Seeking Japanese opponent for CHS scenario 158

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Jzanes
Posts: 471
Joined: Thu Nov 18, 2004 5:55 am

Seeking Japanese opponent for CHS scenario 158

Post by Jzanes »

I am looking for a Japanese opponent for scenario 158 (CHS version 2.08, Nik Mod, on Andrew's extended map v6.3a) with a 1 day turn cycle. I live in the Eastern time zone of the US and can reliably do at least a turn a day. I am relatively new to PBEM with CHS but have played several stock PBEMs to as late as 8/42 before my opponents dissapeared. I am looking for an opponent able to play at least one turn a day and willing to stick with it regardless of events ingame or out. Please reply here or email jzanes2(at)yahoo(dot)com if interested.

Options suggested-

Sub Doctrines = off
FOW = on
Allied damage control = on
Hist 1st turn = no
PDU = on
Vary Setup = off
Dec 7 suprise = on
Reinforcements = historical
Auto sub ops = off
Expand at start = off
Automatic upgrades = off
Accept replacements = off
Turn cycle = 1

House Rules Suggested -

I'm open to negotiation on house rules but here are the ones I usually use.

1. The allied player on turn 1 will not enter ANY orders to simulate the Japanese achieving total surprise. The two exceptions to this rule are;
a. New orders can be given to the CV task forces at sea.
b. The Chinese can be given orders (as they are already at war vs. Japan).
However, they cannot be ordered to move towards Burma or given a target outside China till turn 2.
Basically the Japanese players sends their opening turn, the us player loads it up, moves the CVs and Chinese and sends it straight back.
2. For the Japanese player, all first turn landings need to be in range of long range cap of Jap fighters, for example: Java, Sumatra, Timor, and Sulawesi are NOT OK. Philippines, Borneo etc. ARE OK.
3. Only the KB can do a port attack on turn 1 (but can attack any one port).
4. Air or ground units belonging to the Kwangtung command may not leave Manchuria unless PP's are spent to change their command.
5. Air or ground units belonging to the India command may not leave India unless PPs are spent to change their command.
6. Air or ground units belonging to China Command may not leave China or Manchuria, unless they change command.
7. The Japanese are not allowed to enter the Panama and Aden passages. In addition no Japanese units allowed within 4 hexes of the exits from the Aden and Panama passages.
8. No cutting off retreat paths with a fragment, you must use a whole COMBAT unit (a unit with at least 1 assault point).
9. No Allied 4 engined bombers allowed on Naval Attack below 10000 ft
10. No 2 engine Bomber units allowed to upgrade to 4 engine bombers as the allies.
11. PT Boats: PT boats can only be in a TF by themselves.
12. No more than 8 ships in an ASW TF.
13. Limit of two AA units per hex once they leave their start base. No mass flak bases
14. Stacking limit of 100 planes per airfield level and no more then 500 carrier born planes in one hex
15. No submarine Invasions
16. Amphibious invasions must be at a dot or base. No empty coast hexes can be landed on.
17. Parachute invasions must be at a dot or base. No empty hexes can be landed on.
18. Japanese subs cannot change/upgrade their scout planes.


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