Looking for 1 on 1 opponent: CHS 2.05
Moderators: wdolson, Don Bowen, mogami
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GaryChildress
- Posts: 6933
- Joined: Sun Jul 17, 2005 3:41 pm
- Location: The Divided Nations of Earth
Looking for 1 on 1 opponent: CHS 2.05
I've played some PBEM, made a few mistakes, done a few things correctly. I probably rank somewhere around or close to "intermediate" PBEM player and am willing to play either Japanese or Allies.
I would like the following game settings although am willing to negotiate some (of course the game settings listed are objectively, universally, absolute, perfection! [:D])
I would like to keep house rules to a bare minimum. The only house rule I prefer is no disbanding air units at home base and thus also no returning pilots and planes to pool (as that doesn't work anyway)
My preferred settings are:
WitP version 1.801
CHS scenario 155 (Andrew's "standard" map)
Turn cycle = 1 day
Allied sub doctrine = off
Japanese sub doctrine = off
fog of war = on
advanced weather = on
Allied damage control = on
historical 1st turn = on
player defined upgrades = on
vary setup = off
December 7 surprise = on
reinforcements = variable +/- 15 days
auto sub ops = off
facilities to expand at start = off
automatic air upgrades default = off
air and ground replacements default = off
Thanks for any interest. [:)]
I would like the following game settings although am willing to negotiate some (of course the game settings listed are objectively, universally, absolute, perfection! [:D])
I would like to keep house rules to a bare minimum. The only house rule I prefer is no disbanding air units at home base and thus also no returning pilots and planes to pool (as that doesn't work anyway)
My preferred settings are:
WitP version 1.801
CHS scenario 155 (Andrew's "standard" map)
Turn cycle = 1 day
Allied sub doctrine = off
Japanese sub doctrine = off
fog of war = on
advanced weather = on
Allied damage control = on
historical 1st turn = on
player defined upgrades = on
vary setup = off
December 7 surprise = on
reinforcements = variable +/- 15 days
auto sub ops = off
facilities to expand at start = off
automatic air upgrades default = off
air and ground replacements default = off
Thanks for any interest. [:)]
RE: Looking for 1 on 1 opponent: CHS 2.05
Gary, senario 155 will use Andrews extended map. Just letting you know. [:)]
- DuckofTindalos
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- Location: Denmark
RE: Looking for 1 on 1 opponent: CHS 2.05
Looks like you'll have to use the extended map, Gary...
We are all dreams of the Giant Space Butterfly.
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GaryChildress
- Posts: 6933
- Joined: Sun Jul 17, 2005 3:41 pm
- Location: The Divided Nations of Earth
RE: Looking for opponent 2.0
Oops, thanks guys...
Looking for opponent 2.0 [:D]
I would like to keep house rules to a bare minimum. The only house rule I prefer is no disbanding air units at home base and thus also no returning pilots and planes to pool (as that doesn't work anyway). Other house rules are negotiable.
My preferred settings are:
WitP version 1.801
CHS scenario 155 with Andrew's "extended" map
Turn cycle = 1 day
Allied sub doctrine = off
Japanese sub doctrine = off
fog of war = on
advanced weather = on
Allied damage control = on
historical 1st turn = on
player defined upgrades = on
vary setup = off
December 7 surprise = on
reinforcements = variable +/- 15 days
auto sub ops = off
facilities to expand at start = off
automatic air upgrades default = off
air and ground replacements default = off
Thanks for any interest.
Looking for opponent 2.0 [:D]
I would like to keep house rules to a bare minimum. The only house rule I prefer is no disbanding air units at home base and thus also no returning pilots and planes to pool (as that doesn't work anyway). Other house rules are negotiable.
My preferred settings are:
WitP version 1.801
CHS scenario 155 with Andrew's "extended" map
Turn cycle = 1 day
Allied sub doctrine = off
Japanese sub doctrine = off
fog of war = on
advanced weather = on
Allied damage control = on
historical 1st turn = on
player defined upgrades = on
vary setup = off
December 7 surprise = on
reinforcements = variable +/- 15 days
auto sub ops = off
facilities to expand at start = off
automatic air upgrades default = off
air and ground replacements default = off
Thanks for any interest.
