Team game 2 vs 3 - closed

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1EyedJacks
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by 1EyedJacks »

ORIGINAL: scott1964

Mike
Is this the same set up as our curent game? [:)]

Yup <grin>
TTFN,

Mike
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1EyedJacks
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by 1EyedJacks »

So if I understand this correctly, we now have 3 Allies X 2 Japanese?

And we've semi-agreed to:


v1.804
Extended version of AB map and scenerio 157 (which is 142 with the extended map). This activates Russia in 1945.

2 day turns
PDU ON
Auto-Sub OFF
Advanced Weather OFF
Reinforcements FIXED
Sub Doctrine OFF
Allied damage control ON
Historic OFF
Vary Setup OFF
Surprise ON

Auto Upgrades OFF

Stacking - Airfield + 50?

Allies run standard 1st turn

Japs keep it real and turn 1 attack must B realistic. No hunting allied carriers on turn 1.


And now we need to negotiate house rules... Yes?

TTFN,

Mike
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ctangus
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by ctangus »

Looks like we have the players now, so house rules?

I'd be open for anything, though I don't like a lot of house rules because I don't like to keep track of them. I do have a couple general points:

1. Both sides should have fun! This game takes too much time otherwise. Personally I won't try to pi$$ the Japanese off by doing something they consider gamey, but I might by accident & so I'm willing to negotiate mid-game. I expect the same in return. From what I can tell both of the Japanese players have similiar attitudes so I don't expect any problems.

I will try to be unconventional & do expect that the Brits will be eating Christmas dinner, 1942, in Tokyo... [;)]

2. Nothing blatantly cheesy or technically impossible - whether I'm asked to or not I don't put Corsairs on carriers early, train by flying supplies to the end of the runway, skip-bomb early, etc., etc., etc. No cheesyness!

Again, I don't think that's a problem with this group.
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ctangus
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by ctangus »

ORIGINAL: 1EyedJacks

So if I understand this correctly, we now have 3 Allies X 2 Japanese?

../And now we need to negotiate house rules... Yes?
ORIGINAL: ctangus

Looks like we have the players now, so house rules?

Looks like you beat me by a few minutes. [:)]
Allies run standard 1st turn

Japs keep it real and turn 1 attack must B realistic. No hunting allied carriers on turn 1.[/i]

I'm not sure what you mean by "standard 1st turn". No orders for the allies at all? Only orders to TFs already at sea & the Chinese? (That seems to be a common house rule.)

Since we've already been at war, I want to issue orders to my Chinese troops on turn 1. China's a slow theater, so that probably won't make a difference, but I'd still like to do that.

It doesn't sound like you plan to invade 3/4 the DEI on turn one. One question: do you plan multiple port attacks? If so I'd like to negotiate something in return.
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1EyedJacks
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by 1EyedJacks »

ORIGINAL: ctangus
ORIGINAL: 1EyedJacks

So if I understand this correctly, we now have 3 Allies X 2 Japanese?

../And now we need to negotiate house rules... Yes?
ORIGINAL: ctangus

Looks like we have the players now, so house rules?

Looks like you beat me by a few minutes. [:)]
Allies run standard 1st turn

Japs keep it real and turn 1 attack must B realistic. No hunting allied carriers on turn 1.[/i]

I'm not sure what you mean by "standard 1st turn". No orders for the allies at all? Only orders to TFs already at sea & the Chinese? (That seems to be a common house rule.)

Since we've already been at war, I want to issue orders to my Chinese troops on turn 1. China's a slow theater, so that probably won't make a difference, but I'd still like to do that.

It doesn't sound like you plan to invade 3/4 the DEI on turn one. One question: do you plan multiple port attacks? If so I'd like to negotiate something in return.

I haven't had a chance to talk w/Walkerd yet but I'm with you on allies issueing orders to TFs @ sea on turn 1 with the intent that turn 1 is still supposed 2B a suprise attack-[:'(]. I don't see any problems with orders in China either - as you point out - they are currently @ war...

And I agree that fun is the primary objective and that we need to communicate B4 getting bent over something.

Lemme hook up w/Walkerd and get a rough idea of who is doing what plus some kind of plan for turn 1.

I look 4ward to playing w/you and KDonovan; Scott1964 and Walkerd are current playmates in my other two games and are both cool dudes that play w/o milking the mechanics of the game.

This should B fun - [:)][:)]
TTFN,

Mike
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KDonovan
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by KDonovan »

How about this for house rules.....

