Sensitive top secret information may be discussed here, so no Uamaga's allowed!
I'm the Allies. Theres a humungous list of house rules... here.
- No City attacks (strategic bombing) IN or OUT of China.
- Para units must be used as whole units: meaning para unit may only be used to drop into one target at a time and must have no fragments on map before drop starts (however they may be droped into the target partially or in couple of waves turn by turn).
- No empty base training runs for pilots. Attacking troops/garrisoned bases to gather exp ok.
- 6 Ships Max in ASW TFs
- up to 6 PTs per TF. No more then 1 PT TF in defense of port <=3, no more then 2 PT TFs in defense of port <= 6, up to three in larger.
- No more then 5000 mines in defense of ports <= 3
- Aircraft stacking: no more then 50*AF-level aircrafts in AF with exception of ACs in transfer (but such ACs in excess must be set to stand down)
- 4E bombers on naval strikes at altitude no less then 15000 feet.
- no aircrafts strikes (including Kamikaze) at altitude above 30000 feets except B-29.
- no more then one army (navy/marines is OK) 2E/4E bomber airgroup at naval search per base. Same (but counted separately) for ASW mission.
- attacking large stack of LCUs a minimum of 100AV (unadjusted) must be used in the attack (to prevent cheap fort reductions and unreasonable supply burning by attacking with micro-fragments of land units)
- commando-like raids with subs or fast TFs with LCU fragments allowed against beaches and small bases (Port+AF < 4 ?). For invading larger bases "proper" units delivered on regular TFs must be used.
- offensive air-bridges should be limited to brigade size units. Offensive air-bridge means: taking the base via raid or paradrop and setting up instant airbridge to deliver mass of troops. Mass air transfer of LCUs to defended bases OK.
- subs evacs are OK
- Q: should we allow invasions in non-base hex(not even a beach)? Often overused for supply/retreat cut.. OTOH landing troops from sinking AP/AK in open terrain just to save their life looks ok to me?
- no overuse of single-ship TFs. Scattering convoys in danger to run for their lives is OK (i.e. no prob with allied shipping runnig from Manila in single ship TFs), running single TFs to deliver supply to sieged bases I think is OK too (?) but deliberately pushing single/small ship TFs (transport or warship) to soak enemy air strikes and/or to burn opponent CVs sorties is gamey big way IMO. Some common sense needed here I guess. What you think?
- no more then 4 CV TFs in single hex with no less then 2 big CV in each TF if possible (i.e. 2CV + 1CV TF (Midway like setupis OK but 3 times 1CV TF is not).
- no Corsairs operating on CV before 06/44
- 2E LBA airgroups must stay 2E except for few starting Bolo units wich can be upgraded to 4E by default
- if attacking USSR japanese player must activate soviets at least 30 days before actual attack.
- Japanese may not invade Aden (well..., no japanese ships except I-boats can enter into lanes leading to Aden/Panama (air attacks on shipping in lanes is allowed)
- japanese army DB airgroups may not upgrade to "heavy" bombers (Sally/Helen; Lily is OK).
- Kwantung Army units need to change command HQ and pay PPs to change command to be able to leave Machukuo/Korea (except in direction of Soviet Union of course
- Allied Chinese Army units must change command HQ and pay PPs to leave China (except in direction of Machukuo/Korea or Vietnamese invasion of course).
- japan units (LAND and AIR) from unrestricted commands must change command HQ (to CEA) and pay PPs when entering into China continent with exception of chinese ports controled by Japan (from Canton to Tientsin).which for this rule are treated as "belonging to both worlds" (SAA/CEA).
- allied units (LAND and AIR) must change to proper command HQ and pay PPs when entering into China with exception of AVG airgroup.
(These two last rules are somewhat experimental and intended to better simulate relative isolation of China theatre and political/logistical problems of both sides there.)
Opening/1st turn rules:
* No more then 1 japanese port attack in 1st turn (PH, Manila, Singapoure or whatever but only once)
* no more then two days of PH strikes (if any)
* KB may hang in PH/WestCoast area no more then a week, then must go back to major base (Truck, HI) but may intervene on the road back at Wake/Gilberts if needed.
* At 1st turn Allies can only change orders to TFs at sea and land units.
* no japanese invasion in 1st turn against allied bases further then 10 hexes from nearest japanese base. also japanese invasion/bombarding TFs targeting allied bases beyond 10 hexes limit must stop in 1st turn no closer then 5hexes from such base.
* Japanese player may not make proper invasions (raids are ok) outside its defensive perimeter before it get proper control over SRA.
Defensive permimeter (inclusive): Wake-Marshalls-Gilberts-Solomons-NewGuinea (excluding PM)-North Oz- Java-Sumatra-Port Blair-Rangoon
Proper control of SRA: any three out of four major bases in SRA are uncontested in japanese hands: Singapore, Manila, Batavia, Soreabaja.
* Japanese surface TFs may not cross Malacca Straits (Singapore-Sumatra) before Singapore is captured.
Proposed SETUP:
* WitP version 1.8.6
* CHS 159 scenario with proper AB map and corresponding pwhex file (common source of probs/ synch troubles...)
* Auto Subs OFF (both)
* Auto Replacements and Repairs OFF
* PDU ON
* Allied Adv. Damage Control ON
* Historical 1st turn OFF
* Surprise ON
On top of all that we got a gentlemans agreement not to use hordes of single ship TFs for the purpose of winning CV engagements (hard to have a hard rule for this as scattering convoys and such is acceptable, but we are avoiding gamey cheapness).
And another gentlemans agreement to use LCUs of at least brigade size when involved in "major operations", which is somewhat open to interpretation, but what was in mind was essentially assaulting cities and cutting off the escape routes of an army. So no commandos hitting Brisbane, no 12 squads being landed on a beach to cut off an entire army so it is "surrounded".
So hopefully a good game of reasonable historicity.