RE: Looking for opponent 2.0
Hi Gary,
I'm looking for a Japanese opponent, and your settings are exactly what I had in mind. However, it would be my first PBEM game. I've played against the AI, browsed the forums, and read lots of AARs, so there's nothing left to do but to jump into a PBEM-game. Let me know if you're willing to play against an inexperienced opponent.
Location: Germany, 1 turn/day possible.
Regards,
VSWG
I'm looking for a Japanese opponent, and your settings are exactly what I had in mind. However, it would be my first PBEM game. I've played against the AI, browsed the forums, and read lots of AARs, so there's nothing left to do but to jump into a PBEM-game. Let me know if you're willing to play against an inexperienced opponent.
Location: Germany, 1 turn/day possible.
Regards,
VSWG

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GaryChildress
- Posts: 6933
- Joined: Sun Jul 17, 2005 3:41 pm
- Location: The Divided Nations of Earth
RE: Looking for opponent 2.0
ORIGINAL: VSWG
Hi Gary,
I'm looking for a Japanese opponent, and your settings are exactly what I had in mind. However, it would be my first PBEM game. I've played against the AI, browsed the forums, and read lots of AARs, so there's nothing left to do but to jump into a PBEM-game. Let me know if you're willing to play against an inexperienced opponent.
Location: Germany, 1 turn/day possible.
Regards,
VSWG
Hi VSWG,
I'm game. Since no one else has yet responed, I'll take you on with me playing the Japanese. I'm pretty new at the Japanese industry thing myself so I'm a little handicapped as Japanese.
I propose a few additional house rules, since we will be playing Andrew Brown's extended map.
Rule 1: The Japanese are not allowed to enter the Panama and Aden passages.
Rule 2: Panama and Aden are off limits to the Japanese and cannot be invaded nor attacked by the Japanese.
Rule 3: Japanese carriers are not allowed within 6 hexes of the entrances/exits of Panama nor within 4 hexes of the entrances/exits of Aden.
Rule 4: Japanese subs are not allowed within 4 hexes of the entrances/exits to Panama nor Aden.
- Andrew Brown
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- Contact:
RE: Looking for opponent 2.0
ORIGINAL: Gary Childress
Rule 2: Panama and Aden are off limits to the Japanese and cannot be invaded nor attacked by the Japanese.
Just a quick comment if I may. As I state in the CHS documentation, the only base that should be considered off limits is Aden. Panama sould be "fair game" for the Japanese, otherwise there is no incentive for the Allied player to protect it. An attack on the canal was the one of the greatest fears the US had at the start of the Pacific war.
Andrew
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GaryChildress
- Posts: 6933
- Joined: Sun Jul 17, 2005 3:41 pm
- Location: The Divided Nations of Earth
RE: Looking for opponent 2.0
ORIGINAL: Andrew Brown
ORIGINAL: Gary Childress
Rule 2: Panama and Aden are off limits to the Japanese and cannot be invaded nor attacked by the Japanese.
Just a quick comment if I may. As I state in the CHS documentation, the only base that should be considered off limits is Aden. Panama sould be "fair game" for the Japanese, otherwise there is no incentive for the Allied player to protect it. An attack on the canal was the one of the greatest fears the US had at the start of the Pacific war.
Andrew
Hi Andrew, now that you mention it, I suppose the canal could be made fair game since there are multiple exits.
