VSWG vs. Gary - The Allied perspective
Posted: Sat Jul 08, 2006 3:53 pm
This thread is off limits for Gary!! Gary has his own AAR, and it is off limit for me, too, so please refrain from posting information you gained in his thread.
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I'm playing the Allies in a PBEM game against Gary Childress. The settings are:
Two things about me before I start this AAR:
1. English is not my native tongue so please be so kind as to forgive me my errors. I try to do my best.
2. I'm fairly new to WitP, war gaming in general and PBEM in particular. I bought the game a couple of months ago after browsing the forum intensely, and so far I have only played a couple of the scenarios against the AI. I know the game mechanics, and I think that by readling lots of AARs on this forum I have also gained a (vague) feeling of what is doable and what isn't in a full campaign. Because of my inexperience every piece of advice is welcome! [:)]
So lets jump right into turn 1! [8D]
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I'm playing the Allies in a PBEM game against Gary Childress. The settings are:
- WitP version 1.801
- CHS 2.05, Scen 155 (extended map, no A2A modifications, Soviets not available)
- Turn cycle = 1 day
- Allied sub doctrine = off
- Japanese sub doctrine = off
- fog of war = on
- advanced weather = on
- Allied damage control = on
- historical 1st turn = off
- player defined upgrades = on
- vary setup = off
- December 7 surprise = on
- reinforcements = variable +/- 15 days
- auto sub ops = off
- facilities to expand at start = off
- automatic air upgrades default = off
- air and ground replacements default = off
- no disbanding air units at home base and thus also no returning pilots and planes to pool (as that doesn't work anyway)
- The Japanese are not allowed to enter the Panama and Aden passages.
- Aden is off limits to the Japanese and cannot be invaded nor attacked by the Japanese.
- Japanese carriers are not allowed within 4 hexes of the entrances/exits of Aden.
- Japanese subs are not allowed within 4 hexes of the entrances/exits to Aden.
- Turn 1: Allies are only allowed to move TFs already at sea or TFs already present in a port.
- Turn 1: KB must attack PH on turn 1 and is not allowed to go after the American carriers on the first turn
- Turn 1: Japanese are only allowed to invade bases up to 15 hexes away from a friendly base and must be within "line of sight". In other words no invading the back side of islands or bases tucked away behind islands and land masses.
- Units assigned to the following HQs may only be deployed outside their command areas if they are transferred to another HQ:
- China Command HQ
- Canada Command HQ
- Kwantung Area Army HQ
- All Australian nationality Brigade and Division LCUs (without AIF units) are only allowed to move within Australia Proper and New Guinea (including New Britain but NOT Dutch New Guinea). This restriction is permanent, even if the units are reassigned to a HQ other than ANZAC Command, and still applies even if a Division or Brigade is split into smaller units.
- The Soviet Union attack must be triggered by entering hex 65,32
- The construction of at least one of the two Shinano ships MUST always be halted
- No submarine invasions for recon
- No amphibious invasions against non-dot-hexes
- No breakdown of LCU's in combat to reduce fatigue and disruption
- No single ship TFs scouting for enemy carrier TFs by triggering naval air strikes
- PT boats may not be combined with any other type ship, except when transfering to
another base - Airfield stacking limited to 50x airfield level +15 % (planes on transfer do not count). Air HQ, 500 aviation support or airbase size 9/10 negate this stacking rule. 4E-bombers always count as 2 airframes
Two things about me before I start this AAR:
1. English is not my native tongue so please be so kind as to forgive me my errors. I try to do my best.
2. I'm fairly new to WitP, war gaming in general and PBEM in particular. I bought the game a couple of months ago after browsing the forum intensely, and so far I have only played a couple of the scenarios against the AI. I know the game mechanics, and I think that by readling lots of AARs on this forum I have also gained a (vague) feeling of what is doable and what isn't in a full campaign. Because of my inexperience every piece of advice is welcome! [:)]
So lets jump right into turn 1! [8D]















