seeking allied CHS opponent
Posted: Mon Dec 24, 2007 6:35 pm
Played a few PBEMs; in the middle of one CHS that I took over with Spence in 1942. Had only played around with CHS before vs AI and just dabbling. Would like to start a new PBEM with CHS (with Russian fleet if Allied player desires it).
Would prefer 2 day turns so we have a chance to finish before 2011...
First turn - Japan gets to choose one port strike location; no invasions south of singapore or tarakan-menado-sorong line on first turn; or south of rabaul. Allies can change air missions; can move up to 1/3 of non capital ships (AK, DD, SS, etc) in a port on first turn; no CV hunting by Japan on first turn; no more than 2 days of strikes on Pearl and if Pearl is struck by KB - must return to Japan to refuel before other ops; russia must be activated 2 weeks prior to any invasion - activation done by a small unit crossing border and returning.
House rules:
1) common sense
2) PDU on; no pilot training by supply or bombing a radar site on an abandoned island...attack real targets - large pockets of isolated troops are OK to hit
3) china - any japanese unit in the china theater will be in the china exp command (hong kong; pakhoi, nanning excepted)
4) port capacity - hate unloading 100 AKs at a time at a level one port; one of the chief reasons the world moves so fast in witp...I would say AKs, TKs, AO, can only unload at a port and the number that can be unloading at one time equals 5x port size (or some other number - once again open to suggestions - but the you get the concept). AP, APA, LST, AG, DD, APD, CL, etc. unlimited - yes this means invasions from AP,DD,etc type ships only...better seize a port to unload the AKs...
5) island stacking - some reasonable limit on troops on atolls and single hex islands (maybe 30,000 atoll, 75,000 on a single hex island - attacker can bring 2x for 30 days?).
6) the usual - no sub commando raids to seize an island etc.
7) ASW TFs - maybe limit to 6 ships; can't stand the ASW death star of 25 DDs killing everything that pokes its head up
8) CV CAPs/Stacking/Airfield stacking (maybe 50x AF size; no more than 400 CV a/c in a hex?).
9) Mrs Betty and Mrs Nell - not much to do about the torps available everywhere; how about not on naval attack greater than range 8 unless at size 5 AF or greater?
10) air unit transfer - LBAs that transfer longer than their normal range must be on stand down or training for the next turn; ie no transfering of units 3,000 miles then launching a mission the next morning...
11) high altitude stuff - open to suggestions, in general the high altitude kamikaze problem not being intercepted?
12) 4E bombers - open to suggestions - in general would like to see no B29s on naval attack, strat bombing from 15,000 ft+ unless at night (8,000 ft+)
All open to debate. PM me if interested.
Would prefer 2 day turns so we have a chance to finish before 2011...
First turn - Japan gets to choose one port strike location; no invasions south of singapore or tarakan-menado-sorong line on first turn; or south of rabaul. Allies can change air missions; can move up to 1/3 of non capital ships (AK, DD, SS, etc) in a port on first turn; no CV hunting by Japan on first turn; no more than 2 days of strikes on Pearl and if Pearl is struck by KB - must return to Japan to refuel before other ops; russia must be activated 2 weeks prior to any invasion - activation done by a small unit crossing border and returning.
House rules:
1) common sense
2) PDU on; no pilot training by supply or bombing a radar site on an abandoned island...attack real targets - large pockets of isolated troops are OK to hit
3) china - any japanese unit in the china theater will be in the china exp command (hong kong; pakhoi, nanning excepted)
4) port capacity - hate unloading 100 AKs at a time at a level one port; one of the chief reasons the world moves so fast in witp...I would say AKs, TKs, AO, can only unload at a port and the number that can be unloading at one time equals 5x port size (or some other number - once again open to suggestions - but the you get the concept). AP, APA, LST, AG, DD, APD, CL, etc. unlimited - yes this means invasions from AP,DD,etc type ships only...better seize a port to unload the AKs...
5) island stacking - some reasonable limit on troops on atolls and single hex islands (maybe 30,000 atoll, 75,000 on a single hex island - attacker can bring 2x for 30 days?).
6) the usual - no sub commando raids to seize an island etc.
7) ASW TFs - maybe limit to 6 ships; can't stand the ASW death star of 25 DDs killing everything that pokes its head up
8) CV CAPs/Stacking/Airfield stacking (maybe 50x AF size; no more than 400 CV a/c in a hex?).
9) Mrs Betty and Mrs Nell - not much to do about the torps available everywhere; how about not on naval attack greater than range 8 unless at size 5 AF or greater?
10) air unit transfer - LBAs that transfer longer than their normal range must be on stand down or training for the next turn; ie no transfering of units 3,000 miles then launching a mission the next morning...
11) high altitude stuff - open to suggestions, in general the high altitude kamikaze problem not being intercepted?
12) 4E bombers - open to suggestions - in general would like to see no B29s on naval attack, strat bombing from 15,000 ft+ unless at night (8,000 ft+)
All open to debate. PM me if interested.