japanese opponent wanted...

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bigbaba
Posts: 1238
Joined: Fri Nov 03, 2006 5:12 pm
Location: Koblenz, Germany

japanese opponent wanted...

Post by bigbaba »

hi all,

i would like to play the allied in the big campaign. i can send at least 2 turns/day (on WE even more) and would like to start an AAR here in the forum in which both of us can write and tell to the other users how we think about the operations and battles.

my houserules are those from a veteran witp player and i post them here:

Game settings:

1 day turns
historical first turn off
allied damage control on
advanced weather effects on
reinforcements variable +-15days
PDU on
sub doctrine off for both sides
sub auto ops off

only one port attack on turn one, no overabuse of the turn one movement bonus (means no landings on turn 7 in Australia or something like that)

max. aircraft on airfield max. 50*airfield size (+about 10%) eg size 4 = max around 220 planes (around means perhaps 223 but not 238!! )

max. aircraft in sea hex = "around 450" (= 5 Essex carriers or the equivalent size 9 airfield). Can be adjusted to around 550 also if you like.

Japanese are not allowed to do strategic bombing in China! Far too easy to destroy all the ressources, HI and OIL. Japanese may bomb everything else of Allied territory.

Allied are not allowed to do strategic bombing of JAPANESE OCCUPIED ALLIED territory. This should prevent the Allied player to do suicide attacks e.g. with carriers to destroy some oil facilities (which I´ve seen enough) and for the reasons mentioned under above point. Allied may bomb everything in Japan, Korea, eastern China, Thailand = everything Japan held at 1941/12/7. If you want to starve Japan, take the bases or sink the ships!

B29 aren´t allowed on naval attack

B29 only on level 6 or 7+ airfields, this should limit them to places that were big enough in real life.

4Es on nav attack min alt 10.000 ft

ASW TF max 6 ships

PT boats max 6 at a base (1x6 PT TF or 2x3 PT TF. Not 6 TFs with single PTs!)

no sub invasions

no mini para drops. As many para drops allowed as wished but they should involve at least 500-1000 men at min.

cutting off units only with "real" combat units, not some 10 assault point base forces

no use of dozens of small barge, MSW, ... TFs to guard ports (engine can´t handle dozens of small TFs in one hex)

no exploit of dozens invasion TFs going at one base, means: if you need 300 ships for an invasion, put them into 5, 6 or 7 TFs but not in 60 TFs with 5 ships each.

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kfmiller41
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Joined: Tue Mar 25, 2003 9:00 pm
Location: Saint Marys, Ga
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RE: japanese opponent wanted...

Post by kfmiller41 »

I am assuming stock game. I will play but with the caveat that if AE comes out before we get done (maybe[&o]) I may ask to restart, depending on how things work out. Otherwise I have no problem with the house rules except I would prefer the 4e bombing at 15000 vice 10000. I notice alot of hits at 15000 ft already, can only imagine what will happen at 10000.
Feel free to send me a pm if this is ok with you. I can do CHS as well.

I am on East Coast USA and normally get a turn a day done.

regards

Ken
You have the ability to arouse various emotions in me: please select carefully.
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bigbaba
Posts: 1238
Joined: Fri Nov 03, 2006 5:12 pm
Location: Koblenz, Germany

RE: japanese opponent wanted...

Post by bigbaba »

hi ken,

i sent you a PM.
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bigbaba
Posts: 1238
Joined: Fri Nov 03, 2006 5:12 pm
Location: Koblenz, Germany

RE: japanese opponent wanted...

Post by bigbaba »

update:

i still need a japanese opponent, because ken has some real life troubles which are 1000x more important then a game and hopefully will be solved soon.

the house rules are above in the first post and at least 1 turn/day would be nice.
vaned74
Posts: 389
Joined: Sun Nov 16, 2008 11:30 pm

RE: japanese opponent wanted...

Post by vaned74 »

Hi there,
 
I am a fairly experienced WitP player, having played several campaigns as the Japanese and Allied.  It has been a while since I have been on (waiting for AE...) and had to reregister on the forums.
 
I can typically do 2 or more turns/day.[/i]
 
Your house rules look pretty good based on my past experience.  The only suggestions I would make would be as follows.  I am not stuck to any of these, just experience talking.
 
Other things I’d be open to consider:
 
1)  playing CHS or CHS NikMod – I have found NikMod to be pretty good (the latest, v9.2 I think) at air to air allowing aircraft to get through CAP and make the naval forces respect land based air.  Bad for the Japanese to start, better for them at the end of the games giving them a chance.  Some limits on AA stacking would be required though.
 
2)  2 day turns – given that AE is coming out; 2-day turns would make the game hum along faster.  It is requires a little more planning, but, my experience once going to them is they make game very exciting just from the speed at which the campaign develops.
 
1.  ASW Rules – Japanese Helen’s etc are notoriously effective on ASW (too much so).  While I agree that Japan could have done better on ASW by allocating more resources, the game’s search routines make it too easy.  I would suggest no more than 1 non-naval bomber group on ASW per airbase or something to that effect.  I have seen some good rules floating around on this and if you agree will look for them.
 
2.  ASW TF stacking –It seemed unrealistic to send these out as hunter killer groups just running over all subs in their path.  Updates to the game have helped this somewhat.  I would suggest no more than 1 per hex or 1 running a path at a time.  Helps the Japanese subs but also the allied subs once the Japanese PCs start coming in.
 
3.  Stacking limits – Perhaps something like:
                   Atolls – 25,000
                   Single hex islands – 100,000
                   Other hexes – 200,000
                   Urban hexes – 300,000
                   Exceptions: Truk (100,000)
 
                   Landing forces on the attack may bring 1.5x troops in but upon seizing the base should reduce them to 1x in 15 days.
 
4.  To slow down the pace of operations for both Japan and Allies, outside of those troops loaded on AKs on turn 1; amphibious landings by AP, APA, LS, DD, CL type ships only. 
 
5.  Engineers – the pace of building things is a little fast too; if you want a stacking guideline on engineers, I’m open to it.
 
[font="times new roman"]6.  I would also say no 4E below 7,000 on airbase attack, there is a problem with the flak from 6,000 to 7,000 ft.[/font]
 
Also, I agree on limiting first turn movement.  How about something like:
 
1)  Japan will not make any initial landing south of Rabaul; south of the Singapore-south borneo line; south of line from Sorong-Menado-Tarakan.
 
2)  Japan will not hunt Allied carriers and Jap CVs will not move east of Pearl Harbor on turn 1.  Japan limited to 2 days of strikes on Pearl then must return to Home Islands or Truk with the attacking CVs before pursuing other ops.
 
Let me know what you think.  It’s been a while since I’ve played WitP hardcore (a year or so) but I still follow everything very closely.  I’ll send some more house rules thoughts in a 2nd message.
 
-Don
 
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bigbaba
Posts: 1238
Joined: Fri Nov 03, 2006 5:12 pm
Location: Koblenz, Germany

RE: japanese opponent wanted...

Post by bigbaba »

hi don,

i found a german opponent today. thank you for your intrest and i hope you find a opponent for a intresting PBEM.


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