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War In the Pacific: AH [Feeler Thread]
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Old 29 May 2010, 20:23   #1 (permalink)
Shas'O
 
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Default War In the Pacific: AH [Feeler Thread]



The year is 1936 and the Empire of the Rising Sun is in the ascendant for the creation of an Asian Co-prosperity Sphere in the Pacific, the war in Europe is yet to get underway and Japan has only begun to flex its nationalistic muscle in China after the incident at the Marco Polo bridge.

How will history develop? Will Japan be able to fulfill its ambitions and will colonial leaders be able to get along with this rising power? You are the leaders, you dictate how history will Unfold.



While using the Axis and Allies Pacific map, I intend to rewrite a set of rules to create a more realistic aspect to the game where players will essentially fight in realtime, although the map itself will only be updated weekly and results will only be calculated at those times between powers.

A minimum of three players will be required to play (up to 5 unique nations, and no maximum on number of sub generals to a faction)

The game is not purely militaristic, with multiple victory conditions between the different nations;

Japan:
  • Control 36 land regions to form the Greater East Asia Co-Prosperity Sphere.
  • Create a lasting peace for over 4 years with the other powers
  • Overtake the US in industriousness (at any time)
  • Knock out any 2 powers (capture and hold their capitals for 1 year) from the game.

Britian:
  • Retain control of India for 10 years
  • Transfer enough industry to the War in Europe and retain control of all claimed territories (for at least 1 year)
  • Capture 3 new territories and make peace with all other powers (for at least 1 year)

China:
  • Recapture territories in East Asia (Manchuria, Shantung, Korea, Taiwan, Hainan and hold for at least 1 year.)
  • Gain an industriousness of greater than Britian or ANZAC powers (at anytime) and make peace with Japan

ANZAC:
  • Retain control of all claimed territories for at least 10 years
  • Gain an industriousness of greater than Japan, so long as Japan is at least half that of the United States
  • Capture any two of the regions (purple) in Indonesia and hold for 5 years and maintain peace with all other powers.

United States:
  • If at war with any powers they may begin work on the Manhattan Project*, if completed they automatically win, regardless of alliances.
  • Have an industriousness of greater than the sum of all other powers played.
  • Remain neutral for 10 years.

At any time two powers may negotiate and an alliance if they have not been at war for more than 1 year, which allows both powers to win if either power wins any of their objectives, however any two of the objectives must be met (from both lists) for this to be met.

Base Concepts
The map:
The map describes territories, both land and sea. Land territories are available for land units to move, attack and defend. While sea territories are available for naval units. Air units must be based at either airbases or carriers. Both have a limited number of aircraft that they can support. Either defined by the carrier that you build, or by the airfields home territory.

For instance the airbase capacity on Japan is 5 times that of the airbase on the Soloman isles when at war.

Some territories have specific colours. The Soviet Union is neutral to all powers for the game and is grey. Japanese Claimed territories are red-brown, Chinese Yellow, and marked with Chinese symbols for those regions that the Japanese claim. Britian, Dark Green. US blue, and ANZAC light green at the outset of the game. There are also territorial waters that must be owned alongside land areas for territorial victories.

Territories with specifics such as cities, airfields and docks may be individually garrisoned, thus preventing full control of a region.

Your industriousness in peace time is simply calculated by adding up the number of territories, dockyards, Industrial Plants (respective level), major cities +1 (count as two each), and minor cities.

In wartime, you may add the territories respective warnumber to this value. Your industriousness is this number squarerooted, multiplied by a constant to generate your industriousness denoted by the parameter, I.

Industriousness is the only form of 'resource' all units/divisions/facilities have an upkeep you may choose to cut the units off from resupply in order to spend industry elsewhere. Placing production orders or pouring industry into research is how it is 'spent' to obtain game resources.

Retaining industry from earlier turns allows you to afford more equipment later in the game if need be. Better equipment costs more to research and produce than less advanced equipment.

Units:
Units are to be moved as divisions or armies, each with their own compersion of forces as chosen and designed by you. These will be represented on map by a suitable division marker that I will save on the picture image for updates and motion every week (probally on a sunday).

Technologies in this game will be represented by expenditure of industriousness towards different technologies including unit design to represent advances in military equipment used in the conflicts of the time. Designing new units incures a time and industry cost to create prototypes meaning that new advances cannot be immediately capitalised on.

Gaining an extra 'point' towards new technologies works on a geometric industriousness cost. e.g. 1,2,4,16,25 from a baseline cost. If you only have Rank 0, in any particular technology you have no capacity to build units with that type of attribute.

