Seeking Allied CHS Opponent - CLOSED

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GaryChildress
Posts: 6933
Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

Seeking Allied CHS Opponent - CLOSED

Post by GaryChildress »

I haven't played WitP in probably a year and am looking to get back into it. My last PBEM was against VSWG and I got completely thrashed. So I'm probably somewhere a little below average skill level right now.

I would like to play a CHS scenario 155 game as Japanese.

I could probably average 2-3 turns per day until the first of the year. After the first it will drop to probably 1 per day, except 2-3 turns per weekend day.

WitP version 1.806

Looking for the following settings:

Both Sub Doctrines: OFF
Fog of War: ON
Advanced Weather: ON
Allied Damage Control: ON
Historical First Turn: OFF
PDUs: ON
Vary Setup: OFF
Dec 7th Surprise: ON
Reinforcements: Both Variable by 15 days
Auto Sub Ops: OFF
Facilities to expand: OFF
Auto Air Upgrades: OFF
Accept Replacements: OFF

Turn Cycle: 1 day increments


HOUSE RULES are negotiable although I would prefer to keep them to a minimum.

My suggested house rules:

Japs can't attack USSR until auto activation
On 1st Turn Allies can only move TFs already at sea
On 1st Turn Japs cannot purposely seek Allied Carrier TFs


Thanks.







spence
Posts: 5421
Joined: Sun Apr 20, 2003 6:56 am
Location: Vancouver, Washington

RE: Seeking Allied CHS Opponent

Post by spence »

PM sent. I'll take you on.
spence
Posts: 5421
Joined: Sun Apr 20, 2003 6:56 am
Location: Vancouver, Washington

RE: Seeking Allied CHS Opponent - CLOSED

Post by spence »

Not sure if we are communicating. My PM address here on the forum is obsolete and when I tried to replay to your email I got a could not deliver so yours looks to be too (the aol one).

My working email is grnmtgrl@comcast.net

What I tried to say before is:
Since you offer, I'd like the ability to move air forces within the
historical colonies/empires: Malaya forces stay in Malaya, Burma forces in
Burma, DEI in DEI, OZ in Oz, US in PI. Ships in port will stay in port.
Chinese get to do whatever they want on Turn 1.
Other than that as in my post I will keep numbers of 4E bombers within
reason. Basically B-18 12-plane squadrons will upgrade to 4E. The 16-plane
B18s upgrade to 2E. Same for 12-plane Blenheims/Wellington to Liberator
IIIs but the 16 plane ones will stay mediums (2E).
Take whatever time you need.want. Too bad though. We're having a blizzard
here today/tomorrow (Vermont/USA) so no great plans til it's over. I work
for Customs. It'll be 4-midnite shifts Tues-Sat for me. Just so's ya know.
Spence
GaryChildress
Posts: 6933
Joined: Sun Jul 17, 2005 3:41 pm
Location: The Divided Nations of Earth

RE: Seeking Allied CHS Opponent - CLOSED

Post by GaryChildress »

Hi Spence, sorry. I keep forgetting about my e-mail. I changed it after I signed on with Matrix. My current e-mail is grchildress@earthlink.net. My old AOL account was dial up. Used to be hell sending turns back and fourth.

All the terms above sound good to me.

Just to recap for clarity purposes....on turn 1:

1. Allied ships in port stay in port.

2. Allied TFs at sea may move at will.

3. Japs cannot deliberately go after Allied carriers on turn 1. (However I would like the option not to attack PH if that is OK. I'm actually tentatively brewing up other plans for KB.)

4. To simulate Allied Intel getting wind of something big about to happen, Allied air groups and LCUs may move at will within their respective command zones but may not attack nor may they board transports. In other words, US air groups in PI, for example, can change bases but only in PI and same for the other commands.

5. Allied LCU planning objectives may be altered.

6. I will try to keep turn 1 moves reasonable.

7. Allied China command is completely free to do whatever it wants on turn 1.

8. Special rules for Manchukuo: Units with Manchukuo HQ may NOT leave the Manchukuo zone unless they are reassigned HQs, (ie they can't go into China). Any units already in China on turn 1 with the Manchukuo HQ must be directed to move back into Manchukuo. Since the Soviet Fleet is not present at start, Soviets cannot be activated prior to automatic activation. If the Soviets are accidentally activated prematurely, game over, you win.
spence
Posts: 5421
Joined: Sun Apr 20, 2003 6:56 am
Location: Vancouver, Washington

RE: Seeking Allied CHS Opponent - CLOSED

Post by spence »

Sounds good - let's go for it
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