Stacking Limits
- no more than 50 aircraft per airfield size (float planes, patrol planes don't apply)
- doesn't apply too..Tokyo, Osaka, Karachi, Pearl Harbor, San Fran (staging areas)
- no more than 450 aircraft per carrier hex (represents a level 9 AF)

Political Points
- no moving Kwantung army units out of Manchuria without paying PP
- no moving non-SEAC chinese units out of China without paying PP
- both of these restrictions include aircraft (AVG doesn't apply)

TF Limitations
- no more than 6 ships in a ASW TF
- no more than 6 PT boats in TF (max is 2 TF's per hex)

1st Turn rules
- only one port attack by japan
- no CV hunting on 1st turn by japan, in return allied CV's won't interfere with PH raid
- KB strike will be redone if rained out on 1st day (if the 2nd day is rain out..too bad)
- no warp 1st turn landings (be realistic)
- allies can only give orders to ships at sea, and Chinese units (but not AVG)

Misc Rules
- no other ships allowed in PT Boat TF except when transferring
- no commando sub raids to gain intel
- russia must be activated 1 month prior to attack
- no training on "supply" to gain experience\
- no upgrading 2E to 4E bombers unless they historically did so

i think those are pretty basic, most of which i probably wouldn't even have to mention as they are commonly understood. If everything is cool..i say game on
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walkerd
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by walkerd »

I have sent some suggestions to 1Eyedjacks. Have been wanting to do this for ages. I usualy do 5 or 6 turns a week. My concern with a team game is my time zone (Australian Eastern Standard) means I may not be fully in step with everyone else. Would hate to slow things down because I am sleeping.....lol.

Just for the record I like historical play. I hate using 20/20 hindsight and game mechanics to make decisons. I tend to err on the side of being aggresive without risking the lives of my electronic men [:D]. If that makes sense.

1Eyedjacks - who should start preparing the first turn? How long do peopel want to talk tactics before we start? a couple of days?
"Carpe diem" - Seize the day!

"Carpe Cerevisi" - Seize the beer!
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scott64
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by scott64 »

I think we should get started very soon, with Tukey Day comeing up. I will be gone from Wed night until Friday night.&nbsp;[8D]




Lucky for you, tonight it's just me


Any ship can be a minesweeper..once !! :)

http://suspenseandmystery.blogspot.com/
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1EyedJacks
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by 1EyedJacks »

ORIGINAL: walkerd

I have sent some suggestions to 1Eyedjacks. Have been wanting to do this for ages. I usualy do 5 or 6 turns a week. My concern with a team game is my time zone (Australian Eastern Standard) means I may not be fully in step with everyone else. Would hate to slow things down because I am sleeping.....lol.

Just for the record I like historical play. I hate using 20/20 hindsight and game mechanics to make decisons. I tend to err on the side of being aggresive without risking the lives of my electronic men [:D]. If that makes sense.

1Eyedjacks - who should start preparing the first turn? How long do peopel want to talk tactics before we start? a couple of days?

I've responded back to your suggestions walkerd.

I'm not sure about the 1 port attack on turn 1 thing for Japan.

And for the following:
- no other ships allowed in PT Boat TF except when transferring
- no commando sub raids to gain intel

What do these mean? I've never seen a commando sub raid... lol And what's the PT boat thing about? They can only be in like TFs of 6 or less ships?
TTFN,

Mike
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KDonovan
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by KDonovan »

And for the following:
- no other ships allowed in PT Boat TF except when transferring
- no commando sub raids to gain intel


if you put PG's or MSW's in a PT TF, then during the surface engagment, your DD's, CL's will concentrate all their fire on the non PT Boats, ignoring the PT boats completely, allowing them free torpedo shots. Of course if you need to transfer PT boats across the ocean, then you can pair them up with a transport to get them there.

commando sub raids, also know as, "recon by sub". Is when prior to an invasion to land a small fragment of troops by a sub, which will execute an attack. In the attack screen you will get the exact type of enemy forces on the base. Gamey in my opinion
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ctangus
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by ctangus »

KD & Scott -

Can you e-mail me so we can start some planning? I have a few ideas on joint cooperation which I should have ready by tonight. chuck_witp(at)verizon.net.

We should also figure out the turn sequence. I'm EST like you KD. Scott - you're MST? I'm an early to bed, early to rise type & could do my turn either at night or in the morning.

So maybe, KD (evening) -> Scott (evening) -> me (morning) -> walkerd (his evening) -> 1eyed Jacks -> KD. I'm open to other suggestions as well.

Also, do we want an overall commander with veto power, or just try to negotiate as we play? I like the latter idea, but if we do have any overall commander it should be one of the US players.
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1EyedJacks
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by 1EyedJacks »

ORIGINAL: ctangus

KD & Scott -

Can you e-mail me so we can start some planning? I have a few ideas on joint cooperation which I should have ready by tonight. chuck_witp(at)verizon.net.

We should also figure out the turn sequence. I'm EST like you KD. Scott - you're MST? I'm an early to bed, early to rise type & could do my turn either at night or in the morning.

So maybe, KD (evening) -> Scott (evening) -> me (morning) -> walkerd (his evening) -> 1eyed Jacks -> KD. I'm open to other suggestions as well.

Also, do we want an overall commander with veto power, or just try to negotiate as we play? I like the latter idea, but if we do have any overall commander it should be one of the US players.

So since we are Japan Walkerd would start the sequence - right?

