Gary Mod Test: 2x2 Team Game
Posted: Mon Dec 31, 2007 5:19 pm
This is a Beta test of the mod I've been working on.
More information on it can be found here:
http://www.geocities.com/garychildress4 ... ENARIO.htm
Players are:
Nomad and Darken92 as Japanese
Miller41 and Gary Childress as Allies
Game settings:
WITP version 1.806
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
House Rules:
TURN 1 CONDITIONS:
1) Japanese don't go after Allied carriers on turn 1.
2) Allies can only move TFs at sea on turn 1.
3) Allies may not change air group locations on turn 1.
6) Allies may set LCU planning points on turn 1
7) Allies may set LCUs to move on turn 1, however, not into Japanese territory.
GENERAL GAME CONDITIONS:
1) Japanese forces in Manchukuo must change to China Expeditionary command to move into China.
2) Soviets may not move or form TFs at all until Soviets are activated. ie. Soviet Navy cannot be used to "scout".
3) No 4-engine bomber under 15,000 feet, except for ASW / Naval Search missions or Strategic Bombing missions
4) LCU's belonging to the Kwangtung Command may not leave Manchuria unless PP's are spent to change their command. In general players should always attempt to change the command of units to the theatre of operations they are in, not just Kwangtung.
5) No more then 50 aircraft per level of airfield. (not counting float planes/amphibs)
6) General Rule of Thumb: Play a "gentleman's game". If you think it might be gamey, it probably is, so don't do it.
This is an open AAR so both Allies and Japanese may express reactions/criticisms of the game.
Good luck everyone! [:)]
More information on it can be found here:
http://www.geocities.com/garychildress4 ... ENARIO.htm
Players are:
Nomad and Darken92 as Japanese
Miller41 and Gary Childress as Allies
Game settings:
WITP version 1.806
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
House Rules:
TURN 1 CONDITIONS:
1) Japanese don't go after Allied carriers on turn 1.
2) Allies can only move TFs at sea on turn 1.
3) Allies may not change air group locations on turn 1.
6) Allies may set LCU planning points on turn 1
7) Allies may set LCUs to move on turn 1, however, not into Japanese territory.
GENERAL GAME CONDITIONS:
1) Japanese forces in Manchukuo must change to China Expeditionary command to move into China.
2) Soviets may not move or form TFs at all until Soviets are activated. ie. Soviet Navy cannot be used to "scout".
3) No 4-engine bomber under 15,000 feet, except for ASW / Naval Search missions or Strategic Bombing missions
4) LCU's belonging to the Kwangtung Command may not leave Manchuria unless PP's are spent to change their command. In general players should always attempt to change the command of units to the theatre of operations they are in, not just Kwangtung.
5) No more then 50 aircraft per level of airfield. (not counting float planes/amphibs)
6) General Rule of Thumb: Play a "gentleman's game". If you think it might be gamey, it probably is, so don't do it.
This is an open AAR so both Allies and Japanese may express reactions/criticisms of the game.
Good luck everyone! [:)]




