Opponent needed: Nik mod 8.0b 42A (may 42 - 46)

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castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

Opponent needed: Nik mod 8.0b 42A (may 42 - 46)

Post by castor troy »

I´m looking for an opponent for above mentioned scenario under latest official patch. I would call myself an experienced PBEM player (2000 turns+) who´s reliable and doesn´t like gamey things or who´s abusing game flaws. I´m able to do at least 1 turn a day, if you can get me more, most times I will be able to do more than one turn a day, which would be appreciated. I haven´t quit a game yet because I´ve lost some ships or similar things. I played more games as Japanese but I´m also experienced in playing the Allied side. Auto victory is nice but not the end of the game!

What I´m looking for: a reliable person, no quitter, someone who´s looking for a "more or less" realistic game (isn´t the same as historical but can be).

I want to play that to the end or at least until it will be a never ending massacre (45,46?)... so no quitting when one side loses 4 or 5 CVs in 42...

Want to do two changes to Nik´s scenario:

AKs and TKs reset to stock cargo capacity (for both sides) as I´ve experienced that the loss of only a few TKs will cripple the Japanese side. The APs STAY REDUCED (also for both sides of course).

Game settings:

1 day turns
historical first turn off
allied damage control on
advanced weather effects on
reinforcements variable +-15days
PDU on
sub doctrine off for both sides
sub auto ops off

forgot anything?

Want to have following house rules that I´ve got in other PBEMs too and have worked very well:

1. max. aircraft on airfield max. 50*airfield size (+about 10%) eg size 4 = max around 220 planes (around means perhaps 223 but not 238!! )

2. max. aircraft in sea hex = around 450 (= 5 Essex carriers or the equivalent size 9 airfield). I know it´s no problem to stack more than 5 carriers in a hex that is 3600 square miles big, this rule is not because realism it´s because of the game engine. And this rule has worked better for me than a set max percentage of CAP. You still can place 1000s of planes around an island but it reduces the effects of the CAP shields for both sides. You can still have 200 fighters on CAP.

3. Japanese are not allowed to do strategic bombing in China! Far too easy to destroy all the ressources, HI and OIL. Japanese may bomb everything else of Allied territory.

4. Allied are not allowed to do strategic bombing of Japanese occupied ALLIED territory. This should prevent the Allied player to do suicide attacks e.g. with carriers to destroy some oil facilities (which I´ve seen enough) and for the reasons mentioned under 3. And I don´t think it would have been possible (politically) to burn down all those Japanese held Allied cities like Singapore or others. Allied may bomb everything in Japan, Korea, eastern China = everything Japan held at 1941/12/7.

5. No aerial mining against bases with CAP (bombers can´t be intercepted = bug IMO, as e.g. single recons are attacked!)

6. No upgrade of Allied carrier fighters to Corsairs (think Nik has restricted this anyway in his mod)

7. No placing of carrier CAPABLE planes on Japanese carriers except the carriers that come in without airgroups (same goes for Allied)

8. Karachi and Chungking can´t be taken as the Japanese. If everything else is taken, Karachi and Chungking stays in Allied hands but Japanese troops are allowed to enter the hexes (look at them as some off map bases like in other map mods. I´m just too jused to play the stock map that I don´t want to play on a map mod).

9. B29 aren´t allowed on naval attack, other 4E bombers min alt. for naval attack 10.000.

10. B29 only on level 6 or 7+ airfields, this should limit them to places that were big enough in real life.

It may look like a load of houserules but you will see that it´s not that hard to follow them and it really improved my games.

House rule 1 and 2 are definetely the ones that effect the players the most and are done to further increase the realism of A2A. I don´t want to have PzB vs AndyMac results which I´ve seen enough in my games also.

Other house rules can be discussed, but other things that should be house ruled too weren´t done by me or my other former opponents as I´ve been very lucky with my opponents so far! Thanks for that! [;)][&o] Common sense helps most of the time.

If bugs or game flaws occure I´m willing to redo turns and expect the same from my opponent.

As mentioned above, I`M NO QUITTER and am looking for a similar opponent. After years everyone knows how the game and it´s engine goes so quitting after 3 months because of the game engine isn´t nice! To compensate the game engine there are house rules and common sense. [;)]

Sorry for the long thread but after every game there comes more to mind and if I consider to play for about two years real time to finish a game then it should be well planned I think.

If interested, answer me here or pm me.

Thanks

Chris
User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: Opponent needed: Nik mod 8.0b 42A (may 42 - 46)

Post by castor troy »

still looking for an opponent
User avatar
castor troy
Posts: 14331
Joined: Mon Aug 23, 2004 10:17 am
Location: Austria

RE: Opponent needed: Nik mod 8.0b 42A (may 42 - 46)

Post by castor troy »

opponent found
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