auto Upgrades: OFF
Accept Air and Ground Replacements: OFF
In the next few days I will be sharing my thoughts regarding Japanese production and research in this scenario. It is a very different beast from stock (even Scen 2) and DaBabes (although the database is DBB-compliant), so it DOES need studying. I wish I had Mike Solli's mind for things logistical, but I will try to apply what I have learned from others, plus a few bits of my own.
As for the name of the AAR, I will follow the example of a certain famous, and valliant, destroyer, and once in a while post about the comings and goings of the three Japanese training cruisers (in this mod): The Kitakami, the Oi, and the Kiso.
Let the war preparations begin!
After a health (or lack thereof)-enforced hiatus, I have found someone who does not mind to play as slowly as I need to nowadays. This will be a combined AAR which is intended to be a learning experience both for the players and for those with even less experience than us that care to read. Thus, ALL COMENTS ARE WELCOME but, if there is something specific that you think one of the players would prefer to keep from the other side, please PM or email the player privately.
Scenario is Reluctant Admiral, version 4.5, which is new to both of us. I have some idea regarding what to do with the Japanese economy, but I am not a great tactician. My opponent describes himself as a new hand, so it should work well, all things considered.
THIS WILL BE A SLOW GAME. Let me stress the point: THIS WILL BE A SLOW GAME. Both of us have time constraints that preclude any semblance of anything near 1 turn/day. Yet, a human opponent is always more interesting than the AI, so we have decided to give it a shot.
House Rules:
The House Rules we have settled for are:
1. No strat bombing of Industry/Oil/Refineries in China or DEI by either side. Bombing of manpower is allowed. Strat bombing anywhere else is allowed.
2. Fighters can sweep and/or fly CAP/LRCAP at best and second best manouver altitude bands only.
3. If a player feels something is gamey/amiss or is just peeved with anything for any reason, we will talk about as soon as it surfaces.
4. Amphibious assaults only at dot and regular bases. No sub-borne amphibious assaults.
5. Must pay PP to move restricted units out of the country they are currently in. Two exceptions: India Command units can enter Akyab, and Kwangtung Army units can enter Korea.
6. No transfer of American units from the Philippines to the Chinese mainland. Other commands are OK.
7. Any allied air units based in China must be supported by base force units of the same nationality. In other words, if you want to base American B-17s in China, there must be an American base force or engineer unit at the airfield with enough AV support to handle the planes.
8. No 4E naval bombing below 10,000 feet until 1943 except for seaplanes.
9. B29s cannot be used for naval attacks.
10. No New TFs can be formed on turn one. Any existing TF can be altered. This goes for BOTH sides.
11. Only one Japanese port attack on turn one.
12. 10k minimum altitude on night bombing.
13. Dutch (incl KNIL) & Phillipine land units may not be moved out of the DEI/Phillipines
14. Dutch ships must not operate in the Pacific.
15. No British ships in Pacific until 1943
16. If one of us makes a big mistake, or if there is any other discussed and agreed reason, a turn may be redone.
Interestingly, I suggested rules that limit the Japanese more than the Allies, and Falken suggested rules that limit the Allies more than the Japanese.
Settings:
Fog of War: ON
Advanced Wather Effects: ON
Player Defined Upgrades: ON
Historical First Turn: OFF
December 7th Surprise: ON
Reliable US N torpedo: OFF
Realistic R&D: ON
No Unit Withdrawals: OFF
Reinforcements: Variable +/- 15 days
Combat Report: ON
Auto Sub Operations: OFF
Task Force Move Radius: ON
Turn Cycle: 1
Plane Move Radius: ON
Set All Facilities to Expand at Start: OFF
Auto Upgrades: OFF
Accept Air and Ground Replacements: OFF
In the next few days I will be sharing my thoughts regarding Japanese production and research in this scenario. It is a very different beast from stock (even Scen 2) and DaBabes (although the database is DBB-compliant), so it DOES need studying. I wish I had Mike Solli's mind for things logistical, but I will try to apply what I have learned from others, plus a few bits of my own.
As for the name of the AAR, I will follow the example of a certain famous, and valliant, destroyer, and once in a while post about the comings and goings of the three Japanese training cruisers (in this mod): The Kitakami, the Oi, and the Kiso.
Let the war preparations begin!
