CHS IATB will be released, soon.
It is based on CHS with the principle: "I am the Boss" hence IATB.
I have looked into most mods seeing them all not satisfing. CHS is good, as RHS is. CHS is simple but the planes don't have accurate data. The usual handicap to the allies is used, that no DB or Torpedo carrying plane flies more than 5 hex with its dangerous payload.
RHS on the other hand is really great. It adds historc militas, gives the planes its accurate data and offers a lot of ressources. But it is also logistics orientated and forces even the allied player to spend a lot of time in micro-management, micro-management that not everyone wants to have.
What I never found in any mod was a freedom of choice I wished to have.
When all units are at maximum strength, it makes no difference whether the vehicle pool has 300 or 300.000 points in it. I've also seen AARs where some japanese player had 1000-3000 modern planes in pool.
How likely is that? Do you really think the Japs would have hunders of tanks, planes and artillery pieces standing in front of the factories without using them?
Why does the player never have the choice to decide, what ships he wants to produce? You are the boss, you may even evacuate China - but you can't decide to produce more ships of a special kind while producing less of another?
So CHS IATB is a combination of both CHS and RHS with much more freedom of choice to the player.
Significant changes of the Japanese:
I used the RHS EOS series as an orientation. So in addition to changed data and armament, Japan has many planes it perhaps should have used and which also might have been possible.
To save slots, some (useless) planes were deleted while other (obsolete) have been combined.
Me 109 Z-1
Me 109 Z-2
Ki-47 Kate (one engined bomber perfectly for training)
Ki-30 and Ki-32
A5M2 and Ki-27
All additional units have "XT" in their name. So if you don't want to use them, you can easily stop their production, halt their reinforcement and transfer them to a base far off the front to rest there to the end of the war --> Free choice!
90 additional Airgroups. Most of them are already in the game with 48 maximum size and 1 plane ready. This should help Japanese players to use the planes they have produced, even if the ordinary units are already filled up.
There are an additional 10 Tank Divisions, 30 additional CD units (I would produce as many CD guns as possible from 1943 on), 20 additional AA units and 25 additional Infantry Divisions. They all start with nothing but some support units so you have to pay for every gun, every tank and every man they get. This changes nothing of the balance in theory, as the Japanese still has to pay for it without having more industry. Only now, he'll have an immediate advantege when producing more or loosing less than usual of one good.
There are also an additional 7 carriers of the Junyo class and 2 BCs of the Amagi-class. They get completed as if they were laid down at Dezember 7th 1941. As I've hardly seen the Shinano been completed as carrier, I changed her back to a BB of the Yamato-class.
As there are no significant additional shipyards, you can only complete this additional ships by stopping others, by producing additional shipyards or converting merchant shipyards. ---> Free choice!
AA units, Artillery units, CD units and combat engineers have their size augmented. But as no unit starts with additional squads or guns, it's again the players task to produce the additional stuff! ---> Free choice!
The 8in CF gun was made mobile, the 47mm AT gun arrives one month later to avoid units spending all available armement points on turn one to upgrade their 37mm guns to 47mm.
278 29mm AA/AT upgrades to 274 40mm AA Gun (2)
USA Engineers Sqds have their build rate risen by 50% to counter the additional Japanese units at least a bit.
The Japanese player may now convert huge Freighters into MAC-Ships and CVEs.
MAC: Converting an AK to an AS converts it to a MAC. This is an AK with a simple wooden flight deck on its superstructure. Its caro space is used for spare parts, fuel and ammunition. As it has no 195 in slot 20, it is NOT able to perform offensive missions. The idea is a CVE that is only able to perform CAP - which will be necessary because of additional range of the LBs and also a Vengeance I with an impressive range of up to 17 hex. The MAC can only carry 12 planes until 1943. In 1943, all japanese planes have folding wings so the space is used more efficiantly.
CVE: Converting an AK to an AV creates a CVE with a capacity of 30 and 90 missions. This is a more sofisticated construction than the MAC which makes it more costly in consequence.