Regarding Japan limited to 1 port attack on turn 1... I'd like to use little KB (I mean we have 2 CVE and 2 CVL that are just sitting around) on turn 1. We'd keep the attack real.

Oh - stacking limit for TFs - 450 planes - thats excluding float planes - yes?
TTFN,

Mike
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walkerd
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by walkerd »

Ok, will start the turn when I get home from work.&nbsp; may take two days depending on available time.&nbsp; I will send to 1Eyedjack.
&nbsp;
My email is darrenwalker92@hotmail.com to send the turn.
"Carpe diem" - Seize the day!

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1EyedJacks
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by 1EyedJacks »

What slot do we use? 3X2=6... Slot 6? [:D][:D]
TTFN,

Mike
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KDonovan
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by KDonovan »

KD & Scott -

Can you e-mail me so we can start some planning? I have a few ideas on joint cooperation which I should have ready by tonight. chuck_witp(at)verizon.net.

We should also figure out the turn sequence. I'm EST like you KD. Scott - you're MST? I'm an early to bed, early to rise type & could do my turn either at night or in the morning.

So maybe, KD (evening) -> Scott (evening) -> me (morning) -> walkerd (his evening) -> 1eyed Jacks -> KD. I'm open to other suggestions as well.

Also, do we want an overall commander with veto power, or just try to negotiate as we play? I like the latter idea, but if we do have any overall commander it should be one of the US players.


will email you. Mine email address is Epicwave17@hotmail.com.

As far as turn sequence since i will recieve most of my forces from the Americas, i think its best that our allied email sequence have me following Scott. So that it looks like...

Japan--->Scott-->KD-->Ctangus--->Japan

for strategy i will setup an AAR (private) so that we can discuss our plans, as well as utilize email.
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KDonovan
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by KDonovan »

Regarding Japan limited to 1 port attack on turn 1... I'd like to use little KB (I mean we have 2 CVE and 2 CVL that are just sitting around) on turn 1. We'd keep the attack real.


so you want to use the little KB for a second port attack?
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KDonovan
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by KDonovan »

What slot do we use? 3X2=6... Slot 6?



slot six is fine by me
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KDonovan
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by KDonovan »

Just to finalize everything we have a 6 players

The Teams
Japan (how are you guys dividing it up btw??)
- Walkerd
- 1 EyedJacks
Allies
- Ctangus - India, SEAC, China, Russia (if needed)
- KDonovan - Dutch, Australia, New Zealand, SWPAC
- Scott - USAFFE, SOPAC, CENPAC, NOPAC, Canada, West Coast

The Game
- v1.804
- CHS - Extended Map
- Scenerio 157 (Nik mod changes)
- 2 day turns
- PDU ON
- Auto-Sub OFF
- Advanced Weather OFF
- Reinforcements FIXED
- Sub Doctrine OFF
- Allied damage control ON
- Historic OFF
- Vary Setup OFF
- Surprise ON
- Auto Upgrades OFF

House Rules
Stacking Limits
- no more than 50 aircraft per airfield size (float planes, patrol planes don't apply)
- doesn't apply too..Tokyo, Osaka, Karachi, Pearl Harbor, San Fran (staging areas)
- no more than 450 aircraft per carrier hex (represents a level 9 AF)

Political Points
- no moving Kwantung army units out of Manchuria without paying PP
- no moving non-SEAC chinese units out of China without paying PP
- both of these restrictions include aircraft (AVG doesn't apply)

TF Limitations
- no more than 6 ships in a ASW TF
- no more than 6 PT boats in TF (max is 2 TF's per hex)

1st Turn rules
- only one port attack by japan - still in negotiation
- no CV hunting on 1st turn by japan, in return allied CV's won't interfere with PH raid
- KB strike will be redone if rained out on 1st day (if the 2nd day is rain out..too bad)
- no warp 1st turn landings (be realistic)
- allies can only give orders to ships at sea, and Chinese units (but not AVG)

Misc Rules
- no other ships allowed in PT Boat TF except when transferring
- no commando sub raids to gain intel
- russia must be activated 1 month prior to attack
- no training on "supply" to gain experience\
- no upgrading 2E to 4E bombers unless they historically did so
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1EyedJacks
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by 1EyedJacks »

ORIGINAL: KDonovan
Regarding Japan limited to 1 port attack on turn 1... I'd like to use little KB (I mean we have 2 CVE and 2 CVL that are just sitting around) on turn 1. We'd keep the attack real.


so you want to use the little KB for a second port attack?

Yup.
TTFN,

Mike
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KDonovan
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RE: Team game - looking for 1 Allied, 2 Japanese

Post by KDonovan »

ORIGINAL: 1EyedJacks

ORIGINAL: KDonovan
Regarding Japan limited to 1 port attack on turn 1... I'd like to use little KB (I mean we have 2 CVE and 2 CVL that are just sitting around) on turn 1. We'd keep the attack real.


so you want to use the little KB for a second port attack?

Yup.

hmmm...will have to consult with my team members about this. Can you elaborate what 2 ports you intend to hit then?
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