Empires Ablaze Allied Player(s) sought
Posted: Tue Jun 03, 2008 3:17 pm
Hi, I'm looking to test V1.31 of Empires Ablaze. I think it is now solid enough for a long-term game and after surrendering my game as Allies under V1.2 ( and weakening the Japs significantly ) I'm looking to begin a game as Japan under V1.31
What I am looking for is a relatively experienced player who is willing to run an AAR and possibly elicit help from others in terms of overall strategic management of the Allied war effort and advice on putting the best ASW? Amphib/ CV etc TFs together. Basically I'm looking to play someone who is very good who gets advice from the best out there on a semi-formal basis such that the Allies can push the Japanese as hard as is humanly possible both in order to test this mod and in order to test me.
I think my AARs are ample evidence that I favour a fairly "anything goes" approach but that this doesn't include trying to exploit game bugs or anything like that. I'm looking for someone who is OK with that.
Ideally, unless some huge bug rears its head I would seek to continue the game into 1946. I would also ask that both parties give their passwords to a neutral 3rd party so that if either ever disappears the game can continue on with someone else stepping into their shoes.
I would suggest using the House Rules below:
House Rules – Empire’s Ablaze
Victory Determination
1. A points determined auto victory is disregarded.
2. A direct Allied victory by force of arms is achieved after (a) recapturing most of its lost colonies, (b) capturing a significant part of Japan's overseas empire, and (c) capturing Tokyo.
3. A direct Japanese victory by force of arms is achieved after (a) liberating most of the Allied colonies, (b) retaining its overseas empire intact, and (c) capturing Salt Lake City.
4. Either player may surrender unconditionally if he is of the view that he cannot prevent his opponent from achieving a direct victory by force of arms.
5. A draw ensues if the scenario ends before victory is determined.
Empires Ablaze Allied Oceanic Shipping Channel
6. The x co-ordinate (1,yy) and the y co-ordinate (xx,148) constitute an Allied oceanic shipping channel ("the AOSC").
7. The AOSC is reserved solely for the use of Allied units. Japanese land, sea or air units may never enter the AOSC.
8. Allied units and bases in the AOSC are immune from Japanese attack, capture or recon. Allied units in the AOSC may not attack or recon Japanese units or bases which are situated outside the AOSC.
9. The three Allied Bases which are within the AOSC are:
Capetown
South Atlantic Entry
Port Stanley
Operational Use Prohibited Due to lack of Available Counter-measures
10. Aircraft will not deploy mines.
11. The Japanese G9M aircraft is not to be assigned the mission port attack.
12. The Japanese Ki-264 Behemoth bomber is not to fly below 20,000 feet.
Empires Ablaze Game Balance for Allied Survival in 1942
13. Japanese units may never attack, enter, or capture Aden.
14. Japanese units may never attack, enter or capture the two Soviet bases Krasnoyarsk and Irkutsk, nor any Soviet units located at these two bases.
15. Japanese units are not permitted to cut the Trans-Siberian Railway line betwen Krasnoyarsk and Irkutsk.
Acceptable Play
16. With the exception of the Allied bases listed in #9, #15 and #16 above, all other bases may be attacked, entered or captured by either player.
17. Sub/para drops only on dot beach/base hexes are allowed provided the entire LCU/air transport unit participates. Drops of only a few squads, or outside of dot beach/base hexes are not permitted.
18. Until fighting breaks out between the Soviet Union and Japan, the Western Allies may use Soviet airfields to refuel airplanes in transit but may not use Soviet ports to refuel or resupply naval assets.
19. Political Points ("PPs") are to be paid by LCU/LBA to operate away from their assigned geographic territorial command.
20. PPs are to be paid by units before they commence their movement to a base operated by their new command. Units which are in transit to a base of their new command may, whilst temporarily located at a base operated by a different command, respond to enemy activity without the need to expend PPs but will expend new PPs if they do no proceed with their movement to a base of their assigned command.
21. Naval Task Force may replenish at any port sized 3 or greater.
Malacca Strait
22. Possession of Singapore (hex 22,51) prevents all enemy surface ships from transiting or remaining in the following hexes:
(22,50) Johore Bahru
(21,51)
(22,51) Singapore
Enemy submarines may transit or remain in the above hexes.
7th December 1941 turn only
23. Japanese sea invasions, which approach the aerial reconned invasion site from international waters and sail from nearby Japanese bases, are permitted.
24. The Allies cannot expend PPs.
25. The Allies may redeploy LCU/LBA within their existing territorial commands. Both sides will be allowed to have their LBA accept pilots and reinforcements
26. Allied ships "anchored" in ports smaller than size 3 may be formed into Task Forces. Allied warships (not TK/AP/AK) already in a TF are allowed to have their orders changed.
27. Allied naval Task Forces may be given new orders to sail provided such orders do not entail attacking a Japanese base or moving to a base owned by another Allied country.