Types of units include:
  • Structures: Airbases, Dockyards, Field fortifications, Industrial Plants, Radar Antenna
  • Infantry: Infantry, Commandos, Anti-tank, Anti-air, Artillery, Shock Infantry
  • Cavalry/Armour: Cavalry, Vehicles, Armoured Vehicles, Tanks
  • Surface Vessels: Patrol Boats, Destroyers, Cruisers, Battleships, Aircraft Carriers, Transport ships
  • Submarines: Submarines
  • Fighter Aircraft: Spotter Aircraft, Fighter Aircraft
  • Bombers: Attack Aircraft, Strategic Bombers

Different units have different attributes, for instance Vehicles have a mobility attribute that infantry don't have (they can only move at a fixed rate), and cavalry are not armed with turrets, armour etc.

The difference in technology and veterancy (units that spend time training/incombat gain upto a +2 bonus for their experience) determines the level of casualties incured on different sides, likewise using more than one division to attack a territory incures supporting bonus to the attackers. Defenses grant bonus to defenders along with doctrines which will govern how divisions fight (such as falling back if outmatched in combat).

Battles continue in a region until it is fully suppressed, either side retreats or surrenders, cities/facilities are put under siege by the attacking forces (defenders may still incure causalities from bombardment however, even if the position isn't being assaulted.)

Regions can be Held, Contested or Fought Over. A held region is one in which there are now enemy ground forces present, a contested region is one where their is enemy forces present, but they might be under siege, such regions produce half as much to the major occupiers, or regions may be fought over, if only one division on each side is present in fighting over a territory, then the region produces nothing towards the war effort.

Major occupiers are the faction with the most divisions (not men) deployed to a region. Each division has a fixed cost to maintain, hence making lots of little divisions costs more in upkeep compared to a few larger ones.

Divisions must be supplied by trucks or supply ships, theirfore the creation of logistics divisions are required. A logistic division is mainly comprised of transports, it takes ~1 supply vehicle for every 100 personale, or 1 supply ship for every ~1000 men/10 ships. Logistic divisions must create an unbroken chain to the nearest city otherwise a division becomes cut off and fights at -1 effectiveness for every week it is cut off.

Nationhood and Public Support:
Historically, Japan was a fascist power, China was split by Democracy and Communism, while the US, GB and ANZAC were Democratic states. These each have their own effects on industry and war weariness.

If a nation ever has it's war weariness level get above 80% it must sue for an armistice during the next week or suffer a 'coup etate' which removes the player from the game (however an observer may step into the power vacuum if they wish to continue the game.) If a 'coup etate' occurs that player goes into a defacto 'neutral' status with other powers and those powers may not engage in new offensives against that power.

War weariness is calculated by the number of casualties add a modifier for losing cities and territory (in proportion to their wartime worth). War weariness also increases slowly for each week the nation is at war with another nation.

Democracies are more strongly effected by war weariness than Japan or Communist China.

War weariness can be combatted by printing propaganda which is a one time bonus, that decreases with effectiveness everytime it is conducted.

Espionage:
Players will have the opportunity to conduct espionage missions with either spies or commandos gathering information about another players turn orders, full division lists, or sabotage industry or research.

Special Rules:
Japan may convert figher aircraft or scouts into attack 'kamikaze' craft, that only may be used once, but gain a +1 to their levels of maneuverability.

China may not produce heavy equipment if the Burma road is broken and incure a -20% to their industrious if it should become broken.

China player/players may choose to back either the Communists Communist Party of China (CPC), or the Kuomintang (KMT) (defaults to the KMT) Communism is less industrious, but suffers less war weariness. The KMT represents a Democratic government structure.

The US, only gets its 50 bonus if attacked by another power to bring it into the war. If not, its industriousness grows by 1, every week upto the max of 55 baseline for wartime production to represent going from a peacetime state to a wartime state.

GB will need to contribute to the War in Europe and will take a 20% industry hit on the respective dates.

Players will have full opportunity to build new facilities in territories they own, but this takes time (on the order of months) and a good deal of industriousness to do so. Doing so adds these extra facilities to the game map (which will be displayed within reason).

*The Manhattan Project is a special research that has a fixed cost, but it is a game research. The project may not start until the War in Europe begins, and the War in the Pacific has started between America and any other powers.

[hr]

That was the brief overview. If your interested or have questions, please let me know. I intend to begin this game in one weeks time if their is enough support. The time scale will be roughly 1 month to a week so four times real life speed I guess, however we could speed it up if players would prefer bi-weekly updates.