So....how about we amend the house rules so that only Aden is off limits to the Japanese. [:)]
RE: Looking for opponent 2.0
Sure, why not. Let me add that you can send as many subs as you like into the Aden/Panama passages; my ASW commanders are actually looking forward meeting them there. [:)]
House rules:
I suggest adding Andrew's CHS house rules: http://www.bur.st/~akbrown/witp/CHS_documentation/houserules.html
Alternatively, we can simply say that we both try to "keep it real". I will try doing this anyway. For that purpose I'm restricting myself by some of Halsey's house rules
( tm.asp?m=729167&mpage=1&key=pt%2Dboats򲂫 ):
Then there's the issue with strafing ships, which will cause an out-of-sync bug. This is especially annoying for the Japanese player, as it deprives him of a potent method of dispatching Allied PT boats. Not sure what to do here. Either you send the combat reports along (your version will be the correct one, I think), or we can limit PT boats to a max of 6 (?) per base and forbid strafing altogether. Your call.
House rules:
I suggest adding Andrew's CHS house rules: http://www.bur.st/~akbrown/witp/CHS_documentation/houserules.html
Alternatively, we can simply say that we both try to "keep it real". I will try doing this anyway. For that purpose I'm restricting myself by some of Halsey's house rules
( tm.asp?m=729167&mpage=1&key=pt%2Dboats򲂫 ):
- No submarine invasions for recon
- No amphibious invasions/paradrops against non-dot-hexes
- No breakdown of LCU's in combat to reduce fatigue and disruption
- No single ship TFs scouting for enemy carrier TFs by triggering naval air strikes
- PT boats may not be combined with any other type ship, except when transfering to
another base - Airfield stacking limited to 50x airfield level +15 %. This is the same stacking that applies to CV's.
Then there's the issue with strafing ships, which will cause an out-of-sync bug. This is especially annoying for the Japanese player, as it deprives him of a potent method of dispatching Allied PT boats. Not sure what to do here. Either you send the combat reports along (your version will be the correct one, I think), or we can limit PT boats to a max of 6 (?) per base and forbid strafing altogether. Your call.
Are you sure you want to use this setting? You can set this to "off" and still play a fairly historical first turn without being hampered by all those preset instructions. Mind you, I'm fine with this setting, as only you will lose flexibility on your first turns. [;)]historical 1st turn = on

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GaryChildress
- Posts: 6933
- Joined: Sun Jul 17, 2005 3:41 pm
- Location: The Divided Nations of Earth
RE: Looking for opponent 2.0
Hi VSWG, so far the house rules sound good. I'm still reading the ones on Andrew's site. I must mow the lawn shortly so I will get back to you as soon as I am done. [:)]
EDIT: I'm game for a non-historical 1st turn. I'll try to keep things real and not invade Australia on turn 1. [:D]
EDIT: I'm game for a non-historical 1st turn. I'll try to keep things real and not invade Australia on turn 1. [:D]
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GaryChildress
- Posts: 6933
- Joined: Sun Jul 17, 2005 3:41 pm
- Location: The Divided Nations of Earth
RE: Looking for opponent 2.0
The house rules you propose sound good to me. Although I'm a little confused by what is mean't by the one which says, "No amphibious invasions/paradrops against non-dot-hexes." It isn't possible to invade non-dot/base hexes anyway. In any case, I will try to follow the above to the letter as well.
I would like to try out a non-historical first turn with the following stipulations:
1. Allies are only allowed to move TFs already at sea or TFs already present in a port.
2. Japanese are only allowed to invade bases up to 15 hexes away from a friendly base and must be within "line of sight". In other words no invading the back side of islands or bases tucked away behind islands and land masses.
EDIT: And KB must attack PH on turn 1 and is not allowed to go after the American carriers on the first turn.
How do these sound to you?
I would like to try out a non-historical first turn with the following stipulations:
1. Allies are only allowed to move TFs already at sea or TFs already present in a port.
2. Japanese are only allowed to invade bases up to 15 hexes away from a friendly base and must be within "line of sight". In other words no invading the back side of islands or bases tucked away behind islands and land masses.
EDIT: And KB must attack PH on turn 1 and is not allowed to go after the American carriers on the first turn.
How do these sound to you?
