Checklist for house rules

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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AU Tiger_MatrixForum
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RE: Checklist for house rules

Post by AU Tiger_MatrixForum »

ORIGINAL: Richard III

Here is a set of old house rules someone posted for PBEM Games:
Hope the original authors don`t mind my re-posting. Some are interesting and it should be noted they are for a DBB Game..........



Egad.
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Icedawg
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RE: Checklist for house rules

Post by Icedawg »

ORIGINAL: David The Great

We are using two rules that favor the allies - No 4E naval attacks below 10k and a rule that limits night bombing. Other than that, the rules are either neutral or favor the allies.

And how do these rules favour the allies ?

David - typo on my part. They favor Japan. Going back to fix now.
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Icedawg
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RE: Checklist for house rules

Post by Icedawg »

ORIGINAL: mike scholl 1

ORIGINAL: Icedawg
For example, we don't allow bombing of light industry. Without that rule, it would be lights out and game over in China. The only supply he'd be getting would be the inherent "free" supply at various bases. In addition, we have a host of rules regulating first turn moves by the Japanese player. Without this rule, I could have landed at crazy places all over the map on Dec 7th. Only one CV port strike was allowed, so I couldn't hit both Pearl and Manila on turn one. We also limited paradrops such that you can't go dropping unlimited numbers of fragments all over the place to seize empty bases. All of these clearly favor the allies, not the Japanese.

Actually "Dawg", these rules favor reality over nonsense!

Isn't that the motivator behind all HRs? The purpose of HRs is to make up for shortcomings of the game engine - to adjust things to make the game more realistic. If they just happen to tilt the game towards one side or the other, then that is just an unintended consequence.
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Icedawg
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RE: Checklist for house rules

Post by Icedawg »

Richard - you seem to be catching a bit of flak for your list of HRs. A few months ago, I posted a question about my proposed list and got hammered for the same basic reason - too long and tedious. Don't let it bother you. There's simply something of a dichotomy here on the forum regarding this issue. It basically boils down to one group preferring a wide open approach to the game and lets the historical issues be damned. The other side prefers to stay in the spirit of history. Not a big deal as long as both you and your opponent are on the same wavelength - just like crsuttton said in post #2.
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Richard III
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RE: Checklist for house rules

Post by Richard III »


No problem, but thanks. They are actually a copy/paste here from my old files of someone`s proposed HR`s for THEIR Game, not mine.
Thought it would be useful for folks to pick & chose what they might like to try...

I probably should have made that clearer, my fault.
RIII
ORIGINAL: Icedawg

Richard - you seem to be catching a bit of flak for your list of HRs. A few months ago, I posted a question about my proposed list and got hammered for the same basic reason - too long and tedious. Don't let it bother you. There's simply something of a dichotomy here on the forum regarding this issue. It basically boils down to one group preferring a wide open approach to the game and lets the historical issues be damned. The other side prefers to stay in the spirit of history. Not a big deal as long as both you and your opponent are on the same wavelength - just like crsuttton said in post #2.
“History would be a wonderful thing – if it were only true.”

¯ Leo Tolstoy
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Shellshock
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RE: Checklist for house rules

Post by Shellshock »

ORIGINAL: Richard III


No problem, but thanks. They are actually a copy/paste here from my old files of someone`s proposed HR`s for THEIR Game, not mine.
Thought it would be useful for folks to pick & chose what they might like to try...

I probably should have made that clearer, my fault.
RIII
ORIGINAL: Icedawg

Richard - you seem to be catching a bit of flak for your list of HRs. A few months ago, I posted a question about my proposed list and got hammered for the same basic reason - too long and tedious. Don't let it bother you. There's simply something of a dichotomy here on the forum regarding this issue. It basically boils down to one group preferring a wide open approach to the game and lets the historical issues be damned. The other side prefers to stay in the spirit of history. Not a big deal as long as both you and your opponent are on the same wavelength - just like crsuttton said in post #2.

