From: Sunderland, UK
In stock WITP, one of the patches created a "what if" first turn button when you decided on an automated "historical first turn"
there were four choices, historical, infield (placing the US carrier forces close to Pearl), outfield (resulting in the us carrier force being able to hit Wake in turn 1 and spreading out the air squadrons out a bit) and Home Plate (the japanese dream resulting in the carriers being at port);
will this be in AE too?
Will you provide instructions for setting up the following (or a similar) scenario? If differs from stock with the KB starting in Kure and Yamamoto resigning in favour of Yonai.
"This is a 'limited war' scenario, where the surprise
attack on Pearl Harbor does not take place. Japan instead
adopts a strategic defensive in the Eastern Pacific,
planning to defeat the US Fleet in a "Great All-Out Battle"
in the Western Pacific. The Japanese planning instead
concentrates on capturing the Greater East Asia Co-Prosperity
Sphere before America's War Plan Orange reaches the Western
Pacific, and counts on American war-weariness to make the
American Government willing to negotiate.
Meanwhile, the US Navy implements War Plan Orange. The
American goal is to reach the Philippines or Taiwan and
establish a close blockade of Japan before American
war-weariness forces the US Government to negotiate a
treaty. This is the campaign the US Navy expected and
Victory Conditions: If the Allied player has a sea line
of communications (a continuous path with air superiority)
between North America and a fleet base in the Philippines
or Taiwan and from there to a forward base in the Ryukyus,
Korea, or Japan by 31 January 1944, he wins a decisive
victory. If this requirement is met by 30 April 1944, it
is a regular Allied victory. By 31 July 1944, a marginal
victory, by 31 October 1944, a draw, by 31 January 1945,
a Japanese marginal victory, by 30 April 1945, a Japanese
regular victory, and by 31 July 1945 or later, a decisive
Japanese victory. Note that the scenario currently ends early.
If at any time, the Japanese player attacks Allied forces
present in a hex in Alaska, the Hawaiian Islands (excluding
Midway), or continental North America, the Allied player
has an additional two years (just so) to meet his requirements
for a victory. Note that raiding the American sea lines of
communication is allowed.
Armistices can be offered by either side at any time. The
side offering the armistice must abide by it if it is accepted.
The other side can withdraw from the agreement with 90 days
notice. If Japan takes Calcutta, Delhi, Bombay, or Karachi,
problems keeping the Indian opposition suppressed and dissent
in the Indian military force the British in India to offer
an armistice on the current lines of contact. If accepted,
this means no offensive operations by either side in India,
Burma, or Ceylon. If the Chinese capital is taken or Japan
accepts this forced armistice with the British, the Chinese
offer a similar armistice."
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." firstname.lastname@example.org