Blood in the Pacific ~ Opponent Wanted ~ !
Posted: Tue Feb 19, 2008 6:06 pm
Hi,
I would like to Start a WITP Grand Campaign with me as the Allies.
Would prefer a reasonably experienced japanese player
that can stay in the match despite any massive losses I may inflict
,
however it is more imporatant that the opponent is fair and reasonable.
CHS or stock is fine by me, just please indicate your preffered version.
For house rules I am rather flexible, and would not like to play in a
historic fashion, however I suggest a strict adherence to the laws of physics. If something was possible,
(IE. level bombing at 2000 feet) then it should be done. If something was not possible,
(IE. stacking 200,000 troops onto Midway Island) then it should not be done.
House Rules:
1) No exploitation of game bugs for gameyness
2) Airfield Max Stacking Limit 50 engines x airfield size (20x engines for atoll)
For example, B-17s count as 4 engines. P-40 as one engine. G4M Betty as 2 engines. Zero as one engine. This shows accurately that some aircraft are larger than others. If more aicraft are brought in that exceeds this limit, then all aicraft must be placed on STAND DOWN with training at zero to show that the airfield cannot operate (just like an overloaded aicraft carrier). Atolls include Wake, Kwajelein, etc.
*Sea-planes do not count as part of this total --> maximum of 50 sea-planes at any base.
3) Troops Limit 20,000 per atoll, 50,000 per island hex.
(attacker may invade with 2x this number, must remove after
2 weeks) this includes combat and support troops
4) Settings:
5) December 7th port attacks:
either japanese player strikes
at pearl harbor OR
may strike at any ports in the SRA
(Manila and Singapore and Hong Kong and Soerbaja is OK)
this is to show that japan could surprise multiple
ports in a co-ordinated attack, however the time zone
difference may not exceed +/- 2 hours. Therefore
no pearl harbor AND Singapore / Manila allowed.
6) Allied player may not re-arm / re-supply ships
from ports of different nationality without
a naval base force of that nationality.
This is to repliacate the logistical problems
that the allies had in the SRA. For example,
american warships could not re-arm their
6" or 8" guns from British or Dutch ports
since the ammunition was of different types.
British ships, however can re-arm and re-fuel
at other commonwealth bases such as Darwin.
Dutch ships cannot re-arm or re-fuel at commonwealth bases
without a dutch naval base force in that base.
Japanese player may not re-fuel or re-arm ships
at base without presence of Naval Base force.
7) Allied player cannot fly aircraft of a different nationality without an army
or air force base force of that nationality to service those aircraft.
I.E. - cannot fly american AVG P-40s into Singapore since the parts
and ammunition types are different from the english, unless you ship
in a USA army or air base force to service those aircraft.
7) Japanese player cannot fly army aircraft into a naval base without
an army base force or navy aicraft into army base without a navy base force.
This is to show the conflict between the two services. In this case,
if the japanese player wishes to use Zeroes in Burma, he must ship in
a navy base force to that base (reverse true for army aicraft in south pacific).
8) All forces participating in ground combat in the same hex must be attached to the same command.
I.E. if the americans want to fight in port moresby with australian units, they must pay the political points
and transfer those units under the same command.
9) 1-ship task forces is okay
(realistic, this is how the english supplied Malta)
Japan is free to supply its bases in this fashion.
10) Landings allowed at only bases or dot-hexes.
11) No CV hunting by Japan on turn one by Japan.
12) No Tanker hunting by USA on turn one.
11) Playing in a civilized fashion,
presenting any grievances in an email and resolving them fairly.
12) May start separate AAR, may ask other person to
stay out of opponent's AAR.
13) No limit on ASW task forces (negotiable).
14) No supply training for bomber crews.
15) No bombing of un-occupied hexes for fighter/bomber training.
(ground attack on troops is okay)
16) Strategy is completely open and does not have not follow
any historical lines whatsoever.
Settings ~
1 day turns (2 day is negotiable)
PDU on
Advanced Weather on
Reinforcements vary by +/- 15 days (realism)
Dec 7th Surprise on
Sub Doctrines / Auto Sub (negotiable)
Allied Damage control on
Historical First Turn off (negotiable)
~
Please reply to
Stormwolf_13XL@hotmail.com
--->
I would like to Start a WITP Grand Campaign with me as the Allies.
