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open for 41 campaign game wir 3.3
Posted: Sun May 06, 2007 10:38 am
by asa
Looking for a soviet opponent. my house rules as follows:
1) - Special supply: a corps may change its senior HQ only before being special supplied. No special supply twice and no changing name of corps then supply it again.
2) - Air missions: any HQ may launch only 2 missions of same type per turn. A single enemy target (HQ or unit or city) may be air-attacked only 3 times per turn.
3) Plotting restrictions: a Pz Korps (or Tank Army) must contain at least 2 Pz (Tank), PzGren, Mechanised or Cavalry divisions for every one leg division, otherwise it can plot only 2 hexes insted of 5 (as Infantry would do).
4) - All soviet HQs within 3 hexes from eastern edge of map are "beyond the Urals" and cannot be air-attacked by Axis player. However, any airgroup in such HQs cannot fight and can be assigned only to training mission, unless one or more Axis combat units come within 3 hexes from such HQs.
5) - Finland: Finnish land/air units cannot attack (including but not limited to land attacks and strategic bombing) the city of Leningrad and hex 41,6 (its supply hex). If German troops take Leningrad, then the Finns are allowed to move into Soviet controlled territory, but must remain north of Leningrad - i.e. on or above 12th parallel.
6) NO CHANGING IN PRODUCTION
7) No use of stacked HQs as front line units.
8) Any unit beginning a turn with a supply level of zero can only move backwards towards friendly controlled territory and cannot advance into enemy territory.
9) No Hungarian/Romanian/Finnish units to West or Italian HQs. No Italian units can be sent to West HQ.
10) Each turn can only EVER be saved after combat phase to avoid production, supply, readiness and rail conversion level increases.
RE: open for 41 campaign game wir 3.3
Posted: Mon May 07, 2007 9:35 am
by Zerberus_MatrixForum
post
RE: open for 41 campaign game wir 3.3
Posted: Mon May 07, 2007 1:13 pm
by Morphy
ORIGINAL: asa
2) - Air missions: any HQ may launch only 2 missions of same type per turn.
Why???
ORIGINAL: asa
6) NO CHANGING IN PRODUCTION
Why??? This is the weirdest rule I've ever seen...
ORIGINAL: asa
8) Any unit beginning a turn with a supply level of zero can only move backwards towards friendly controlled territory and cannot advance into enemy territory.
This is ahistorical. As a matter of fact Germans could cross Don rivers and advance only because of air supply.
RE: open for 41 campaign game wir 3.3
Posted: Tue May 08, 2007 7:19 am
by Zerberus_MatrixForum
ORIGINAL: Morphy
ORIGINAL: asa
2) - Air missions: any HQ may launch only 2 missions of same type per turn.
Why???
ORIGINAL: asa
6) NO CHANGING IN PRODUCTION
Why??? This is the weirdest rule I've ever seen...
ORIGINAL: asa
8) Any unit beginning a turn with a supply level of zero can only move backwards towards friendly controlled territory and cannot advance into enemy territory.
This is ahistorical. As a matter of fact Germans could cross Don rivers and advance only because of air supply.
The most of this housrules are not unusual - only the production rule is "new"
1. limited Air missions
a way to prevent unreal massive german air concentration
2. no changing in production
ok, production is a nice feature in this game, but in most games the germans produce thousands of butcher birds Fw 190 and panthers, with this rule the USAAF gets a real chance to become a relevant factor in the campaign, thatswhy I'm interested to give this rule a chance
RE: open for 41 campaign game wir 3.3
Posted: Wed May 09, 2007 2:18 pm
by Morphy
ORIGINAL: Zerberus
The most of this housrules are not unusual - only the production rule is "new"
1. limited Air missions
a way to prevent unreal massive german air concentration
But one can still have massive German air concentration since one can have up to 10 air units...
Besides this rule does apply to Soviets as well...
ORIGINAL: Zerberus
2. no changing in production
ok, production is a nice feature in this game, but in most games the germans produce thousands of butcher birds Fw 190 and panthers, with this rule the USAAF gets a real chance to become a relevant factor in the campaign, thatswhy I'm interested to give this rule a chance
On the other hand in 1942 USAAF can't play any important role while as of 1943 both West and Italian Front shatter automatically regardless how strong Germans are... Thus Allies have a huge advantage over Germans.
Besides Germans produce Pz-II in 1941 and what is the purpose of producing such tanks??? And how about Soviets producing T-60 and T-70?
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RE: open for 41 campaign game wir 3.3
Posted: Thu May 17, 2007 4:39 pm
by delatbabel
ORIGINAL: Zerberus
The most of this housrules are not unusual - only the production rule is "new"
1. limited Air missions
a way to prevent unreal massive german air concentration
2. no changing in production
ok, production is a nice feature in this game, but in most games the germans produce thousands of butcher birds Fw 190 and panthers, with this rule the USAAF gets a real chance to become a relevant factor in the campaign, thatswhy I'm interested to give this rule a chance
I think the no changing production rule is a good one to play with. I wouldn't pick it all of the time but it's a good rule to have as a variation from time to time.
RE: open for 41 campaign game wir 3.3
Posted: Thu May 17, 2007 4:43 pm
by delatbabel
ORIGINAL: Morphy
ORIGINAL: Zerberus
The most of this housrules are not unusual - only the production rule is "new"
1. limited Air missions
a way to prevent unreal massive german air concentration
But one can still have massive German air concentration since one can have up to 10 air units...
Besides this rule does apply to Soviets as well...
The main probelm with unlimited air attacks is that the game rules / calculations are out with respect to the loss of readiness, etc. Each air attack will take a unit down about 10% - 15% readiness, regardless of the number of planes flying. If you interdict a unit 10 times, and each interdiction is with 10 planes, that causes 10 lots of readiness loss. If you interdict a unit once with 100 planes then it is only one lot of readiness loss. In reality this should not happen, but in the game it means that if you can interdict a unit 10 or so times before attacking it, it will probably shatter.
I have seen German units blasting their way through fortified soviet units, in the blizzard, simply because they air attack the unit they are hitting a large number of times before launching the attack, sometimes with only 1 or 2 bombers. Highly unrealistic.
RE: open for 41 campaign game wir 3.3
Posted: Thu May 17, 2007 5:52 pm
by Morphy
ORIGINAL: delatbabel
The main probelm with unlimited air attacks is that the game rules / calculations are out with respect to the loss of readiness, etc. Each air attack will take a unit down about 10% - 15% readiness, regardless of the number of planes flying. If you interdict a unit 10 times, and each interdiction is with 10 planes, that causes 10 lots of readiness loss. If you interdict a unit once with 100 planes then it is only one lot of readiness loss. In reality this should not happen, but in the game it means that if you can interdict a unit 10 or so times before attacking it, it will probably shatter.
I have seen German units blasting their way through fortified soviet units, in the blizzard, simply because they air attack the unit they are hitting a large number of times before launching the attack, sometimes with only 1 or 2 bombers. Highly unrealistic.
I didn't say there should be NO limitation of air attacks against a single target. What I said was there should be no limitation of air missions! I mean if you have a HQ with 12 bomber units you should not be limited to just 2 air missions of any kind. It's nonsense.