Open for a game

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Agent Smith
Posts: 68
Joined: Thu Jan 27, 2005 11:49 am

Open for a game

Post by Agent Smith »

Hi all! I want to play a game of Wir (any scenario will be OK) with following home rules:

1. A corps can only change HQ before it has been special supplied
2. Each HQ may air attack any single enemy Corps/HQ only once per turn. No single enemy Corps/HQ may be air attacked (interdict or bomb AF) more than 3 times per turn. Any airgroup can fly only one airmission per turn.
3. A corps must have x+1 Mobile division sized units in it to plot more than two squares of movement where x=number of Infantry division sized unit in it.
4. HQ's may only contain 3 divisions per hexes it is away from a enemy controled hex ; HQ's 4 or more hexes away may contain an unlimited amount of divisions. For hex counting include the hex the friendly HQ is in.
5. Usage of naval transportation is limited to 3 stack points per turn. Destination hex must be a port.
6. Players cannot change a structure of command and Hitler\Stalin leadership.
7. Players has to set “computer production upgrade control”.
8. All Finnish armed forces must be within finnish korpses. All finnish korpses must be attached to “Karelian Fin Army” HQ. All finnish airgroups (A.R.) must stay with “Karelian Fin Army” HQ.
9. Only German forces can be added to Finnish korps. No more than 3 Infantry divisions can be attached to Finnish forces at the same time. A Finnish korps must have at least one Finnish division in it.
10. Finnish forces cannot attack (but can bombard) Leningrad (40;7), it’s supply hex (41;6) or hex (40;6). The Soviet player has to garrison hex (40;6) with minimum 5 division sized units (under the same HQ as forces in Leningrad (40;7)) after September the 1 of 1941.
11. Finnish forses can be transferred in to Soviet territory before fall of Leningrad only via Tallinn port and must remain on or above 12 parallel. “Karelian Fin Army” HQ must have a direct land path to Helsinki.

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Morphy
Posts: 228
Joined: Sun Aug 21, 2005 12:07 pm

RE: Open for a game

Post by Morphy »

ORIGINAL: Agent Smith

7. Players has to set “computer production upgrade control”.
I'd like to try to face Agent Smith but without restrictions on production: i.e. if I want to change it it is ok.
Me
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Agent Smith
Posts: 68
Joined: Thu Jan 27, 2005 11:49 am

RE: Open for a game

Post by Agent Smith »

ОК
TDV
Posts: 117
Joined: Wed Nov 07, 2001 10:00 am

RE: Open for a game

Post by TDV »

Hello,

Are you still open for a game? I want to play the Soviet side.

isaito78
Posts: 5
Joined: Tue Jun 12, 2007 1:10 am
Location: Cadiz, Spain

Any side game

Post by isaito78 »

Hello, i'd like to play anyside in 41's Campaign, but i prefer Finland to be free to attack Leningrad in order to be free and lost the restrictions.
TDV
Posts: 117
Joined: Wed Nov 07, 2001 10:00 am

RE: Any side game

Post by TDV »

Sent email.
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Shupov
Posts: 359
Joined: Sat Feb 07, 2004 3:02 am
Location: United States

RE: Any side game

Post by Shupov »

I'm looking for a game as the Russian player.  I've played the game against the AI only but I think I will be a good adversary.  I will play with "home rules".
"The Motherland Calls"

Mamayev Kurgan, Stalingrad (Volgograd)
isaito78
Posts: 5
Joined: Tue Jun 12, 2007 1:10 am
Location: Cadiz, Spain

RE: Any side game

Post by isaito78 »

Hello! I dont have played as german vs an human opponent too, if you like we can play. This is the home rules, most of them taken from this forum

1. A corps can only change HQ before it has been special supplied

2. Each HQ may air attack any single enemy Corps/HQ only once per turn. No single enemy Corps/HQ may be air attacked (interdict or bomb AF) more than 3 times per turn. Any airgroup can fly only one airmission per turn.

3. A corps must have x+1 Mobile division sized units in it to plot more than two squares of movement where x=number of Infantry division sized unit in it.

4. HQ's may only contain 3 divisions per hexes it is away from a enemy controled hex ; HQ's 4 or more hexes away may contain an unlimited amount of divisions. For hex counting include the hex the friendly HQ is in.

5. Usage of naval transportation is limited to 3 stack points per turn. Destination hex must be a port.

6. All Finnish armed forces must be within finnish korpses. All finnish korpses must be attached to "Karelian Fin Army" HQ. All finnish airgroups (A.R.) must stay with "Karelian Fin Army" HQ.

7. Only German forces can be added to Finnish korps. No more than 3 Infantry divisions can be attached to Finnish forces at the same time. A Finnish korps must have at least one Finnish division in it.

8. Finnish forces cannot attack (but can bombard) Leningrad (40;7), it's supply hex (41;6) or hex (40;6). The Soviet player has to garrison hex (40;6) with minimum 5 division sized units (under the same HQ as forces in Leningrad (40;7)) after September the 1 of 1941.

9. Finnish forses can be transferred in to Soviet territory before fall of Leningrad only via Tallinn port and must remain on or above 12 parallel. "Karelian Fin Army" HQ must have a direct land path to Helsinki.

10. Axis Allies: You cannot mix german allies in the same Corp.(e.g. Hungarians and Romanians). Tehir corps must attach 1 inf div at least of his nationality. You can't remove them. Air units must be attached to an HQ in a way that they could support at least one of his nationality units in case of ground support or CAP.

11. Players can only save turn when prompted to save and send to opponent,(when finished his turn, no save turn allowed).

And this other three are of my own, tell me your opinion.

12. if a unit wants to change type of equipment (medium tank, heavy tank, Assault gun, Light TD, Heavy TD), it has to change twice to reflect change of tactics on troops. You can change it first to another type and then a second change to the type you wanted.

13. Air supply is allowed only by 1 air unit supplying 1 corp once per turn. With this, an unsupplied unit can go in any direction it wants.
(This is because with massive air supply, a german panzer corp could reach Baku without supply, only by air)

14. Maximum number of Stacking-points-units (no number of stacking points) in any german corps is 4, and 6 for russian. You can attach any number of non stacking-points units, like artillery, battallions and flak.
(This is because of the formation of large unstoppable Panzer corps and other issues)

15. A corps must use all its plots (2 or 5) to enter an enemy controlled mountain or swamp hex. Under snow or blizzard conditions, the swamps are frozen and are clear terrain. I say, a unit must start its plot adjacent to that hex, and stop movement there, including bombing or static attacking.

I await your answer, ciao!
TDV
Posts: 117
Joined: Wed Nov 07, 2001 10:00 am

RE: Any side game

Post by TDV »

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