Seeking Allied opponent for CHS - CLOSED
Posted: Fri Dec 07, 2007 11:30 pm
I am looking for an Allied opponent for scenario 158 (CHS version 2.08, Nik Mod w/ Soviet fleet at start, on Andrew's extended map v6.3a) with a 2 day turn cycle. I live in the Eastern time zone of the US and can reliably do at least a turn a day. I am looking for an opponent able to play at least one turn a day and willing to stick with it regardless of events in game or out. I am an experienced player but open to play anyone as long as they are serious about a long term committment. I will not disappear mid game and expect my opponent to do the same.
Please reply here or email jzanes2(at)yahoo(dot)com if interested.
Suggested settings and house rules;
Scenario 158
Sub Doctrines = off
FOW = on
Allied damage control = on
Hist 1st turn = no
PDU = on
Vary Setup = off
Dec 7 suprise = on
Reinforcements = historical
Auto sub ops = off
Expand at start = off
Automatic upgrades = off
Accept replacements = off
Turn cycle = 2
1. The allied player on turn 1 will not enter ANY orders to simulate the Japanese achieving total surprise. The three exceptions to this rule are;
a. New orders can be given to any task forces at sea.
b. The Chinese can be given orders (as they are already at war vs. Japan). However, they cannot be ordered to move towards Burma or given a target outside China till turn 2.
c. Allied air units may change type of plane, take on replacements, and take on new pilots. This is allowed as it would be unfair to allow the Japanese to be the only ones to take advantage of the “free” pilots on turn 1 (on turn 1 any added pilots do not reduce the pilot pools). They may not change any orders, altitude, cap or search percentage, or any other setting on turn 1.
Basically the Japanese players sends their opening turn, the allied player loads it up, moves the tfs and Chinese, takes replacements and makes upgrades to their squadrons, and then sends it back.
2. For the Japanese player, first turn landings are limited to;
a. Anywhere in the Philippines, China, or Russia.
b. East coast of Malaya.
c. Northern Borneo (Kuching, Miri, Brunei, or Jesselton only).
d. Manado and Morotai
e. East coast of New Guinea including the Bismarck and Solomon islands.
f. Guam, the Gilberts Islands, Nauru, and Wake.
3. Only the KB can do a port attack on turn 1 (but can attack any one port).
4. 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.
5. 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.
6. No more than 8 ships in an ASW TF.
7. Stacking limit of 100 planes per airfield level.
8. No allied 2 engine Bomber units allowed to upgrade to 4 engine bombers.
9. Limit of two AA units per hex once they leave their start base.
8. No submarine Invasions
9. Amphibious invasions and Parachute drops must be at a dot or base.
10. Japanese subs cannot change/upgrade their scout planes.
Please reply here or email jzanes2(at)yahoo(dot)com if interested.
Suggested settings and house rules;
Scenario 158
Sub Doctrines = off
FOW = on
Allied damage control = on
Hist 1st turn = no
PDU = on
Vary Setup = off
Dec 7 suprise = on
Reinforcements = historical
Auto sub ops = off
Expand at start = off
Automatic upgrades = off
Accept replacements = off
Turn cycle = 2
1. The allied player on turn 1 will not enter ANY orders to simulate the Japanese achieving total surprise. The three exceptions to this rule are;
a. New orders can be given to any task forces at sea.
b. The Chinese can be given orders (as they are already at war vs. Japan). However, they cannot be ordered to move towards Burma or given a target outside China till turn 2.
c. Allied air units may change type of plane, take on replacements, and take on new pilots. This is allowed as it would be unfair to allow the Japanese to be the only ones to take advantage of the “free” pilots on turn 1 (on turn 1 any added pilots do not reduce the pilot pools). They may not change any orders, altitude, cap or search percentage, or any other setting on turn 1.
Basically the Japanese players sends their opening turn, the allied player loads it up, moves the tfs and Chinese, takes replacements and makes upgrades to their squadrons, and then sends it back.
2. For the Japanese player, first turn landings are limited to;
a. Anywhere in the Philippines, China, or Russia.
b. East coast of Malaya.
c. Northern Borneo (Kuching, Miri, Brunei, or Jesselton only).
d. Manado and Morotai
e. East coast of New Guinea including the Bismarck and Solomon islands.
f. Guam, the Gilberts Islands, Nauru, and Wake.
3. Only the KB can do a port attack on turn 1 (but can attack any one port).
4. 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.
5. 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.
6. No more than 8 ships in an ASW TF.
7. Stacking limit of 100 planes per airfield level.
8. No allied 2 engine Bomber units allowed to upgrade to 4 engine bombers.
9. Limit of two AA units per hex once they leave their start base.
8. No submarine Invasions
9. Amphibious invasions and Parachute drops must be at a dot or base.
10. Japanese subs cannot change/upgrade their scout planes.