1EyedJack (Michael) against me, NY59Giants, (Michael). Hence the name of our AAR. [:D] Our last names even begin with a "B" so that cannot be used either.
This will a joint AAR as we both tend to talk smack to each other. I will try to offer enough speed bumps to slow him down as we play Nemo's latest version of Empire Ablaze. Here are the house rules (subject to change).
HOUSE RULES - RHS
1) We should be able to talk/communicate if we see something going on in the game that makes it no fun to play.
2) Non-historical 1st turn: The Japanese "may" move LCU's from their historical start positions to "major" bases throughout the Pacific (Truk, Kwajalein, Palau, Saigon, Camranh Bay, Formosa, Home Islands, etc.) From there they can be sent on turn 2 to invade where ever.
3) Multiple port attacks allowed on turn 1. This game is Japan against the world, so the restrictions have been removed. He's going for Russia from the start.
4) ASW TFs cannot exceed 6 ships \
5) Allied player may only give orders to Allied warships (not AK/AP) already at sea on turn 1
6) No units of the Kwangtung HQ may be moved out of the area without first paying the applicable PP costs (Land or Air units)
7) No 4e level-bombing below 11,000' when set for naval attack. B-29's are not allowed to be set on naval attack.
8) Invasions only on base or dot hexes.
9) Cadre evacuations allowed.
10) Single-ship TFs are allowed to the end of 12/41. Afterwards, there must be two or more. This is to compensate for the game mechanics usually allowing 1 ship TF not being attacked
11) "Training" your squadrons in China is fine. The Allies may use "same-hex supply training" of bomber squadrons
12) No Japanese LCU naval invasions north of Tavoy until Singapore falls.
13) "Be realistic" with cutting off troops for surrender. A whole Btn would be sufficient to cut off a unit, but a few squads = no.
14) Allied Combat TFs at sea at start may issue new orders, but may not load troops on turn 1.
15) Sub evac = ok. Sub invasion = not ok.
16) The torpedo-carrying variant of the Me-264 CANNOT be used for PORT ATTACK as its torpedo dives too deep and would just bury itself in the sediment.
17) The PGM-equipped (guided missile-equipped) version of the Me-264 CANNOT be operated at less than 20,000 feet. If it does it is far too accurate so 20,000 feet is the limit.
Let the conflict begin.

Plans for turn 1 may consist of this -
He's not playing nice from the beginning. [;)]I'm following the standard attacks that are built into turn 1 in this mod. I'll be hitting Manila and Vladistovok to try and kill some of those damned subs...

[/center]