Gen
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Old 29 May 2010, 20:47   #2 (permalink)
Shas'El
 
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Default Re: War In the Pacific: AH [Feeler Thread]

Wow, Gen I have to say that this looks pretty impressive and I'm definately interested in taking part since my exams are just about finished and it's nice to have the time to do something like this (of course assuming that you want me :P ). I'd just like to ask if there are any key events that we have to follow or is it pretty much free run from 1936 how we go? For example, are Pearl Harbour and Midway set battles as well as the times in which the various countries declare wars and alliance, because it might become inbalanced if U.S.A. is never attacked.
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Old 29 May 2010, 20:47   #3 (permalink)
Shas'El
 
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Default Re: War In the Pacific: AH [Feeler Thread]

I was actually just waiting for something like this to come out. I am off to the US for a while so I was hoping a good strategy would come out. I am up for it, I reckon I will need a bit more conformation on the rules, but I am open to playing UK, ANZAC or China.

Edit: How open ended is this, Is it essentially Japan vs everyone else?
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Old 29 May 2010, 20:49   #4 (permalink)
Shas'O
 
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Default Re: War In the Pacific: AH [Feeler Thread]

I adore TO's A&A games. I'm very interested. Are the rules for this one available online? I've never played the Pacific variant.
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Old 29 May 2010, 21:14   #5 (permalink)
Shas'O
 
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Default Re: War In the Pacific: AH [Feeler Thread]

Quote:
Originally Posted by Silk Spectre
Wow, Gen I have to say that this looks pretty impressive and I'm definitely interested in taking part since my exams are just about finished and it's nice to have the time to do something like this (of course assuming that you want me :P ). I'd just like to ask if there are any key events that we have to follow or is it pretty much free run from 1936 how we go? For example, are Pearl Harbour and Midway set battles as well as the times in which the various countries declare wars and alliance, because it might become inbalanced if U.S.A. is never attacked.
Apart from the Marco Polo Bridge incident that brings Japan into War with China and the War in Europe beginning when it does historically, there will be nothing to prevent you from recreating history or taking your own take on history.

Pearl Harbour you can create if you want (same date or different), Midway might never happen, but the tipping naval battle might be at Wake instead.

[hr]

It is not Japan vs everyone else. Each of the powers have their own victory conditions scaled, it should be as easy for China to gain a victory, as America to become the Economic giant it did.

Of course this war can be won by Australia and New Zeland if they take territories in Asia and emerge as the new powerhouse in Asia.

What rules in particular would you like to know in more detail Jonga?

[hr]

The rules are online (and their are a variety depending on the particular game), and ours will follow a very similar format, however I would like to introduce a technological aspect to the game. Essentially the above tells you everything you need to really know except the hard numbers of things.

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Old 30 May 2010, 14:36   #6 (permalink)
Shas'La
 
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Default Re: War In the Pacific: AH [Feeler Thread]

I'll play anyone if thats cool with you. Am I assuming that its going to use the same units and rules as the other A&A games?
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Old 30 May 2010, 15:43   #7 (permalink)
Shas'O
 
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Default Re: War In the Pacific: AH [Feeler Thread]

Not quite.

The game mechanics will be different for the incorporation of technology into the game. However the ideas of mobility, 'blitzing' and the role of industry being spent to gain units are pretty much the same, building industrial plants etc.

You will still have 'divisions' facing off against other divisions, however you will have vastly more opportunity as to how a division relates to another division, allowing more complex manovers.

There is also the ability to conduct commando raids and missions and a 'partial information' background which means you won't have perfect information about the game state at any time.

There isn't much if any great extra complication added to the game, the aspects mainly referring around distributing some industry towards technological developments and the compersion of divisions for different roles.

I hope that answers your question.

Gen
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Old 31 May 2010, 01:15   #8 (permalink)
Shas'El
 
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Default Re: War In the Pacific: AH [Feeler Thread]

Quote:
Originally Posted by Genmotty
greater opportunity as to how a division relates to another division, allowing more complex manoeuvres
Does the game still use the A&A template for combat resolution? or are you changing that, so that you can have divisions with greater strategic options?


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Old 31 May 2010, 13:34   #9 (permalink)
Shas'O
 
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Default Re: War In the Pacific: AH [Feeler Thread]

Yo is the answer to that. The combat mechanic works the same but, bit different...

