CHS - Extended Map Play
Posted: Fri Jul 01, 2005 5:31 pm
This is a game between Treespider and myself. I will be playing the Allies against Treespider’s Japanese and will be the main poster to the thread. Treespider will post his remarks as appropriate from time to time and will actively view this thread, so my remarks will be general in nature about ongoing events without going into a lot of detail about future operations.
However as this is my first venture into Andrew Brown and company’s massive modded CHS scenario, I felt some pre-game discussion about my musings wouldn’t be a problem as I haven’t really settled on my strategies yet. After much haggling and jockeying, we have settled on the below pre-game settings and rules:
We are playing scenario 155 with Andrew Browns Extended CHS map.
Turn 1 rules:
1. Only PH may be port attacked on turn 1. All the Pearl Harbor aircraft are to be stood down by the allied player on turn 1. It was a surprise attack and the ability of allied air to naval strike Japan on day 1 near pearl is ridiculous. This also helps if there is a bad escort roll for Japan by not crippling his pilot pool with heavy air losses to unrealistically high allied CAP.
2. Allies may not move/rebase any air units on turn 1, but may set missions/altitudes for all non-pearl air units.
3. Only existing allied task forces may be moved on turn 1. No new task forces may be formed.
4. Only Chinese land units may have orders plotted on turn 1. No other allied land units may plot orders.
5. Japan may conduct non-historic landings on turn 1 anywhere in the SRA, Philippines area and Eastern Malaya. 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 6 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.
Our house rules:
6. The Allies must form Task force Z on turn 2 and send it against the landings on Eastern Malaya. If no landings are taking place, the task force need not be formed.
7. Japan may never occupy the Middle East, Aden, or the Russian reinforcement city Skovorodino 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.
8. Chungking may only be entered by land combat units after all other Chinese cities except Tsuyung, Kunming, Changtu, Lanchow, Kunchang, Sining, Hami and Urumchi have been captured. Rule prevents knocking out Chinese reinforcement arrivals when a large part of the country still remains in allied hands. However Chungking must be garrisoned by at least 1 full Corps to keep this rule in effect.
9. No sub commando invasions. Cadre withdrawals or reinforcement/supply deliveries at friendly bases are fine, but no invasions by subs.
10. 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. 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.
11. 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. This is an optional rule for Japan to be used or not at the player’s discretion. The allied player must adhere to this rule at all times though.
12. 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 invasion or historical divisions (22nd, 92nd, 200th, 49th, 55th, 93rd, 28th, 38th and 29th) sent to Burma in 1942) 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.
The Game Settings:
Realism options:
Both sub doctrines off
FOW on
Advanced Weather on
Allied Damage control on
Historical 1st turn off
Player upgrades on
December 7th surprise on
Variable set up off
Fixed reinforcements
Game Options:
Combat reports on
Auto Sub ops off
Task force move radius on
Plane move radius on
Expand facilities on
Automatic upgrades off
Accept air and ground replacements on
1 day turns
Preferences:
Show Combat Animations on
Show Combat summaries on
Show Clouds on
However as this is my first venture into Andrew Brown and company’s massive modded CHS scenario, I felt some pre-game discussion about my musings wouldn’t be a problem as I haven’t really settled on my strategies yet. After much haggling and jockeying, we have settled on the below pre-game settings and rules:
We are playing scenario 155 with Andrew Browns Extended CHS map.
Turn 1 rules:
1. Only PH may be port attacked on turn 1. All the Pearl Harbor aircraft are to be stood down by the allied player on turn 1. It was a surprise attack and the ability of allied air to naval strike Japan on day 1 near pearl is ridiculous. This also helps if there is a bad escort roll for Japan by not crippling his pilot pool with heavy air losses to unrealistically high allied CAP.
2. Allies may not move/rebase any air units on turn 1, but may set missions/altitudes for all non-pearl air units.
3. Only existing allied task forces may be moved on turn 1. No new task forces may be formed.
4. Only Chinese land units may have orders plotted on turn 1. No other allied land units may plot orders.
5. Japan may conduct non-historic landings on turn 1 anywhere in the SRA, Philippines area and Eastern Malaya. 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 6 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.
Our house rules:
6. The Allies must form Task force Z on turn 2 and send it against the landings on Eastern Malaya. If no landings are taking place, the task force need not be formed.
7. Japan may never occupy the Middle East, Aden, or the Russian reinforcement city Skovorodino 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.
8. Chungking may only be entered by land combat units after all other Chinese cities except Tsuyung, Kunming, Changtu, Lanchow, Kunchang, Sining, Hami and Urumchi have been captured. Rule prevents knocking out Chinese reinforcement arrivals when a large part of the country still remains in allied hands. However Chungking must be garrisoned by at least 1 full Corps to keep this rule in effect.
9. No sub commando invasions. Cadre withdrawals or reinforcement/supply deliveries at friendly bases are fine, but no invasions by subs.
10. 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. 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.
11. 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. This is an optional rule for Japan to be used or not at the player’s discretion. The allied player must adhere to this rule at all times though.
12. 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 invasion or historical divisions (22nd, 92nd, 200th, 49th, 55th, 93rd, 28th, 38th and 29th) sent to Burma in 1942) 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.
The Game Settings:
Realism options:
Both sub doctrines off
FOW on
Advanced Weather on
Allied Damage control on
Historical 1st turn off
Player upgrades on
December 7th surprise on
Variable set up off
Fixed reinforcements
Game Options:
Combat reports on
Auto Sub ops off
Task force move radius on
Plane move radius on
Expand facilities on
Automatic upgrades off
Accept air and ground replacements on
1 day turns
Preferences:
Show Combat Animations on
Show Combat summaries on
Show Clouds on

