A few RHS questions

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ny59giants
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A few RHS questions

Post by ny59giants »

I am 10 ten days game wise into a PBEM with John III playing scenario 71, RHSRAO, and have a few questions.

1) The significant reduction in endurance for Allied CA & CL (except Dutch and mainly with American). I have some American DD's with more endurance than my cruisers. Why such a drastic cut back??

2) American economy - Is there a negative effect of having bases running in the pink (those that are, are less than 5,000)?? If so, what is it??

3) No re-spawning of CA/CL. I've lost the Boise & Marblehead to torpedo attacks and when I looked them up, they did not come back. This will change my strategy to some degree. Was this done because there were not extra hulls laid down??

4) River usage - Those who are playing a game, any advise on how to use it effectively as an Allied player??

I probably have more, but these came to mind today.[:D]
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RE: A few RHS questions

Post by TulliusDetritus »

1) the reduction of Japanese ships endurance is even more drastic. I guess El Cid Again wanted to make naval operations more realistic.

2) they will be in pink until summer or so. You still can load supplies and send them elsewhere though. You just don't have astronomical quantities of supplies unlike all the other mods or stock (I mean, when the war starts).

4) use the barges to move supplies, that's all: a few thousands of supplies can make the difference in x base (numbers in red/orange or not). Same thing in India: you may send supplies to the Burmese-Indian border.
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RE: A few RHS questions

Post by ny59giants »

Forgot to ask about Russian units, especially ships. We are playing with Russians active, but not at war. Any suggestions on House Rules for the use/movement of the Russian naval units??  I see a handleful of AK's on the West Coast.
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RE: A few RHS questions

Post by eloso »

ORIGINAL: ny59giants

Forgot to ask about Russian units, especially ships. We are playing with Russians active, but not at war. Any suggestions on House Rules for the use/movement of the Russian naval units?? I see a handleful of AK's on the West Coast.

Maybe you and your opponent can agree to this:

When you need to make a supply run with the Soviet navy you notify him so he can stand his bombers down in the area to prevent accidental attacks. Give him the general path they will take and then let him know when the operation is concluded.
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el cid again
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RE: A few RHS questions

Post by el cid again »

There should be suggested rules in the RHS Manual - which I am about to review and revise to make more current.

There are certainly threads which discuss this in the archive.

Basically - both sides have to act like they are not at war in the North! You cannot be setting planes to attack - land or sea - in range of the Soviets (or vice versa). If you do attack - you may be at war! So - there are problems with this: as IRL - and I do not apologize for them: that is the point entirely. Work em out. Until you cannot do so any more - and then you ARE at war!

I recommend setting fighters as interceptors - or even CAP - or both. It is legit to intercept enemy raids - so do so - that is defensive.

I recommend forbidding enemy air activity over own land or waters - but tolerating recon flights (which risk being shot down - and being shot down I do not consider a basis for war - although it is a technical state of war). You may forbid recon if you wish - ANY plane over my territory means we are at war - but I don't think that is the way it was IRL - nor indeed the way it should be. But it is YOUR game - your opinion is the one that counts!

The big problem is submarines: Soviet subs are NOT Soviet in WITP! [At least ships are now Soviet - Matrix changed the code just for this.] But subs seem to think they are USN. So keep Soviet subs in port - or give proper notice of their couse so they can sail unmolested. If in port, and if under human control, they are not a problem.

A lesser problem is patrol planes. If Soviet subs are in port, Japan need not fear attacking them with patrol planes set on ASW Patrol. But Soviet ASW planes will attack IJN subs. So range restrict them - or never set ASW patrol for Soviet aircraft - or some combination. And also - don't be sending Axis subs into Soviet waters! If you do - maybe it is fair they get attacked! Far more difficult is surface ships: you need to agree where they are allowed - where not? And set your planes (range restrict and/or mission restrict) so they won't be attacked. And when/if something goes wrong - be a diplomat - and give in - stuff like that. Messy - as IRL. Which is consistent with my design intent.

Active Russians is a gift to the Allies. It means the Japanese must really have a real garrison - including air force - in the North. It means the Japanese do not have a monopoly on deciding when there is war in the North. It means the Japanese are not restricted to a particular opening hex - or the Russians remain frozen even when attacked. It means the Soviets can control construction and deployment - and can feed outlieing bases by sea. It means the Russians can move ships to different places - even the USA - and merchants SHOULD BE moving to the USA and back regularly - they did IRL. So the Soviets should be very polite and helpful in exchange for all this - and should not allow any air attacks on anything. Maybe recon though - say one plane one time per day - or less.

Since Japan does not want war in the North early in WWII - it needs to act like it.
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RE: A few RHS questions

Post by el cid again »

ORIGINAL: ny59giants

I am 10 ten days game wise into a PBEM with John III playing scenario 71, RHSRAO, and have a few questions.

1) The significant reduction in endurance for Allied CA & CL (except Dutch and mainly with American). I have some American DD's with more endurance than my cruisers. Why such a drastic cut back??