RE: Looking for opponent 2.0
Gary , what fun is that when your not invading OZ. [:'(][:D]
Lucky for you, tonight it's just me
Any ship can be a minesweeper..once !!
http://suspenseandmystery.blogspot.com/
Any ship can be a minesweeper..once !!
http://suspenseandmystery.blogspot.com/
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GaryChildress
- Posts: 6933
- Joined: Sun Jul 17, 2005 3:41 pm
- Location: The Divided Nations of Earth
RE: Looking for opponent 2.0
ORIGINAL: scott1964
Gary , what fun is that when your not invading OZ. [:'(][:D]
Shhh. The house rules are a smokescreen. I'm actually going to bypass DEI and take over Australia on turn 1. [:D]
RE: Looking for opponent 2.0
ORIGINAL: Gary Childress
I must mow the lawn shortly so I will get back to you as soon as I am done. [:)]
It's weird, everytime I'm supposed to mow the lawn I have a sudden attack of hay fewer... [:D]
Although I'm a little confused by what is mean't by the one which says, "No amphibious invasions/paradrops against non-dot-hexes." It isn't possible to invade non-dot/base hexes anyway. In any case, I will try to follow the above to the letter as well.
[&:] Have a look at this screenshot from Pauk's AAR: Perth screenshot
The hexes north of Perth are all non-dot-hexes.
And during PzB's counterattack on Kavieng, he cut the Allied retreat route by landing between Kavieng and Samo (post No. 1852):
But to be honest, I've never done it myself, so maybe I'm mistaken. [&:]3. A Naval Guard unit was successfully landed on the path between Kavieng and Samo leaving the Allied 'prisoners' at Kavieng completely isolated
Regarding those house rules, I agree. [8D]

RE: Looking for opponent 2.0
Please do. I'll be celebrating Christmas 1942 in Tokyo! [:'(]ORIGINAL: Gary Childress
ORIGINAL: scott1964
Gary , what fun is that when your not invading OZ. [:'(][:D]
Shhh. The house rules are a smokescreen. I'm actually going to bypass DEI and take over Australia on turn 1. [:D]
/trash talk
I won't be able to return Turn 1 before Wednesday, as I'm still working on several spreadsheets for this scenario. So take your time for your first turn.

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GaryChildress
- Posts: 6933
- Joined: Sun Jul 17, 2005 3:41 pm
- Location: The Divided Nations of Earth
RE: Looking for opponent 2.0
ORIGINAL: VSWG
ORIGINAL: Gary Childress
I must mow the lawn shortly so I will get back to you as soon as I am done. [:)]
It's weird, everytime I'm supposed to mow the lawn I have a sudden attack of hay fewer... [:D]
Although I'm a little confused by what is mean't by the one which says, "No amphibious invasions/paradrops against non-dot-hexes." It isn't possible to invade non-dot/base hexes anyway. In any case, I will try to follow the above to the letter as well.
[&:] Have a look at this screenshot from Pauk's AAR: Perth screenshot
The hexes north of Perth are all non-dot-hexes.
And during PzB's counterattack on Kavieng, he cut the Allied retreat route by landing between Kavieng and Samo (post No. 1852):
But to be honest, I've never done it myself, so maybe I'm mistaken. [&:]3. A Naval Guard unit was successfully landed on the path between Kavieng and Samo leaving the Allied 'prisoners' at Kavieng completely isolated
Regarding those house rules, I agree. [8D]
I seem to be wrong in that case. I could swear I've tried it before to no effect. But I agree, there'll be none of that.
So...I will begin work on the first turn and have it to you by wednesday. It's going to take a while anyway for me to figure out what I'm going to do with the Southern Area Army scattered all over the empire. The set up is a little different in CHS than the stock game with half of the Burma Area Army starting out in Shanghai or something like that.
