Allied Opponent wanted for RHS EOS 4.41

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Accipiter
Posts: 120
Joined: Thu Jul 22, 2004 3:20 pm

Allied Opponent wanted for RHS EOS 4.41

Post by Accipiter »

I've been playing as the Allies against a very good Japanese opponent using the RHS EOS scenario and have been enjoying it immensely. It is an earlier version of RHS so it has the overpowered supply sinks, but we've been able to work around that. I'm now wanting to start a second campaign, this time as the Japanese.

This is my first attempt as the Japanese in this scenario (and only a few weeks worth in other scenarios) so the first couple of turns will likely take me a little time to work through.

The kind of game I'm wanting to play is neither historical or lunacy, meaning I want to take alternative routes with Japan but not take advantage of things like the 1st-turn movement rule (beyond what is already set for the scenario) to do things like take over 1/2 the pacific on turn one. I want to work for my objectives and not take the easy/boring path. Also note that if your not familiar with EOS, it does start with the Japanese attacking Rabaul on turn 1.

Here is a list of basic rules I was thinking of but am open to more suggestions/changes. That are mainly to limit bugs and exploits.

1. No intentional abuse of bugs
2. Allies can give any construction or HQ change orders desired at any of his bases on Turn 1
3. No straffing of PT boats – because it often causes a sync bug
4. No use of ferries unless the bases at both end are owned by same side
5. No ground attacks by aircraft on empty enemy bases (getting exp for no risk)
6. No bombers flying supply missions to same hex as originating (getting exp for no risk)
7. No more than 6 ASW units in a ASW TF
8. No more than 6 PT boats in a hex or TF
9. If PDU on - no '2E->4E' bomber conversions for either Allies or Japanese
10. No commando raids by subs. Sub invasions that can transport a whole unit though is acceptable.
11. On turn 1, Japan can not make any landings except as already set by mod though these can be cancelled. No other landing TFs can arrive within 4 hexes of an Allied base
12. On turn 1, Allies can not form new TFs or move existing ones that are not already in motion.
13. Only 1 port attack by Japan on turn 1 to simulate loss of surprise after 1st port attack.
14. Since Russia starts active, neutrality pact will remain in effect until historical invasion date or if Japanese divisions in Manchukuo fall below 12. Also no Allied use of Russia's bases (some appear as French bases with Australian looking flags in scenario).

Other:
PDU on/off - prefer on
Adv. Weather on/off - seems a lot of opinions both ways - prefer on
Jap Sub Doctrine - off
Allied Sub Doctrine on/off - opponents choice
Auto expand/accept replacements/upgrade - off
Auto sub ops - off
Suprise - On
Historical 1st Turn - Off

I can also help guide in the installation of RHS if anyone who'd like to play has had difficulty installing it.
dwbradley
Posts: 197
Joined: Sun Mar 21, 2004 1:17 am

RE: Allied Opponent wanted for RHS EOS 4.41

Post by dwbradley »

I'm interested in being your ooponent for the game you propose.  I like all that you suggest and I would go farther in suggesting that the Japanese side should have all freedom to do what is implied by the Empire of the Sun scenario.
 
Email me at bradley.dave@comcast.net and we can discuss specifics.
 
Dave Bradley
Los Angeles, CA
Accipiter
Posts: 120
Joined: Thu Jul 22, 2004 3:20 pm

RE: Allied Opponent wanted for RHS EOS 4.41

Post by Accipiter »

Position filled
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