Empires Ablaze Allied Player sought.

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Nemo121
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Empires Ablaze Allied Player sought.

Post by Nemo121 »

My last game fell through over the issue of paratroop landings so here we go again. I'm looking for an Allied player for a fairly open-ended game. With that said the following rules have been suggested by others:

House Rules – Empire’s Ablaze

Victory Determination
1. A points determined auto victory is disregarded.
2. A direct Allied victory by force of arms is achieved after (a) recapturing most of its lost colonies, (b) capturing a significant part of Japan's overseas empire, and (c) capturing Tokyo.
3. A direct Japanese victory by force of arms is achieved after (a) liberating most of the Allied colonies, (b) retaining its overseas empire intact, and (c) capturing Salt Lake City.
4. Either player may surrender unconditionally if he is of the view that he cannot prevent his opponent from achieving a direct victory by force of arms.
5. A draw ensues if the scenario ends before victory is determined.

Empires Ablaze Allied Oceanic Shipping Channel
6. The x co-ordinate (1,yy) and the y co-ordinate (xx,148) constitute an Allied oceanic shipping channel ("the AOSC").
7. The AOSC is reserved solely for the use of Allied units. Japanese land, sea or air units may never enter the AOSC.
8. Allied units and bases in the AOSC are immune from Japanese attack, capture or recon. Allied units in the AOSC may not attack or recon Japanese units or bases which are situated outside the AOSC.
9. The three Allied Bases which are within the AOSC are:

Capetown
South Atlantic Entry
Port Stanley

Operational Use Prohibited Due to lack of Available Counter-measures
10. Aircraft will not deploy mines.
11. The Japanese G9M aircraft is not to be assigned the mission port attack.
12. The Japanese Ki-264 Behemoth bomber is not to fly below 20,000 feet.

Empires Ablaze Game Balance for Allied Survival in 1942
13. Japanese units may never attack, enter, or capture Aden.
14. Japanese units may never attack, enter or capture the two Soviet bases Krasnoyarsk and Irkutsk, nor any Soviet units located at these two bases.
15. Japanese units are not permitted to cut the Trans-Siberian Railway line betwen Krasnoyarsk and Irkutsk.

Acceptable Play
16. With the exception of the Allied bases listed in #9, #15 and #16 above, all other bases may be attacked, entered or captured by either player.
17. Each parachute unit of Bn size can have a separate target each turn. E.g. A Parachute Bde can thus land at 2 bases per turn, a regiment at up to 3 and a division at up to 9.
18. Until fighting breaks out between the Soviet Union and Japan, the Western Allies may use Soviet airfields to refuel airplanes in transit but may not use Soviet ports to refuel or resupply naval assets OR those airbases to launch offensive missions.
19. Political Points ("PPs") are to be paid by LCU/LBA to operate away from their assigned geographic territorial command.
20. PPs are to be paid by units before they commence their movement to a base operated by their new command. Units which are in transit to a base of their new command may, whilst temporarily located at a base operated by a different command, respond to enemy activity without the need to expend PPs but will expend new PPs if they do no proceed with their movement to a base of their assigned command within 1 day.
21. Naval Task Force may replenish at any port sized 3 or greater.

Malacca Strait
22. Possession of Singapore (hex 22,51) prevents all enemy surface ships from transiting or remaining in the following hexes:

(22,50) Johore Bahru
(21,51)
(22,51) Singapore

Enemy submarines may transit or remain in the above hexes.

7th December 1941 turn only
23. Japan cannot land on Kendari or Amboina on December 7th although they can land at Menado, Tarakan, Balikpapan.
24. The Allies cannot expend PPs.
25. The Allies may redeploy LCU/LBA within their existing territorial commands. Both sides will be allowed to have their LBA accept pilots and reinforcements
26. Allied ships "anchored" in ports smaller than size 3 may be formed into Task Forces. Allied warships (not TK/AP/AK) already in a TF are allowed to have their orders changed.
27. Allied naval Task Forces may be given new orders to sail provided such orders do not entail attacking a Japanese base or moving to a base owned by another Allied country.

MOST IMPORTANTLY:
28. Once the game starts there will be NO re-negotiation of House Rules. If BOTH players agree a rule needs amendment then fine but if only one wants a change then the rule stays as it is.
29. Both players to provide their passwords to a neutral observer to guard against one or other player disappearing.
30. The game starts with the Soviet Union active and open to attack and free to attack Japan from December 8th.


ALL of the above rules are open to renegotiation if anyone finds them unacceptable. Just make your counter-proposal and 99% of the time I'll go along with it. I don't care too much what the House Rules are so long as they don't change mid-game.

Note: Things which aren't mentioned such as limits on PT boat usage etc aren't mentioned because they are "anything goes" areas. As the Allied player you can put as many PT boats as you want in a hex but, obviously, I would expect that you not do game exploits such as filling a hex with multiple single-ship TFs so as to soak up my ops points and prevent bombardments.