As both MAC and CVE where built quite fast, they seem way too cheap for the game balance. As the Japs have to pay for them and their planes, a veteran player may allow as many conversions as possible, while others should agree to house rules (e.g. not mor than 4 conversions per type and 6 month with no more limitations from 44 on).
Significant Changes with the Allied Planes:
P-51A added. It converts to P-51B with 10 additional planes per month
Many nations now may also use the planes there couldn't until now. For example:
The Dutch Buffalos now upgrade to Kittyhawk I instead of III
The Chinese may use the A-20 and B-25 that usually are in the pool unused by hundreds.
Many planes are produced on map now, which means that obsolete planes no longer are produced. Other planes no longer in production fill the the pool - but get no replacements.
USAAF Fighter units may now also use the Marine Fighters. I never understood why USAAF units should be at half strength while there are 500 F-4F in the pool. Now, USAAF may also use F-4F, F-4U and FM-2.
Some planes arrive earlier, some later. The spitfire e.g. is now available already in mid 42.
Replacement pilots experience:
IJAF - 1900 in pool -- 50 starting exp -- 0 replacements
IJNF - 3500 in pool -- 56 starting exp -- 0 replacements
USN - 0 in pool --76 starting exp -- 0 replacements
USA - 0 in pool --72 starting exp -- 0 replacements
USMC - 0 pool -- 74 exp -- 0 replacements
AUST - 125 -- 36 -- 50
NEW Z - 100 -- 36 -- 40
BRIT - 100 -- 39 -- 100
FRCH - 10 -- 36 -- 5
DUT - 25 -- 34 -- 5
CHIN - 0 -- 52 -- 0
RUS - 0 -- 60 -- 0
IND - 0 -- 64 -- 0
CMNW - 20 -- 32 -- 15
PHIL - 5 -- 30 -- 1
CAN - 50 -- 36 -- 25
This will make high experience more valuable. It also means that while the japanese pilot of most of 42 will be superior, all replacements after the pool is empty will be hardly able to keep the plane in the air. This will require extensive trainig.
The Langley has a capacity of 24 and carries 24 Kinfisher. It upgrades in 6/42 back to a CV with a capacity of 24 - this was made regarding the additional Japanese carriers.
PGs with heavy armement are changed to CLs or CA (depending on their guns). This should allow them to perform shore bombardement that PGs can't do and to attack more aggressive in naval battles. AMCs of both sides are also CLs now.
Most Ressources and Oil data have been took from RHS which offers more than enough of both for the Japanese if captured.
Ressource centers close to the coast but not at the coast have been transfered to harbours. I don't know a way how to take the ressources produced e.g. in Clarck Field to a harbour. If this isn't possible, what are the ressources good for then? I need to ship them to the Home Islands to use them but this can only be done when they are accessable from the sea.
Some other changes I've forgotten.
Engine production changed in a way that all needed get produced in 12/41. When I'm the boss, I wouldn't let mitsubishi engines get produces in several times the number than needed while other engines are urgently needed...
Attack northwards instead of the south?
This mod also should allow the Japanese player to decide whether to attack russia instead of the allies. In this case, a huge amount of House Rules have to be applied which will follow seperatly. But most significant: As the Japanese attack happens when the Germans are in front of Moscow, Russia can be beaten. So there's an additional base at the southern coast of Siberia with a huge number of oil, ressources and heavy industry. It must not be conquered before all of Russia (not Mongolia) is conquered. As all devies are damaged, they have to be repaired first. But when they are repaired, they represent the captured industry, oil and ressources within Russia.
The additional ships may be more than slipways available, the He-100D-1 may not have been used for good reasons, etc. This is not a mod that requires to be totally historical correct nore is that the aim of that mod. The aim is just an enhanced mod with a maximum of free choce. You may limit most of it via House Rules, you needn't use the XT units as well as the "European Russia" Base may remain unused. But if you want, you may now use them all - all your choice (and the choice of your PBEM-Opponent as it's not entended to be played against the AI).
Any suggestions to be implemented before the first release?
< Message edited by Historiker -- 2/23/2009 7:29:50 PM >
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