REPLY: Ranges in general - also fuel and cruising speeds - for ALL ships of ALL nations - are reset - to their actual values if known. They were "almost nuclear powered" and wrong. Some large DDs have fair endurance, but in general cruisers are better. And the Japanese boilers were horrible efficiency wise - and they also designed for a defensive war - assuming they didn't have to go far to the fight. Try IJN if you want to feel really restricted!


2) American economy - Is there a negative effect of having bases running in the pink (those that are, are less than 5,000)?? If so, what is it??

REPLY: Yes - any place with less than 10,000 supply will NOT repair up industry. But a big number in the pink (bases need 60,000 plus their real requirement to get out of the pink in the West Coast area) is not a problem, ever.


3) No re-spawning of CA/CL. I've lost the Boise & Marblehead to torpedo attacks and when I looked them up, they did not come back. This will change my strategy to some degree. Was this done because there were not extra hulls laid down??

REPLY: Glad to hear it. Ships don't respawn IRL. I use respawn for minor vessels - because we lack slots for thousands of them - and went to a lot of trouble not to respawn big ones. But I did give you ALL of them! Players didn't like not getting six Essex class carriers for example - so you get em all - but none ever respawn. If I did it as intended.


4) River usage - Those who are playing a game, any advise on how to use it effectively as an Allied player??

I probably have more, but these came to mind today.[:D]

Look up old threads on rivers. Rivers permit you to move FAST - compared to marching overland. They permit you to flank or supply where the LOC do not exist - or are blocked. And you can attack river craft with aircraft. You also can defend river TF with aircraft. Some places you have minor navies on rivers - and some places both sides do. There you can have a micro naval war! Essentially - you want total control of an interior river system: wipe out the enemy - protect your ships from his air - and exploit it as much as you can!

EXTERIOR rivers are different - treat them like long arms of the sea - so you can run supplies to Hankow/Wuhan - where you need them - or even gunship support. This is the same as IRL - and I love to use exterior rivers to flank coastal defenses in rear. If you invade Darwin, use the river to take bases in its rear - if unguarded. Same at Normanton and the Norman river. Make the enemy fear his defense - and try to defend everywhere - spread him out.

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RE: A few RHS questions

Post by Mac Linehan »

quote

There should be suggested rules in the RHS Manual - which I am about to review and revise to make more current.

Looking forward to the new manual, Sid.

Mac
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RE: A few RHS questions

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I completely concur with the comment regarding the steaming radius of the Japanese ships!  Holy Cow!  Suddenly I need to be looking for AOs wherever I send the Fleet.  Michael has no room to complain when a FEW ships have that issue for him when, for me, it is the ENTIRE Fleet!
 
The names of the Japanese units are driving me NUTS!  I have landed what I thought were Aviation units to find that they are contruction units.  Then my Engineer units have been re-tooled.  These issues are leading me to be much more careful with my DEI operations.  I've landed several strong infantry units that I THOUGHT should take a base only to have to call in reinforcements.
 
Couple the units changes with an all new and unfamiliar map and one might feel like they are playing an entirely NEW game.  This is how it feels to me at the moment.  Do not get me wrong because I am enjoying it...
 
Is there ANY excel spreadsheet or charted out cheatsheet regaridng Japanese aircraft for this scenario?  There are so many changes to existing planes as well as new ones that I do not even KNOW where to begin.  Add to that engine choices for these planes and life gets rather confusing...  Any chance for help here?
 
John
 
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RE: A few RHS questions

Post by ny59giants »

I think John also wants the cheatsheet on the Allied bases that have the "beefed up" CD units after his landings at Ambonia. [:D][:D]  Having that many guns fire repeatedly is taking its toll on his shipping assets. [;)]
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RE: A few RHS questions

Post by el cid again »

ORIGINAL: John 3rd

I completely concur with the comment regarding the steaming radius of the Japanese ships!  Holy Cow!  Suddenly I need to be looking for AOs wherever I send the Fleet.  Michael has no room to complain when a FEW ships have that issue for him when, for me, it is the ENTIRE Fleet!

The names of the Japanese units are driving me NUTS!  I have landed what I thought were Aviation units to find that they are contruction units.  Then my Engineer units have been re-tooled.  These issues are leading me to be much more careful with my DEI operations.  I've landed several strong infantry units that I THOUGHT should take a base only to have to call in reinforcements.

Couple the units changes with an all new and unfamiliar map and one might feel like they are playing an entirely NEW game.  This is how it feels to me at the moment.  Do not get me wrong because I am enjoying it...

Is there ANY excel spreadsheet or charted out cheatsheet regaridng Japanese aircraft for this scenario?  There are so many changes to existing planes as well as new ones that I do not even KNOW where to begin.  Add to that engine choices for these planes and life gets rather confusing...  Any chance for help here?