I remember these house rules. They were agreed upon for an attempt at a historical as possible game between two Spanish players, Fletcher and Cantona2 back in 2010. Here is the link to the AAR---

tm.asp?m=2440843

--I believe both players agreed to resign at some point because even with these lengthy house rules they weren't getting the historical results they wanted. Which might point out the futility of too many HRs.
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geofflambert
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RE: Checklist for house rules

Post by geofflambert »

Here's a possible check list for you:


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Chickenboy
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RE: Checklist for house rules

Post by Chickenboy »

ORIGINAL: Shellshock

I remember these house rules. They were agreed upon for an attempt at a historical as possible game between two Spanish players, Fletcher and Cantona2 back in 2010. Here is the link to the AAR---

tm.asp?m=2440843

--I believe both players agreed to resign at some point because even with these lengthy house rules they weren't getting the historical results they wanted. Which might point out the futility of too many HRs.

An eye-watering list of HRs. Probably not tenable, IMO.

I will say that the game has improved and toned down some of the most aggregious gameplay imbalances over time. Later renditions of the game (last official patch) are much more playable with minimal house rules than earlier versions.

Since the example cited was 2010-relatively early in the game development cycle-I can understand the need for some of these then. However, most of these concerns have been alleviated by the solid Matrix support provided with ongoing patches / updates.
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witpqs
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RE: Checklist for house rules

Post by witpqs »

Here is the list of house rules and settings we are using in my 1x1 PBM. You'll find it is mostly settings, very few house rules.
*** House Rules ***

General:

- Respect boundaries and pay PP's on units belonging to restricted commands as appropriate (pay full PP for all such units). Exceptions:
* Restricted units can go up to 3 hexes outside their border without paying PP.
* US and Canadian units can cross their borders without paying PP in the event of invasion.
* Units restricted to Manchuria/Manchukuo can invade Soviet Union without paying PP.


First Turn Restrictions:

Japan:
- Multiple Port Attacks restricted to areas with somewhat close sunrise times (i.e. no port attacks many time zones apart).

Allies:
- No new TF's formed.

- Orders may be given to TF's already formed.

- Ground units everywhere may be given orders regarding Replacements (on/off), Operations Mode, Targets, etc. but no movement orders.

- Air units everywhere may be given orders regarding Replacements (accept/not), Pilots, and Limited Mission Orders, etc. but no Transfers. Limited Mission orders means that current mission orders may be tailored (change altitude, etc.), but no groups may be given attack orders. In other words, only groups already with attack orders at scenario start may have attack orders.

- China, no restrictions (exempted from all first turn restrictions). China excludes Hong Kong.


Clarifications:

- Invasions are allowed at non-base/non-dot hexes.

'No gaminess' and 'be realistic'.

========================================================
Realism Options

Fog of War = Yes
Advanced Weather Effects = Yes
Allied Damage Control = Yes
Player Def. Upgrades = Yes
Historical First Turn = No
December 7th Surprise = Yes
Reliable USN Torpedoes = No
Realistic R&D = Yes
No Unit Withdrawals = No
Reinforcements - Allied = +/- 15 Days
Reinforcements - Japanese = +/- 15 Days


Game Options

Combat Reports = Yes
Auto Sub Ops = No
TF Move Radius = No
Plane Move Radius = No
Set All Facilities To Expand At Start = No
Automatic Upgrade Ships And Air Groups = No
Accept Air And Ground Replacements = No
Turn Cycle = 1 (1 day turns)


Preferences (Delays and Animations should be set as you like them.)

Map Style = With Hexes
Hexside Detail = Off
Map Scroll Delay = 2
Message Delay = 0.1
Air To Air Delay = 0.0
Air To Ground Delay = 0.0
Air To Naval Delay = 0.0
Naval Vs Naval Delay = 0.0
Sub Vs Naval Delay = 0.0
Troop Vs Troop Delay = 0.0
Bombardment Delay = 0.0
Show Combat Animations = Yes
Show Combat Summaries = Yes
Show Clouds = Yes
Main Volume = 0
Music Volume = 0
Background FX = 0
Unit Sounds FX = 0

In practice, we are also of a like mind regarding para-dropping units in that we use them as units, not teeny tiny fragments going to 10 different bases at once.

The various altitude restrictions that people keep mentioning (sweep, 4EB) are simply not necessary.
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