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forranger
Posts: 96
Joined: Wed Sep 15, 2004 1:52 pm
Location: Switzerland

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Post by forranger »

Hi

Patch 1.3, scenario 15 or 16, one day turns, sub doctrines off (at least for allies), FOW on, advanced weather on, allied damage control on, surprise on. Varied or standard setup. House rules to be discussed.

I can usually process turns from GMT 09:00-13:00 plus between GMT 21:00-23:00, so depending on your speed that could mean between 2 to 4 turns per day. My weekend turn turnout can vary from 1 to 4 turns per day.

Are you a daring but not irresponsible strategist and have a solid grasp on production?

Contact-E-Mail: forranger@tiscali.ch.

Jay
Don't fight a battle if you don't gain anything by winning. (Rommel)
forranger
Posts: 96
Joined: Wed Sep 15, 2004 1:52 pm
Location: Switzerland

RE: Wanted: Jap player, scen.15, 1-day turns

Post by forranger »

I know it's quite a workload, but there have to be ambitionned jap players out there, no? [&:]
Don't fight a battle if you don't gain anything by winning. (Rommel)
forranger
Posts: 96
Joined: Wed Sep 15, 2004 1:52 pm
Location: Switzerland

RE: Wanted: Jap player, scen.15, 1-day turns

Post by forranger »

My idea of house rules:


HOUSE RULES
Assumptions are surprise attack, no previous warnings available to Allies, and changes allowed to Japanese invasion planning.

Inital turn
1) No limits (place, number) on Japanese invasions apart from having to be within LBU recon range (max 15 hexes)
2) On turn 1 the Allied player does not create any new TFs, and gives no orders to existing TF's and ground units.
3) Only 1 jap port attack on turn 1.

Operational
4) ASW TF's: No more than 10 ships allowed.
5) No forward base refueling of TF's in ports under size 3 unless a AO or TK is present.
6) No forward base rearming of TF's in ports under size 3 unless special ship is present (AE for capital ships down to CL's, AS for subs).
7) PT boats may not be combined with any other type ship. Except for transfers to another base. Maximum of 6 PT's per TF.
8) No creating of Barges / PT Boats at bases smaller than 3 or that are behind enemy lines (cut off). It is unrealistic to have new PT boats magically appear at bases behind enemy lines without having to sail there and be subjected to enemy attack
9) No amphibious invasions against non-dot base hexes.
10) No amphibious invasions on bases greater than 3 with a land force greater than total 1000 load size unless every unit in the invasion has at least 30 Preparation Points for the destination (exception is turn 1). This also includes aerial paratrooper assaults against bases. No limits on overland attacks.

Tactical
11) Night bombing: for non-game designated air units city attacks on manpower only . Night naval attacks only by planes with default load torpedoes.
12) No breakdown of LCU's during battles or preceding them to reduce fatigue and disruption in combat.
No Naval Attack by land based bombers (2E / 4E bombers) under 1000', until 1/43.

Political
13) LCU's belonging to the Kwangtung command may not leave Manchuria unless PP's are spent to change their command.
Don't fight a battle if you don't gain anything by winning. (Rommel)
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