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Japanese Player Wanted Big B's 1.4
Posted: Fri Oct 12, 2007 5:32 am
by John 3rd
I've just started a campaign as the Japanese using Big B's 1.4 with AB's extended map and am curious to play from the OTHER side. I've only played the Allies once for a short time in a WitP Campaign and would enjoy being thrashed by someone for a while.
Any takers?
Any standard House Rules are fine but I have strong views on a REALISTIC set of Japanese opening moves. If interested, please PM me.
RE: Japanese Player Wanted Big B's 1.4
Posted: Fri Oct 12, 2007 5:39 am
by John 3rd
Here is a current set of House Rules I am using with one of my opponents:
Sub Doctrines = off
FOW = on
Allied damage control = on
Hist 1st turn = no
PDU = on
Vary Setup = off
Dec 7 surprise = on
Reinforcements = +/- 15 days
Auto sub ops = off
Expand at start = off
Automatic upgrades = off
Accept replacements = off
Turn cycle = 1
1. The allied player on turn 1 will not enter ANY orders to simulate the Japanese achieving total surprise. The two exceptions to this rule are;
a. New orders can be given to the CV task forces at sea.
b. The Chinese can be given orders (as they are already at war vs. Japan).
Basically the Japanese players sends their opening turn, the allied player loads it up, moves the CVs and Chinese and sends it straight back.
2. For the Japanese player, all first turn landings need to be in range of long range cap of Jap fighters (land based), for example: Java, Sumatra, Timor, and Sulawesi are NOT OK. Philippines, Borneo etc. are OK. Scenario defined (historic) landings outside this limit are fine. But not mandatory.
3. Air or ground units belonging to the Kwangtung, China, or India commands may not leave their areas unless PP's are spent to change their command. China command (Japanese and Allied already in China units are free to move "east"). A few Kwantung units are in China command at the start. Allied China units must pay PPs going outside China to the north, west or south. Except the units in or assigned to Burma Command at the start.
4. The Japanese are not allowed to enter the Panama and Aden passages. In addition no Japanese units allowed within 4 hexes of the exits from the Aden and Panama passages.
5. No Allied 4-Engine bombers allowed on Naval Attack below 10000 ft
6. No 2-Engine Bomber units allowed to upgrade to 4 engine bombers as the Allies. Skip bombing with 2E Bombers is not allowed before January 43.
7. PT Boats: PT boats can only be in a TF by themselves. Max PT TF--6. Max number of PTs in one hex 12.
8. No more than 7 ships in an ASW TF.
9. Limit of two AA units per hex once they leave their start base. No mass flak bases
10. Stacking limit of 50 planes per airfield level. (Does not count Float Planes)
11. No submarine invasions.
12. Amphibious invasions must be at a dot or base. No empty coast hexes can be landed on.
13. Parachute invasions must be at a dot or base. No empty hexes can be landed on.
14. Japanese subs cannot change/upgrade their scout planes.
15. Deliberate para drops on enemy units behind the lines are not allowed.
16. Japanese "light" air units (DBs etc) may not be upgraded beyond "Lilies" or their upgrades.
17. No Corsairs on Allied CVs of any description - except for ferrying - till 1/44.
18. Minelaying by AC is restricted to night operations.
19. Russia is neutral till activated (attack, time, points in kwantung). Allied units entering Russian border will be "interned". Japanese player will "activate" Russia at least 1 month prior to invasion.
20. Capital ships (Heavy Cruisers onward) cannot replenish from ports smaller than three. Unless support ships (AS/AO/AE) and similar are in the same port.
RE: Japanese Player Wanted Big B's 1.4
Posted: Sat Oct 13, 2007 12:12 am
by John 3rd
I have a victim to play---errrrr---I mean this is closed!