1.806 scen 115 / 116

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Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

1.806 scen 115 / 116

Post by Yamato hugger »

Ive been looking at Andys map and toying with the notion of 2 or 3 day turns. I have never played on Andys map and never tried multiple day turns. Anyone interested? Scen 115 or 116 either side. PM me.
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racndoc
Posts: 2528
Joined: Fri Oct 29, 2004 3:47 pm
Location: Newport Coast, California

RE: 1.806 scen 115 / 116

Post by racndoc »

I am interested. I have just started my first 2 day turn game. What house rules do you propose?
Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

RE: 1.806 scen 115 / 116

Post by Yamato hugger »

Well Im talking to a few other people in PMs right now about various rules, but here are my thoughts on it (keeping in mind, I will play either side):

China 1: Allowing allied air to operate here in strength isnt realistic. They tried on several occasions and could never effectively do it. By the same token, China will not last long if the Japs are allowed to bomb Chunking into the stone age, so with that in mind I would propose not allowing either sides non-China command air units to base in or fly missions to China targets. No additional air can be assigned to China. No city bombing missions by either side in or from China.

China 2: Russia can be conquered fairly easily if Jap ground units are allowed to shift to Manchuria, Burma can be unrealistically held if Chinese units arent restricted and Manchurian forces too easily over-run north east China if given free reign, therefore I propose no restricted command allowed to leave their areas without paying the PPs to change command. The SEAC Chinese units would be allowed to enter Indo-China or Burma (or Manchuria I guess if you wanted to send them there) but any other Chinese units have to have command changed before they can leave China. Likewise Jap Kwantung units remain in Korea / Manchuria, China command remain in China (the Mongolian cav units must re-enter China at earliest possible) unless PPs are paid.

4E bombers 1: The accuracy ratings for these aircraft types in the game are geared for hitting non-moving factory complexes, not moving ships at sea. In this role they are unrealistically accurate. Therefore no naval strike missions by 4E bombers. Naval search is fine.

4E bombers 2: In my opinion, the AA isnt modeled very well in this game. Aircraft speed should also be a factor in AA fire. Slower aircraft being easier to hit. I believe this is the reason that as the war went on, the bombers flew at higher and higher levels or at night where they couldnt be easily seen. I can live with or without this, but I would propose 4E bombers be restricted to 15,000 feet min altitude. Optionally raising this min altitude every year by 5000 feet. ie in 42 would be 20,000, in 43 it would be 25,000, ect. Night raids being exempt from this of course subject to the "flak gap" rule.

Non-base landings: Personally I dont care on this either way, but I would like a rule established before the game starts.

Jap seaplane subs: Only the Glen would fit on them. I propose to keep it that way. Flying Alfs off them isnt realistic. Truth be told, flying daily searches off them isnt either, but I can live with that. IMHO the Glen should be a recon type instead of a seaplane and should be used as recon aircraft instead of naval search, but thats my opinion.

Ground troops landing by sub: Dont care either way. Obviously they did it in the war, but a lot of people dont like it. I can live with it either way, but would like a rule on it.

Airdrops: Being a paratrooper in the Army, I know the value and potential of airborne drops, but the fact of the matter is there were only 2 major drops in the Pacific (1 by each side), and neither of them had any real effect in game terms. I have several different options for handeling airdrops:
1) Not allowed.
2) 1 drop total per side allowed.
3) 1 per airborne Bn allowed.
4) Unlimited but restricted to dropping on CC hexes (there arent too many CC base hexes).
5) Unlimited.
Again, dont care, but I would want a rule on it. My suggestion would be #2.

Low level air searches: This game doesnt handle low level (ie 100 feet) searches very well. CAP isnt terribly effective at stopping them, and other ships in the TF will not offer supporting AA fire. The result is lots and lots of hits. I would propose a 1000 foot minimum altitude for ASW searches and a 5000 foot min altitude for naval searches.

Airfield capicity: No missions in excess of 50 times base size. Any excess aircraft must be in a "stand down" mode.

Flak gap: Because of the well known flak gap, no air strikes between 5001 and 9999 feet. In other words, 5000 or less, 10,000 feet or more.

I know, lots of rules. But there are lots of ways to abuse the game system.
Yamato hugger
Posts: 3791
Joined: Tue Oct 05, 2004 5:38 am

RE: 1.806 scen 115 / 116

Post by Yamato hugger »

OK, well I got 2 games now. Would consider a 3rd, but only if Im allies (so I dont have to think about what Im doing [:D])
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