P.s. I am also willing to offer a binding ceasefire in the Soviet Union until 1st January 1943 or even June 1st 1943. Otherwise the SOviet Union will be active and prone to being attacked on Day 1.
Comments and feedback welcome.
What I am looking for is a relatively experienced player who is willing to run an AAR and possibly elicit help from others in terms of overall strategic management of the Allied war effort and advice on putting the best ASW? Amphib/ CV etc TFs together. Basically I'm looking to play someone who is very good who gets advice from the best out there on a semi-formal basis such that the Allies can push the Japanese as hard as is humanly possible both in order to test this mod and in order to test me.
I think my AARs are ample evidence that I favour a fairly "anything goes" approach but that this doesn't include trying to exploit game bugs or anything like that. I'm looking for someone who is OK with that.
Ideally, unless some huge bug rears its head I would seek to continue the game into 1946. I would also ask that both parties give their passwords to a neutral 3rd party so that if either ever disappears the game can continue on with someone else stepping into their shoes.
I would suggest using the House Rules below:
House Rules – Empire’s Ablaze
Victory Determination
1. A points determined auto victory is disregarded.
2. A direct Allied victory by force of arms is achieved after (a) recapturing most of its lost colonies, (b) capturing a significant part of Japan's overseas empire, and (c) capturing Tokyo.
3. A direct Japanese victory by force of arms is achieved after (a) liberating most of the Allied colonies, (b) retaining its overseas empire intact, and (c) capturing Salt Lake City.
4. Either player may surrender unconditionally if he is of the view that he cannot prevent his opponent from achieving a direct victory by force of arms.
5. A draw ensues if the scenario ends before victory is determined.
Empires Ablaze Allied Oceanic Shipping Channel
6. The x co-ordinate (1,yy) and the y co-ordinate (xx,148) constitute an Allied oceanic shipping channel ("the AOSC").
7. The AOSC is reserved solely for the use of Allied units. Japanese land, sea or air units may never enter the AOSC.
8. Allied units and bases in the AOSC are immune from Japanese attack, capture or recon. Allied units in the AOSC may not attack or recon Japanese units or bases which are situated outside the AOSC.
9. The three Allied Bases which are within the AOSC are:
Capetown
South Atlantic Entry
Port Stanley
Operational Use Prohibited Due to lack of Available Counter-measures
10. Aircraft will not deploy mines.
11. The Japanese G9M aircraft is not to be assigned the mission port attack.
12. The Japanese Ki-264 Behemoth bomber is not to fly below 20,000 feet.
Empires Ablaze Game Balance for Allied Survival in 1942
13. Japanese units may never attack, enter, or capture Aden.
14. Japanese units may never attack, enter or capture the two Soviet bases Krasnoyarsk and Irkutsk, nor any Soviet units located at these two bases.
15. Japanese units are not permitted to cut the Trans-Siberian Railway line betwen Krasnoyarsk and Irkutsk.
Acceptable Play
16. With the exception of the Allied bases listed in #9, #15 and #16 above, all other bases may be attacked, entered or captured by either player.
17. Sub/para drops only on dot beach/base hexes are allowed provided the entire LCU/air transport unit participates. Drops of only a few squads, or outside of dot beach/base hexes are not permitted.
18. Until fighting breaks out between the Soviet Union and Japan, the Western Allies may use Soviet airfields to refuel airplanes in transit but may not use Soviet ports to refuel or resupply naval assets.
19. Political Points ("PPs") are to be paid by LCU/LBA to operate away from their assigned geographic territorial command.
20. PPs are to be paid by units before they commence their movement to a base operated by their new command. Units which are in transit to a base of their new command may, whilst temporarily located at a base operated by a different command, respond to enemy activity without the need to expend PPs but will expend new PPs if they do no proceed with their movement to a base of their assigned command.
21. Naval Task Force may replenish at any port sized 3 or greater.
Malacca Strait
22. Possession of Singapore (hex 22,51) prevents all enemy surface ships from transiting or remaining in the following hexes:
(22,50) Johore Bahru
(21,51)
(22,51) Singapore
Enemy submarines may transit or remain in the above hexes.
7th December 1941 turn only
23. Japanese sea invasions, which approach the aerial reconned invasion site from international waters and sail from nearby Japanese bases, are permitted.
24. The Allies cannot expend PPs.
25. The Allies may redeploy LCU/LBA within their existing territorial commands. Both sides will be allowed to have their LBA accept pilots and reinforcements
26. Allied ships "anchored" in ports smaller than size 3 may be formed into Task Forces. Allied warships (not TK/AP/AK) already in a TF are allowed to have their orders changed.
27. Allied naval Task Forces may be given new orders to sail provided such orders do not entail attacking a Japanese base or moving to a base owned by another Allied country.
P.s. I am also willing to offer a binding ceasefire in the Soviet Union until 1st January 1943 or even June 1st 1943. Otherwise the SOviet Union will be active and prone to being attacked on Day 1.
Comments and feedback welcome.