Really though, I'm looking for a game where what was possible in real life is allowed and that's the ultimate arbitrer of what is allowed. AARs preferable but optional.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
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2ndACR
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RE: Empires Ablaze Allied Player sought.

Post by 2ndACR »

I might be interested, but my work schedule is very hectic. I could promise 1 turn per day, with spurts of more on occasion.
 
All HR except the southern Borneo landings on turn 1 are fair. Northern Borneo okay, but southern Borneo should be off limits turn 1. I feel that there should be no landings on turn 1 from farther west of Davao on turn 1. You could stage the troops along that line, but no actual crossing of the line on turn 1. Everything else is fair game to me.
 
I would have to D/L your mod and look it over etc. Never looked at it.
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Nemo121
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RE: Empires Ablaze Allied Player sought.

Post by Nemo121 »

Counter-proposal...  How about we draw the line from Jolo/Menado/Sorong ( with Jolo, Menado and Sorong being OK for seaborne invasions on Day 1 ). That way the whole of Southern borneo, Kendari and Amboina are safe but I still get to use the area south of Jolo to marshall my TFs for that series of invasions and, in reality, Menado and Jolo are clearly accessible by international waters.

If this isn't acceptable then we can go with what you want. Question: I just want to be sure you are familiar with my rather "anything goes" play style so that we don't run into problems down the road.

If you PM me with your email address I can send you the scenario files for the mod ( you'll have to download the map art from akdreemer's site ).

P.s. One turn a day isn't a problem. That's about all I'd be able for except for weekends anyways.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
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2ndACR
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RE: Empires Ablaze Allied Player sought.

Post by 2ndACR »

 Fair enough........Anything goes is fine by me. That knife can cut both ways later down the road. I prefer to call it a gutter fight.
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Nemo121
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RE: Empires Ablaze Allied Player sought.

Post by Nemo121 »

Ok, do you want to cut any of the rules I've listed?
 
And yeah, you're right, it definitely cuts both ways. The freedom I have from December 7th extends to you also and you get to take as much advantage from it as you can get.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
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2ndACR
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Location: Irving,Tx

RE: Empires Ablaze Allied Player sought.

Post by 2ndACR »

Email sent with some questions.

Just a couple questions on HR........when you say pay PP's to be used elsewhere........do you mean, that PP's must be paid to say use the Swordfish in Java or PI by changing the HQ? Just making sure I understand the rules. They start assigned to SE command IIRC, would I have to change them to Java or PI command?

because I have no problem doing away with that one HR......you can use southern army units in china but would like Manchuko units to have to be changed to unrestricted command for use elsewhere. IE.....no going to China without paying the price.
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Nemo121
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RE: Empires Ablaze Allied Player sought.

Post by Nemo121 »

Yes that House Rule is designed so that if you move a unit from one area to another then you have to change the HQ. E.g. Move the Swordfish from Malaysia to Java and you have to pay PP for that change in HQ. Move them back and you have to pay again.
 
 
I'm cool with scrapping that home rule. I start off with a lot of PP (12,000 ) but you get 250 per day compared to my 125 so within 3 months you make up that deficit and more and from about March 42 onward the Allies have a clear lead in the flexibility available second to these PP levels.
 
And, yes, if I am taking units out of Manchuria then I would pay PP to make them unrestricted ( SRA or China Army or whatever ) before moving them out of Manchukuo ) . No problems with that all
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
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2ndACR
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RE: Empires Ablaze Allied Player sought.

Post by 2ndACR »

Then it is game on as far as I am concerned. Nothing makes me happier than making a Japanese player sweat a little wondering where my stringbags may show up next for a fast feast.
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2ndACR
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RE: Empires Ablaze Allied Player sought.

Post by 2ndACR »

Oh, who do you want me to send the password to? No problems there either. Check email.
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Nemo121
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RE: Empires Ablaze Allied Player sought.

Post by Nemo121 »

Do you want to limit paratroops use or do you want no limits on it?
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
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Nemo121
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RE: Empires Ablaze Allied Player sought.

Post by Nemo121 »

I would suggest AndyMac as our password holder. Once we clarify the para issue for turn 1 I can send you the turn... ( I'll just modify the one I already had for my current game ).
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
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2ndACR
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Location: Irving,Tx

RE: Empires Ablaze Allied Player sought.

Post by 2ndACR »

Go with what you want on the paras. My turn comes later in the war when I get all my para's. Send when ready.
 
I will PM Andy my password.
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Nemo121
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RE: Empires Ablaze Allied Player sought.

Post by Nemo121 »

Ok we've agreed that paras should drop as whole units unless the unit can divide - in which case you can drop the as a divided unit.

E.g. 1 Parachute Division divides into 3 Regiments. Each Regiment can receive a different target.
 
E.g 2 :  IJA Raiding Bde on Day 1 can divide into 2 components, A and B. Portion A can get one target, portion B can get another.
John Dillworth: "I had GreyJoy check my spelling and he said it was fine."
Well, that's that settled then.
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