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GaryChildress
- Posts: 6933
- Joined: Sun Jul 17, 2005 3:41 pm
- Location: The Divided Nations of Earth
RE: Looking for opponent 2.0
ORIGINAL: VSWG
Please do. I'll be celebrating Christmas 1942 in Tokyo! [:'(]ORIGINAL: Gary Childress
ORIGINAL: scott1964
Gary , what fun is that when your not invading OZ. [:'(][:D]
Shhh. The house rules are a smokescreen. I'm actually going to bypass DEI and take over Australia on turn 1. [:D]
/trash talk
How will you celebrate Christmas in Tokyo when I'll have made the United States part of the Imperial Japanese empire by then? [:'(] (more trash talk)
RE: Looking for opponent 2.0
Great, so we're set! You can find my email-address im my profile.
FYI, Andrew just posted this in the main forum:
FYI, Andrew just posted this in the main forum:
Should we wait for 2.06?The next release will be 2.06, and it should be soon. It contains a fair number of fixes now. None game breakers but a few are annoying.
*insert witty reply here. [;)]ORIGINAL: Gary Childress
How will you celebrate Christmas in Tokyo when I'll have made the United States part of the Imperial Japanese empire by then? [:'(] (more trash talk)

RE: Looking for opponent 2.0
greetings,
only amphibious invasions are possible on non dot hexes - paras can't do it.....
only amphibious invasions are possible on non dot hexes - paras can't do it.....

RE: Looking for opponent 2.0
Thanks pauk. [:)]
--------------
Having read the AC overstacking discussion in the PzB/Andy Mac-AARs, I'm going to change my self-imposed restriction to
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Updated house rule summary:
What about the strafing issue (out-of-sync bug)? I'd say no house rule for now, and lets wait and see if the bug occurs. A general warning to the other player might be in order when setting planes to 100 feet naval attack.
--------------
Having read the AC overstacking discussion in the PzB/Andy Mac-AARs, I'm going to change my self-imposed restriction to
- Airfield stacking limited to 50x airfield level +15 % (planes on transfer do not count)
- Air HQ, 500 aviation support or airbase size 9/10 negate stacking limits
- 4E-bombers always count as 2 airframes
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Updated house rule summary:
- The Japanese are not allowed to enter the Panama and Aden passages.
- Panama and Aden are off limits to the Japanese and cannot be invaded nor attacked by the Japanese.
- Japanese carriers are not allowed within 6 hexes of the entrances/exits of Panama nor within 4 hexes of the entrances/exits of Aden.
- Japanese subs are not allowed within 4 hexes of the entrances/exits to Panama nor Aden.
- Turn 1: Allies are only allowed to move TFs already at sea or TFs already present in a port.
- Turn 1: Japanese are only allowed to invade bases up to 15 hexes away from a friendly base and must be within "line of sight". In other words no invading the back side of islands or bases tucked away behind islands and land masses.
- Units assigned to the following HQs may only be deployed outside their command areas if they are transferred to another HQ:
- China Command HQ
- Canada Command HQ
- Kwantung Area Army HQ
- All Australian nationality Brigade and Division LCUs (without AIF units) are only allowed to move within Australia Proper and New Guinea (including New Britain but NOT Dutch New Guinea). This restriction is permanent, even if the units are reassigned to a HQ other than ANZAC Command, and still applies even if a Division or Brigade is split into smaller units.
- Soviet Union attack must be triggered by entering hex 65,32
- The construction of at least one of the two Shinano ships MUST always be halted
- No submarine invasions for recon
- No amphibious invasions against non-dot-hexes
- No breakdown of LCU's in combat to reduce fatigue and disruption
- No single ship TFs scouting for enemy carrier TFs by triggering naval air strikes
- PT boats may not be combined with any other type ship, except when transfering to
another base - Airfield stacking limited to 50x airfield level +15 % (planes on transfer do not count). Air HQ, 500 aviation support or airbase size 9/10 negate stacking limits
- 4E-bombers always count as 2 airframes
What about the strafing issue (out-of-sync bug)? I'd say no house rule for now, and lets wait and see if the bug occurs. A general warning to the other player might be in order when setting planes to 100 feet naval attack.







