Blam0 Verus NYGiants -- View from the Sunny Side
Posted: Sun Jul 08, 2007 2:08 am
Since my esteemed opponent has decided to make an AAR, and since I've enjoyed reading so many other folks' AARs (notably Pauk and PZB) I've decided to make one myself, and share my fate with you all.
House rules are:
"Non-negotiable:
I like AB's extended maps (will NOT go back to stock map) and prefer a game using CHS, if possible. If you would like to try another using AB's extended maps, I'm game!!
I like 2 day turns as they add in some more FOW and help the game get through in less than actual game time. Plus, one day turns allow too much micro-management.
Non-historical 1st turn: The Japanese "may" move LCU's from their historical start positions to "major" bases throughout the Pacific (Truk, Kwajalein, Palau, Saigon, Camranh Bay, Formosa, Home Islands, etc.) From there they can be sent on turn 3 invade where ever.
Negotiable:These are suggestions and are not set in stone. Please offer your own or possible changes.
Multiple port attacks allowed on turn 1 & 2, but must be based on a CV/CVL/CVE. Thus, KB & mini-KB may be used in combinations non-historical.
450 planes total in one hex from CV/CVL/CVE's. No Allied "death stars" in late war stages, nor the KB plus "death star" by mid-42 when they get more CV's. OR may have CAP set to 50% instead of a plane limit.
ASW TFs cannot exceed 8 ships
PT Boats may not be included in TFs with other ships (exception: when transferring between bases - using the extra ships as portable fuel sources. PT TF may have a max of 6 ships in it
No creating Barges/PT at bases smaller than size 3
No Allied CV Capable air units on CV's until 1/44 - designed to keep Marine Fighter groups off CV's
Allied player may only give orders to Allied warships (not AK/AP) already at sea on turn 1
No units of the Kwangtung HQ may be moved out of the area without first paying the applicable PP costs (Land or Air units)
AF size equals the number of 1e & 2e times 50. Thus, a AF(4) can hold 200 1e & 2e planes. However, 4e level bombers count double!!. Thus, that same field would hold only 100 4e level bombers. They can be mixed. Hopefully, this will reduce the Uber-Bombers.
No 4e level-bombing below 11,000' when set for naval attack. B-29's are not allowed to be set on naval attack.
Invasions only on base or dot hexes.
Cadre evacuations allowed.
Single-ship TFs are allowed to the end of 12/41. Afterwards, there must be two or more. This is to compensate for the game mechanics usually allowing 1 ship TF not being attacked
"Training" your squadrons in China is fine. The Allies may use "same-hex supply training" of bomber squadrons
No Japanese LCU naval invasions north of Tavoy until Singapore falls.
"Be realistic" with cutting off troops for surrender. A whole Btn would be sufficient to cut off a unit, but a few squads = no.
If you don't attack the Soviets on turn 1, please give 2 weeks lead time before attacking the Soviets (if you're going to do it), so I can come up with my own defensive posture. If you want to surprise the Soviets as well, you're welcome to beat the snot out of them with surprise on turn 1.
If you don't attack the Soviets on turn 1 (and also ambush their fleet), Stalin requires that he be allowed to relocate the Soviet fleet in a few weeks (when things have calmed down a little, you'd need to have nothing set to NavAtk around the Soviet ports so that I can move the fleet).
Allied TFs at sea at start may issue new orders, but may not load troops.
Sub evac = ok. Sub invasion = not ok.
No city attacks in China for either side. I have not played much as the Chinese and don't want this area to be the main focus of the game.
No "shock with pursuit" attacks.
Limit of 10k troops and lvl 6 forts on Atolls.
There's a 2 hex "free zone" on the western map edge expiring after row 81
And...if you've gotten this far: There is NO Rule 6! [:)]
House rules are:
"Non-negotiable:
I like AB's extended maps (will NOT go back to stock map) and prefer a game using CHS, if possible. If you would like to try another using AB's extended maps, I'm game!!
I like 2 day turns as they add in some more FOW and help the game get through in less than actual game time. Plus, one day turns allow too much micro-management.
Non-historical 1st turn: The Japanese "may" move LCU's from their historical start positions to "major" bases throughout the Pacific (Truk, Kwajalein, Palau, Saigon, Camranh Bay, Formosa, Home Islands, etc.) From there they can be sent on turn 3 invade where ever.
Negotiable:These are suggestions and are not set in stone. Please offer your own or possible changes.
Multiple port attacks allowed on turn 1 & 2, but must be based on a CV/CVL/CVE. Thus, KB & mini-KB may be used in combinations non-historical.
450 planes total in one hex from CV/CVL/CVE's. No Allied "death stars" in late war stages, nor the KB plus "death star" by mid-42 when they get more CV's. OR may have CAP set to 50% instead of a plane limit.
ASW TFs cannot exceed 8 ships
PT Boats may not be included in TFs with other ships (exception: when transferring between bases - using the extra ships as portable fuel sources. PT TF may have a max of 6 ships in it
No creating Barges/PT at bases smaller than size 3
No Allied CV Capable air units on CV's until 1/44 - designed to keep Marine Fighter groups off CV's
Allied player may only give orders to Allied warships (not AK/AP) already at sea on turn 1
No units of the Kwangtung HQ may be moved out of the area without first paying the applicable PP costs (Land or Air units)
AF size equals the number of 1e & 2e times 50. Thus, a AF(4) can hold 200 1e & 2e planes. However, 4e level bombers count double!!. Thus, that same field would hold only 100 4e level bombers. They can be mixed. Hopefully, this will reduce the Uber-Bombers.
No 4e level-bombing below 11,000' when set for naval attack. B-29's are not allowed to be set on naval attack.
Invasions only on base or dot hexes.
Cadre evacuations allowed.
Single-ship TFs are allowed to the end of 12/41. Afterwards, there must be two or more. This is to compensate for the game mechanics usually allowing 1 ship TF not being attacked
"Training" your squadrons in China is fine. The Allies may use "same-hex supply training" of bomber squadrons
No Japanese LCU naval invasions north of Tavoy until Singapore falls.
"Be realistic" with cutting off troops for surrender. A whole Btn would be sufficient to cut off a unit, but a few squads = no.
If you don't attack the Soviets on turn 1, please give 2 weeks lead time before attacking the Soviets (if you're going to do it), so I can come up with my own defensive posture. If you want to surprise the Soviets as well, you're welcome to beat the snot out of them with surprise on turn 1.
If you don't attack the Soviets on turn 1 (and also ambush their fleet), Stalin requires that he be allowed to relocate the Soviet fleet in a few weeks (when things have calmed down a little, you'd need to have nothing set to NavAtk around the Soviet ports so that I can move the fleet).
Allied TFs at sea at start may issue new orders, but may not load troops.
Sub evac = ok. Sub invasion = not ok.
No city attacks in China for either side. I have not played much as the Chinese and don't want this area to be the main focus of the game.
No "shock with pursuit" attacks.
Limit of 10k troops and lvl 6 forts on Atolls.
There's a 2 hex "free zone" on the western map edge expiring after row 81
And...if you've gotten this far: There is NO Rule 6! [:)]



