Open for a game
Posted: Sat Jun 02, 2007 8:55 am
Hi all! I want to play a game of Wir (any scenario will be OK) with following home rules:
1. A corps can only change HQ before it has been special supplied
2. Each HQ may air attack any single enemy Corps/HQ only once per turn. No single enemy Corps/HQ may be air attacked (interdict or bomb AF) more than 3 times per turn. Any airgroup can fly only one airmission per turn.
3. A corps must have x+1 Mobile division sized units in it to plot more than two squares of movement where x=number of Infantry division sized unit in it.
4. HQ's may only contain 3 divisions per hexes it is away from a enemy controled hex ; HQ's 4 or more hexes away may contain an unlimited amount of divisions. For hex counting include the hex the friendly HQ is in.
5. Usage of naval transportation is limited to 3 stack points per turn. Destination hex must be a port.
6. Players cannot change a structure of command and Hitler\Stalin leadership.
7. Players has to set “computer production upgrade control”.
8. All Finnish armed forces must be within finnish korpses. All finnish korpses must be attached to “Karelian Fin Army” HQ. All finnish airgroups (A.R.) must stay with “Karelian Fin Army” HQ.
9. Only German forces can be added to Finnish korps. No more than 3 Infantry divisions can be attached to Finnish forces at the same time. A Finnish korps must have at least one Finnish division in it.
10. Finnish forces cannot attack (but can bombard) Leningrad (40;7), it’s supply hex (41;6) or hex (40;6). The Soviet player has to garrison hex (40;6) with minimum 5 division sized units (under the same HQ as forces in Leningrad (40;7)) after September the 1 of 1941.
11. Finnish forses can be transferred in to Soviet territory before fall of Leningrad only via Tallinn port and must remain on or above 12 parallel. “Karelian Fin Army” HQ must have a direct land path to Helsinki.
1. A corps can only change HQ before it has been special supplied
2. Each HQ may air attack any single enemy Corps/HQ only once per turn. No single enemy Corps/HQ may be air attacked (interdict or bomb AF) more than 3 times per turn. Any airgroup can fly only one airmission per turn.
3. A corps must have x+1 Mobile division sized units in it to plot more than two squares of movement where x=number of Infantry division sized unit in it.
4. HQ's may only contain 3 divisions per hexes it is away from a enemy controled hex ; HQ's 4 or more hexes away may contain an unlimited amount of divisions. For hex counting include the hex the friendly HQ is in.
5. Usage of naval transportation is limited to 3 stack points per turn. Destination hex must be a port.
6. Players cannot change a structure of command and Hitler\Stalin leadership.
7. Players has to set “computer production upgrade control”.
8. All Finnish armed forces must be within finnish korpses. All finnish korpses must be attached to “Karelian Fin Army” HQ. All finnish airgroups (A.R.) must stay with “Karelian Fin Army” HQ.
9. Only German forces can be added to Finnish korps. No more than 3 Infantry divisions can be attached to Finnish forces at the same time. A Finnish korps must have at least one Finnish division in it.
10. Finnish forces cannot attack (but can bombard) Leningrad (40;7), it’s supply hex (41;6) or hex (40;6). The Soviet player has to garrison hex (40;6) with minimum 5 division sized units (under the same HQ as forces in Leningrad (40;7)) after September the 1 of 1941.
11. Finnish forses can be transferred in to Soviet territory before fall of Leningrad only via Tallinn port and must remain on or above 12 parallel. “Karelian Fin Army” HQ must have a direct land path to Helsinki.