Would prefer a reasonably experienced japanese player
that can stay in the match despite any massive losses I may inflict
however it is more imporatant that the opponent is fair and reasonable.
CHS or stock is fine by me, just please indicate your preffered version.
For house rules I am rather flexible, and would not like to play in a
historic fashion, however I suggest a strict adherence to the laws of physics. If something was possible,
(IE. level bombing at 2000 feet) then it should be done. If something was not possible,
(IE. stacking 200,000 troops onto Midway Island) then it should not be done.
House Rules:
1) No exploitation of game bugs for gameyness
2) Airfield Max Stacking Limit 50 engines x airfield size (20x engines for atoll)
For example, B-17s count as 4 engines. P-40 as one engine. G4M Betty as 2 engines. Zero as one engine. This shows accurately that some aircraft are larger than others. If more aicraft are brought in that exceeds this limit, then all aicraft must be placed on STAND DOWN with training at zero to show that the airfield cannot operate (just like an overloaded aicraft carrier). Atolls include Wake, Kwajelein, etc.
*Sea-planes do not count as part of this total --> maximum of 50 sea-planes at any base.
3) Troops Limit 20,000 per atoll, 50,000 per island hex.
(attacker may invade with 2x this number, must remove after
2 weeks) this includes combat and support troops
4) Settings:
5) December 7th port attacks:
either japanese player strikes
at pearl harbor OR
may strike at any ports in the SRA
(Manila and Singapore and Hong Kong and Soerbaja is OK)
this is to show that japan could surprise multiple
ports in a co-ordinated attack, however the time zone
difference may not exceed +/- 2 hours. Therefore
no pearl harbor AND Singapore / Manila allowed.
6) Allied player may not re-arm / re-supply ships
from ports of different nationality without
a naval base force of that nationality.
This is to repliacate the logistical problems
that the allies had in the SRA. For example,
american warships could not re-arm their
6" or 8" guns from British or Dutch ports
since the ammunition was of different types.
British ships, however can re-arm and re-fuel
at other commonwealth bases such as Darwin.
Dutch ships cannot re-arm or re-fuel at commonwealth bases
without a dutch naval base force in that base.
Japanese player may not re-fuel or re-arm ships
at base without presence of Naval Base force.
7) Allied player cannot fly aircraft of a different nationality without an army
or air force base force of that nationality to service those aircraft.
I.E. - cannot fly american AVG P-40s into Singapore since the parts
and ammunition types are different from the english, unless you ship
in a USA army or air base force to service those aircraft.
7) Japanese player cannot fly army aircraft into a naval base without
an army base force or navy aicraft into army base without a navy base force.
This is to show the conflict between the two services. In this case,
if the japanese player wishes to use Zeroes in Burma, he must ship in
a navy base force to that base (reverse true for army aicraft in south pacific).
8) All forces participating in ground combat in the same hex must be attached to the same command.
I.E. if the americans want to fight in port moresby with australian units, they must pay the political points
and transfer those units under the same command.
9) 1-ship task forces is okay
(realistic, this is how the english supplied Malta)
Japan is free to supply its bases in this fashion.
10) Landings allowed at only bases or dot-hexes.
11) No CV hunting by Japan on turn one by Japan.
12) No Tanker hunting by USA on turn one.
11) Playing in a civilized fashion,
presenting any grievances in an email and resolving them fairly.
12) May start separate AAR, may ask other person to
stay out of opponent's AAR.
13) No limit on ASW task forces (negotiable).
14) No supply training for bomber crews.
15) No bombing of un-occupied hexes for fighter/bomber training.
(ground attack on troops is okay)
16) Strategy is completely open and does not have not follow
any historical lines whatsoever.
Settings ~
1 day turns (2 day is negotiable)
PDU on
Advanced Weather on
Reinforcements vary by +/- 15 days (realism)
Dec 7th Surprise on
Sub Doctrines / Auto Sub (negotiable)
Allied Damage control on
Historical First Turn off (negotiable)
~
Please reply to
Stormwolf_13XL@hotmail.com
--->