Well, looks like my other opponent is going on vacation for two weeks. And since we all know, that a day without at least one WitP PBM move in the mail-box is a day lost
, I would like to start a new game ...Do not get me wrong please - I am looking for a long term "second" game, not a stop gap "quickie"
Any one of the CHS scenarios will do for me.
Settings:
Japanese Sub Doctrine - OFF
Allied Sub - your call
FOW - ON
Adv. Weather - ON
Allied DC - ON
Hist. 1st Turn - On or OFF (my preference is off - if coupled with surprise off)
Vary Setup - OFF
Dec. 7 Suprise - ON or OFF (my preference is off - if coupled with Hist 1st off)
Reinforcements - Static
Combat Reports - ON
Combat Animation - ON
Auto Sub Ops - OFF
All Facilities NOT set to Expand
Upgrades/Replacements - OFF
1 day turn
PDU - ON
House rules:
I am as much open for an "everything goes" game as for some "balancing" rules. In the latter case, those HR should be treated as re-negotiable during the game, to keep the "loosing" side in it and the game interesting for both sides. And what is more: Both sides adapted their respective strategies and options along the course of the war.
First turn options:
IMHO we could do the historic first turn with surprise, or both off.
In the latter case, both players are free to make any movements as each sees fit. Including things like evacuating PH or the KB going Carrier hunting.
However, the following restrictions will apply:
a) IJF player may perform any invasions to locations as in the "historical/surprise" situation. No other invasions are allowed.
b) Those invasions are optional
c) IJF player may change dispositions for those "historic" invations at his own discretion
d) IJF player may divert existing invasion TFs to different locations to invade at the next move if historic - or after at least 3 more moves if not , but is not allowed to create new TFs to invade new locations the next day. (Something like sending a TF to the vicinity of Cagayan to invade next day).
f) Allied player will not perform or prepare invasions on his own (including loading troops and supplies) til the 20th of Dec. 41. Evacuations, reinforcements etc are fine.
g) - optional - If you think it is useful, the IJF will not innitiate troop relocations by air or sea transport to other locations, than those of the "historic" invasion places in the first move. In this case the allied player is denied the same option for the first move.
h) - Port attacks - IJF launches three port strikes (PH + Naga + Guam) in Suprise start. IJF is allowed to perform three attacks wherever appropriate (bombardment or air).
a) Bases
Any base can be taken any time (after the first move restrictions expire) till 1.1.43 without a requirement to keep a garrison in place. Beyond that - except for the odd auto conversion - garrisons are required. The allied player will only use his "Raider" units for hit and run invasions behind enemy lines or within enemy controlled areas. Sub and Para invasions/landing are a valid option this way.
b) Air Units
1 - IJF player will not "upgrade" light bomber units beyond Lillys or Lilly upgrades - untill mid 44
2 - Allied player will not "upgrade" single or dual engine units to 4E units, unless these units have the option to upgrade to 4E - like in a PDU-Off situation that is.
3 - Corsairs are not deployd to USN carrier service till 1.1.44. RN Carriers may use early Corsair models at the allied players discretion.
4 - The AVG is restricted to Burma, India and China (these chaps are pretty much overrated anyway)
5 - Strategic bombing of the Japanese home islands may commence starting third quarter 1944 from Chinese bases. Except for one go earlier to emulate the "Doolittle Raid"
6 - All allied air units - except US AAF - will require PPs to move into China and conduct other operations than transport
7 - IJF will use historic AC on carriers only - till say mid 45 (in case any CVs are left). Unless allied player allows otherwise.
8 - "Stacking" of air units at a base is limited to 50 AC of any description per airfield size plus 50 floatplanes. Zero size bases or "dots" can hold up to 50 Floatplanes. Surplus AC are to be set to "training level 0". Both sides have about 7 moves to "resolve" the issue at startup.
c) Ground Units
1 - Russia stays neutral till activaded by the game engine. All allied units entering russian territory are interned for the duration of the game and may not participate in any fighting unless attacked.
2 - China and Mandshuria.
Option a - Units of both Commands and all chinese troops - are free to move.
Option b - Mandshuria units require PPs to move to China and Chinese troops require PPs when moving west of the border. If the latter is agreed, I would request to make the Chinese Communist units static - which is quite historical, since the quite usefull "Mongol" units have changed to the Manshuria command since 2.02 and the Garrison requirements are very much increased/original LCU composition decreased
No non-chinese allied LCUs - except those in support of air units - may enter China without paying PPs - including the Chinese units in Burma at start up. If forced to China, the units go neutral (no combat, no replacements, moving behind the front lines if possible) unitl PPs are payed.
3 - LCU stacking - for Atolls and and single hex islands, I am open for suggestions. Probably some sort of connection between base points and combat units allowed. Would add a lot of strategical head aches for where and when property improvements should be attempted [;)]
d) Naval Units
1 - ASW "Hunter - Killer" TFs are restricted to 6 or 8 ships of any type.
2 - Units of AG, PT or any sort of landing ship types may not move beyond their defined endurance unless escorted by ships with sufficient fuel (plus/minus 2 hexes). If those escorts get sunk, and the escorted units cannot reach a friendly port within their remaining fuel, those units will be scuttled at the next possible move.
3 - IJN Subs will not carry any other AC than Glens.
4 - Any surface war ship starting with DE/DD classes may not be replenished at bases with less than a port size of 2 (two). Unless at least one AE, AD, AO (any support ships, excluding AV/AVD/AR) type ship is present and "Docked" (with or without supplies). In case some sort of "automatic" replenishment occurs, those ships affected will stay put for two moves.
5. PT stacking in a port should be limited
6. Single ship TFs are limited to 3 per hex - including ports - after 1.1.42. Does not apply for subs or damaged ships.
e) AAR
Both players may start an AAR on the WitP message board. Each player may state the character of this - or any other related thread - off limits for the opponent or not.
Final:
If "consolidated", all agreed upon "house rules" are subject to negotiation, to keep the game challanging and interesting for both sides.
If "histrory" or "gamey" becomes a question, the message board or "The West Point Military History" series of publications will settle any disputes.
And of course bring along any books and references available - may add another "learning curve" -even though these sources are not considerd "final" if not agreed upon
Uff. That was that.
Let me know what you think. I am of course open to any changes and suggestions.
Cheers



