Full Campaign Allied Opponent wanted NikMod 9.1 w/2 day turns - Opponent Found
Posted: Fri Jun 08, 2007 1:28 pm
Looking for my first PBEM as the Jpn. Have 2xPBEM as the Allied so far, one still going. Looking for a non lunacy type game. Potential options (from last two PBEMs):
Realism Options:
- Allied and Jpn Sub doctrine: ON
- Fog of War: ON
- Advanced Weather Effects: ON
- Allied Damage Control: ON
- Historical First Turn: OFF
- instead:
Jpn
- only one port attack
- No new TFs can be created on 1st turn. Existing TFs can be re-routed and split
- Air units can change mission/altitude etc Except no air transfers
US: Can ONLY move (and or split) existing TFs. Nothing else
- Player Defined Upgrades: ON
- Vary Setup: OFF
- Dec 7th Surprise: ON
- Reinforcement: Extremely Variable
Game Options:
- Combat reports: ON
- Auto Sub ops: OFF
- TF Move Radius: ON
- Plane Move Radius: ON
- Set all Facilities to expand: OFF
- Auto Upgrade for air groups: OFF
- Accept Air/ground repl: OFF
- 2 Day Turns
Preferences:
- Without Hexes
Some House Rules for consideration/negotiation:
- 50 a/c per AF size; does not include float or units on training missions
- 5xship max for ASW TFs
- Allied Hv Bomber min altitude for Naval strikes is 9000ft
- Jpn units in Manchuria cannot leave w/o expend political points
- both players attempt to have units assigned to correct HQs. (ex SW pacific units don’t fight in the Aleutians)
- Canadian units (air and ground) only allowed in Canada and Alaska (inc Aleutians)
- Jpn Southern Army units not allowed in Central Pacific or North Pacific areas
- No sub invasions
- Only transport a/c can carry troops (floats can only carry supply)
- 6xPT boats per TF. Max 2xTFs in hex
Realism Options:
- Allied and Jpn Sub doctrine: ON
- Fog of War: ON
- Advanced Weather Effects: ON
- Allied Damage Control: ON
- Historical First Turn: OFF
- instead:
Jpn
- only one port attack
- No new TFs can be created on 1st turn. Existing TFs can be re-routed and split
- Air units can change mission/altitude etc Except no air transfers
US: Can ONLY move (and or split) existing TFs. Nothing else
- Player Defined Upgrades: ON
- Vary Setup: OFF
- Dec 7th Surprise: ON
- Reinforcement: Extremely Variable
Game Options:
- Combat reports: ON
- Auto Sub ops: OFF
- TF Move Radius: ON
- Plane Move Radius: ON
- Set all Facilities to expand: OFF
- Auto Upgrade for air groups: OFF
- Accept Air/ground repl: OFF
- 2 Day Turns
Preferences:
- Without Hexes
Some House Rules for consideration/negotiation:
- 50 a/c per AF size; does not include float or units on training missions
- 5xship max for ASW TFs
- Allied Hv Bomber min altitude for Naval strikes is 9000ft
- Jpn units in Manchuria cannot leave w/o expend political points
- both players attempt to have units assigned to correct HQs. (ex SW pacific units don’t fight in the Aleutians)
- Canadian units (air and ground) only allowed in Canada and Alaska (inc Aleutians)
- Jpn Southern Army units not allowed in Central Pacific or North Pacific areas
- No sub invasions
- Only transport a/c can carry troops (floats can only carry supply)
- 6xPT boats per TF. Max 2xTFs in hex