AAR-Historic Project Me as Japan against stjeand
Posted: Sun Jul 04, 2021 1:19 pm
This AAR is using stjeand's Historic Project Phase I scenario.
I am Axis, stjeand is Allies.
This mod includes a lot of modifications that make the first six months of the war follow a more historic path of conquests. I'll be covering them in more detail as they become the center of action but in general the major alterations are:
1. Landing ships are phased in over time. The sequence for arrival is 20 first turn, followed by 30, 30, 20, 20, 30, 30 and 20 on the turns that follow. This means invasion planning and use of half strength (mod includes more of these) and the 1, 2, and 3 strength garrisons are critical to taking all the islands and ports needed.
2. Ports as sources of supply and reinforcements are locked on NEI, India and Australia. Most requiring taking a large number of other ports and islands to unlock them. This will slow the overrun of DEI early in the game. And, makes setting up a strong invasion of India and Australia (and New Zealand) much more difficult.
My postings will lag where we are in the game by a few turns so that stjeand can post comments and clarifications on this thread, since he knows more about what the rule changes are and what there intent was.
Situation at Start, Dec 7th.
I only have 20 Landing Ships which means not enough to do anything near what I need to do to capture DEI and get the oil flowing. The mod compensates some for this by giving me oil from the Japanese reserves at regular intervals but I don't know what these amounts are.
The limited Landing Ships means I don't have the capacity to land large forces capable of taking anything garrisoned. So I will have to pick my targets carefully. Some like Wake Island (which is now a VP hex) will have to be taken early since if they are allowed to strength I will have to blockaded the Island. This could be dangerous since it will make an ideal targets for a weak US fleet action. I don't want my main fleet tied up in the North Pacific.
I also need to take key ports. In the S. Pacific Rabaul. In the Philippines I need Aparri in order to get army strength units into the battle. In the DEI I need to take a few key ports to block supplies to Singapore and some more in Borneo to get some oil flowing.
The raid on Pearl Harbor gets pretty average results. Sank the Pennsylvania and Tennessee. Bottomed the Nevada and W. Va.
The only other action there is to send my subs west so they can refuel ahead of time.
I am Axis, stjeand is Allies.
This mod includes a lot of modifications that make the first six months of the war follow a more historic path of conquests. I'll be covering them in more detail as they become the center of action but in general the major alterations are:
1. Landing ships are phased in over time. The sequence for arrival is 20 first turn, followed by 30, 30, 20, 20, 30, 30 and 20 on the turns that follow. This means invasion planning and use of half strength (mod includes more of these) and the 1, 2, and 3 strength garrisons are critical to taking all the islands and ports needed.
2. Ports as sources of supply and reinforcements are locked on NEI, India and Australia. Most requiring taking a large number of other ports and islands to unlock them. This will slow the overrun of DEI early in the game. And, makes setting up a strong invasion of India and Australia (and New Zealand) much more difficult.
My postings will lag where we are in the game by a few turns so that stjeand can post comments and clarifications on this thread, since he knows more about what the rule changes are and what there intent was.
Situation at Start, Dec 7th.
I only have 20 Landing Ships which means not enough to do anything near what I need to do to capture DEI and get the oil flowing. The mod compensates some for this by giving me oil from the Japanese reserves at regular intervals but I don't know what these amounts are.
The limited Landing Ships means I don't have the capacity to land large forces capable of taking anything garrisoned. So I will have to pick my targets carefully. Some like Wake Island (which is now a VP hex) will have to be taken early since if they are allowed to strength I will have to blockaded the Island. This could be dangerous since it will make an ideal targets for a weak US fleet action. I don't want my main fleet tied up in the North Pacific.
I also need to take key ports. In the S. Pacific Rabaul. In the Philippines I need Aparri in order to get army strength units into the battle. In the DEI I need to take a few key ports to block supplies to Singapore and some more in Borneo to get some oil flowing.
The raid on Pearl Harbor gets pretty average results. Sank the Pennsylvania and Tennessee. Bottomed the Nevada and W. Va.
The only other action there is to send my subs west so they can refuel ahead of time.