John

RHS Engines are explained on a new thread for RHS Support just posted. Each represents a power range - and if I get my way they will cost proportional to power some day. This way engines of the same name are also of the same power range - and might reasonably be substituted for each other (and some were). The later 3 types are more powerful (of course) - and later planes tend to want them (of course). The Mitsubishi is a very tiny engine - and you don't need to make any - ever: I just reduced the pool from 500 to 300 as well. You will NEVER use em all. The only problem is - if you try to retool the only factory making them - it might never make any of the new ones. [It is hard for a minor location to repair up and produce] A minor location should make no more than 30 engines (it never makes that many - so going for more is a waste of supply points) - and a major location I never set to more than 60 engines of a given type (although I think you can go to 120 sometimes in some places and it will sort of work - sometimes). Engines are the big bottleneck for you - and you will find huge aircraft capacity of zero value if you are making 0 or 2 engines!

Aircraft are very tricky and complicated. I LIKE many obsolescent aircraft - and remember there are special loadouts in RHS. A unit with K in its name (or [K] after its name) has ASW weapons - and it will be more effective hunting subs than anything you can upgrade to - until you get true ASW aircraft. I NEVER upgrade the ASW specialist B4 or E7 air units until they get the new ASW types. I also think training units should be used for - gasp - training - so I let em fly Ki-27s or some other old aircraft - which helps avoid the temptation to send em into the line - until the war is lost - when they would go in and did IRL. I try to control where new planes go - by setting most units NOT to upgrade and doing it all by hand. That way I get the planes where I need em soonest. Think about the planes: a Ki-57 is SUPERIOR to all others for paras - it delivers small packages and it flies fast - so more of your force makes it through. An H8K2-L is superior to a G5N2-L for cargo or trooping. But an H8K2 patrol plane is almost as good - so I ONLY fly civilians with the -L - the DNKKK is an airline. The navy transports I upgrade to patrol planes - and they can then fly ANY mission. I like the M6A1 "submarine" bomber so much I use it for NON submarine air units! [It is a Judy with floats FYI] Use the planes appropriately - and focus production on what is available that is useful. Be moderate - and you won't waste HI points - nor supply points repairing up plants - on things you won't get or cannot really use. You are limited in pilots - so don't man too many planes - give em good planes and good tactics - value your pilots and help em stay alive. WITP even has pilot rescue rules - learn about em and station subs or units and plan missions so they will live!
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RE: A few RHS questions

Post by John 3rd »

I wish I would have known about the engines BEFORE I raised production!  Great...
 
Is there ANY sort of handbook beyond the RHS book I have read that details these changes?  It would REALLY help to know PRIOR to making changes!
 
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RE: A few RHS questions

Post by Mifune »

Changes were happening with RHS so fast it was hard to keep up with let alone document.
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RE: A few RHS questions

Post by el cid again »

ORIGINAL: John 3rd

I wish I would have known about the engines BEFORE I raised production!  Great...

Is there ANY sort of handbook beyond the RHS book I have read that details these changes?  It would REALLY help to know PRIOR to making changes!

Almost everything is discussed in Forum threads. Further, these can be searched electronically, by author and topic.

Let me add the following about engines: there are two different names! The name you sometimes see - in brackets - is the one I want to use. It is the "Ha number" of the joint Army-Navy designation system. It is soft coded and often appears - together with the other name. But there is also the WITP original name - the Manufacturer. This name appears alone sometimes - in some reports players see. It is HARD CODED and always appears. You may or may not see Mansyu [Ha-40] - but you will always see Mansyu. I put the original name in the soft coded name so you can recognize it when it appears alone because code ignores what I type. The Ha number used is also historical in that it is the most common engine in any given size range - except for the Mansyu case - where only a single engine is meant - and then it is exactly that engine (Ha-40 is DB-601a in German usage).
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RE: A few RHS questions

Post by ny59giants »

Two more questions that I have.
 
First, is there any usefulness to having a/c capacity on Allied Repair ships?? I notice some have significant amounts (I know I cannot launch planes from them).
 
Second, I see that some of the B-17E/F's have 1000lb AP bombs vs GP bombs. The penetration value of those will allow me to get through the armor of CA's, but not BB's. Or can BB's be penetrated by these??
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RE: A few RHS questions

Post by el cid again »

ORIGINAL: ny59giants

Two more questions that I have.

First, is there any usefulness to having a/c capacity on Allied Repair ships?? I notice some have significant amounts (I know I cannot launch planes from them).

REPLY: Seaplanes will fly from these ships. If you play BBO family scenarios, the AV appaer in CS form - as orignially designed - with catapults. Probably carrier aircraft will as well (Zeros will).

Second, I see that some of the B-17E/F's have 1000lb AP bombs vs GP bombs. The penetration value of those will allow me to get through the armor of CA's, but not BB's. Or can BB's be penetrated by these??

REPLY: Wether or not you penetrate is a function of die roll (classic GG design). So you will SOMETIMES penetrate a BB with effect. It also depends on what you hit. Not everything has the same armor. In general, units with AP weapons are effective vs armored ships (or hard targets). GP loadouts are better for all other targets.

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