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New player seeking opponent
Posted: Sat Apr 21, 2007 6:41 pm
by Ketza
My first pbem game. Can play 4ish turns a week. Stock scen 15. WOuld like 1 day turns and some decent house rules to take away some gamey stuff. Would prefer a someone relatively new to pbem but someone who can walk me through the initial email/file saving stuff as Im a bit of a novice when it comes to computer knowledge.
I will play either Jap or Allies.
Thanks
RE: New player seeking opponent
Posted: Sun Apr 22, 2007 6:41 am
by modrow
Hi !
If you play Nippon, we might start game together (I don't dare managing Jap economy yet).
About 3-4 turns a week would be perfect for my schedule.
The initial steps for starting the PBEM are not that difficult, I guess together we will manage - we should go for a non-historic turn 1 though, as otherwise combat animations do not always appear as far as I know.
While setting the non-historic turn 1, the Allied player is only allowed to give orders to existing TFs. He may move up to 3 air units (squadrons and the like), but not set missions other than "training" to the moved units - this is a way to improve the things the Allied player can do early on in the air from nil to a little bit.
Also, no change of mission for the other air units for the Allied player.
House rules are negotiable, here are some suggestions:
Both sub doctrines should be off.
I opt for PDU on (this allows the Jap player to stay competitive in the air for some more months and makes Allied bombers more vulnerable), but Allied player is not allowed to convert 2E bombers to 4E and Jap player is not allowed to convert dive bombers to level bombers.
Naval attack for Allied 4E bombers is allowed, but not below Altitude of 6000. Allied 2E bombers can attack at any altitude they want.
Only 1 Pt-boat TF per port for the Allied. Said TF is not to contain more than 10 Pt boats.
No deliberate splitting of groups of undamaged ships moving from a given destination to a given destination or unloading at a given destination to sizes below 4 ships. If ships are damaged, as many new TFs as ships have been damaged may be created.
This may sound complicated, but is an attempt to block 1 ship TFs that exploit the game engine while keeping flexibility of ship disposal. Let me try to explain:
There are TFs for which a small size makes total sense. You may want to run 7k of supply to a small base unescorted - for this purpose, a single AK is perfectly suited, there is no reason to use more ships - with the above rule, this is ok.
Also, let's say you managed to damage just 1 AK out of my convoy. Speed has gone down to 1 knot. I want to be entitled to leave that ship to its fate - with the above rule that's fine. If I decide to let an escort or a 2nd transport behind, that's fine as well. If you damaged 2 ships, I can create 2 new TFs. This is useful if there is a damaged DD which can still do 18 knots and a damaged AK doing 1 knot. The DD is allowed to run home quickly.
On the other hand, If I want to ship 2nd USMC Division and know KB is somewhere around, I am NOT allowed to split to single ship TFs to minimize my losses. Here, I can only split to 4 ship TFs...
If you have additional suggestions, let me know. If you are interested, PM me
Hartwig
RE: New player seeking opponent
Posted: Sun Apr 22, 2007 1:39 pm
by Ketza
Email sent.