It's different in the sense that you can build Tanks, Anti-aircraft guns, and commandos as separate units and they act in division groups, hence like building Anti-aircraft guns as static defenses is changed so that they are now divisionally based and give the division a chance to shoot down aircraft when under attack from air units, rather than the region itself.

Hence you want your divisions to have some kind of balance between all the different unit types to function effectively. That's the 1st change. Air 'wings' are still 'air units' (but can be comprised of the Tactical Bombers, Fighters, Strategic Bombers etc.) Sea 'fleets' are still 'sea units' but likewise the different units are all comprised into a fleet and that effects the overall statistics of the unit.

Hence taking the example of an Air wing based out of Japan, it could be comprised of 40 A6M Zeros, 16 Mitubisi G4Ms and 5 Ki-12s, thus giving it the opportunity to conduct bombing missions exactly like v.A&A using the G4Ms statistics, or we could take the Zeros and Ki-12s and average the statistics of them (with respect to the numbers of each type of unit (therefore the statistic will be closer to that of the A6Ms)) to act as escorts or air guards.

In this sense the game is not simply about production numbers and deployment, but also the progression of technology.


The 2nd change is how divisions take casualties. The 'battle strip' has been replaced by an analogous 'casutiles list' and 'engagement range'. When divisions 'face off' they compare their respective unit profiles. Like they would on the battlestrip. Then the system will use a d10 system to work out the casualties between each sides divisions, the difference in the unit profiles giving bonus to each side.

So for instance if we just had a division of only Japanese Imperial Soldiers of 1,500 men (damage lv. 1), vs 1,000 Chinese conscripts (lv. 0 in everything), and 500 Chinese KMT Soldiers (damage lv. 1) the Japanese will be in general scoring causalities on a +1 compared to the Chinese. Both divisions would roll, add their modifiers, then the loser takes casualties in units of (10% -1%*Range of engagement) (of the division, again numbers weighted) for the difference.

In the Japanese division, their damage is +1 all round, in the Chinese forces they only have a +0.33 strength all round. Say that the Japanese player rolls a 4, and the China player rolls a 3. They add their modifiers creating 5 and 3.33 respectfully. The Japanese player has won (5 - 3.33) = 1.66, therefore The Chinese will lose 16.6% of their division.

Therefore the Chinese division after combat has 417 KMT Soldiers and 834 Conscripts left.

If at any point a division is reduced to less than 20% of the other division* (the one it is fighting) it must retreat/surrender(if it can't retreat to a friendly location for whatever reason) at the next possible opportunity, or fight to the death next round (which slows down the attacker as the unit fights to the last (and may win many battles doing so and be rescued later!)). A unit reduced to <10% of the other is automatically overrun and defeated.

Numbers always round DOWN on casulities (that is say this was a sea battle between two ships, the other ship would have to score >50% causalities to sink the other ship)

There are more attributes on a units profile than there are in the standard mechanic, armour allows you to shrug off damage of other divisions, and range allows you multiple attacks (rolls) in a single battle each one being calculated in sequence, so say that one division had range 2, against a range 0 division, the range two division would get two 'free' attack rolls against the range 0 division with the units that had the larger range. Hence artillery can 'soften' enemy forces ahead of the attack, however it inflicts proportionally less causalities, the longer the range (as do all attacks). This is where the 'engagement range' comes in when giving orders.

*Hence having large amounts of infantry is key to not becoming overrun, with other units increasing the effectiveness of the division, even if they are in smaller numbers.

Things kept from the standard mechanic

Well taken in sequence of play, we have our repair phase, it works exactly the same way, you spend industry, and can repair facilities, ships can be repaired for free however (at a docks).

In the combat phase, combat movement phases and non-combat movement phases are retained, along with the rules for various units about amphibious assaults and 'blitzing' with tanks and mechanised infantry. Again the same order. Air-->sea-->ground. Same movement rules and everything.

So generally the play is in the same method, but the specifics have changed for much greater depth.


The only things that have really changed is how the 'battle strip' works, and the unit profiles, along with the addition of a few new rules. Of course things like range bring in a new dynamic as you might only decide as an attacker if you have lots of artillary to advance to 'shelling range' during your go, rather than commit the entire division.

Remember that the other player might have the opertunity to counter attack in the same region on their go too, and they might decide to roll in a fresh division against yours!

Gen
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Old 31 May 2010, 22:14   #10 (permalink)
Shas'El
 
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Default Re: War In the Pacific: AH [Feeler Thread]

I'm interested, where can i find the stats for specific units?
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