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Empires Ablaze Allied Player(s) sought

Posted: Tue Jun 03, 2008 3:17 pm
by Nemo121
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.

RE: Empires Ablaze Allied Player(s) sought

Posted: Tue Jun 03, 2008 6:54 pm
by 1EyedJacks
Hi Nemo121,

Saying you would find me an acceptable opponent, how many turns are you looking for per week? I'm pretty comfortable with two turns per week and sometimes more on weekends. Most of the reason behind the low turn output is a very busy schedule that promise to wind down somewhat near December of 2008. School, famly, and work have me tied up a little right now but I want to insure I have time to play also. In truth, I've always wanted to run a game against you to see how I'd match up against a Russian war doctrine.

I've never played allies B4.

What would you say to a standard opening turn for December 7? It would probably be much more of a challenging game for U and would give the allies a chance to "ramp up" against Japan.

I would want the ability to add a teammate or two. I would be willing to vet any teammates to you prior to bringing them on. They would, of course, need to accept the house rules prior to joining an allied team.

I would not be willing to accept a binding cease-fire for the Soviet Union.

Regarding #22 - I assume if a TF of war ships is bombarding or invading Singapore they would be ok?

RE: Empires Ablaze Allied Player(s) sought

Posted: Tue Jun 03, 2008 7:46 pm
by ny59giants
I'm willing to assist Michael as I've played the Allies only in PBEM (except 2 turns of my new game against John 3rd as Japan).

RE: Empires Ablaze Allied Player(s) sought

Posted: Tue Jun 03, 2008 7:53 pm
by Nemo121
Hi 1EyedJacks, I'd be looking for something like 4 or 5 turns per week so a couple of turns during the week and a turn a day on saturday and sunday sounds great.

I would be opposed to a standard opening turn for December 7th as:
a) the whole point of the mod is to allow Japan to tailor its initial offensive weighting ( by assigning up to 4 divisions from the Home Islands ( Stavka reserve ) to one of the different Strategic Directions ).

b). The Allies don't need too much help in this mod as you might think ;-). As it is they are getting about 50% extra front-line fighters than I had vs jagdfluger and lots more static defences.

C) I don't plan to go crazy in terms of landings all over the place on Day 1. I may be on the way to lots of places but I won't be landing there immediately. I plan a rather conservative opening.



Team-mates: I have no need to vet anyone although I would like a list of people on the inner circle who are advising on particular aspects ( purely so I can research them, and you as part of my prep. ). Put together the best group of advisors you can and do the best you can. I don't care about winning or losing, I care about the challenge and testing the mod to its nth degree. The only reason I play Japan is because they are the underdog and thus more challenging. I would suggest Alfred as your overall strategic advisor. He and I were discussing starting a game until he kinda disappeared about a week back and I found that he really cut to the strategic chase in his analysis of several PBEMs here ( plus he was well able to parse the operational/strategical dysparities of "blitzkrieg /OMGs" and there's few enough that can do that ) but add whomsoever you wish. Anyone is absolutely ok by me. Hell, don't limit yourself to just strategic, operational or tactical advice. Get economic, psychological etc advice.

As to whomever else you think might be able to offer advice ( amphibious experts, A2A experts, TF composition experts etc ) feel free to go ahead and solicit their advice. I think it would be useful if they put their thoughts down in your AAR so that it could act as a sort of repository of useful Allied information but that's up to you.

I would also propose to do my own AAR and to run a joint "chat thread" in which I and you ( and whomever else gets involved on your side ) can chat about game issues and mod issues relatively openly to eachother.


No cease-fire: Ok, that runs the risk of the Soviet Union being attacked on Day 1 though. I personally prefer not to do this but if I felt they might be out to get me I'd probably prefer to do unto them before they did unto me ;-). Are you sure you want the Soviet Union active from Day 1 or would you prefer some later activation date?


Re: Singapore. Yes, if the TF enters the Singapore hex it will combat the CD guns and thus Singapore itself can be freely entered as you pay a price for doing so.

RE: Empires Ablaze Allied Player(s) sought

Posted: Tue Jun 03, 2008 9:48 pm
by 1EyedJacks
ORIGINAL: Nemo121

I would be opposed to a standard opening turn for December 7th as:
a) the whole point of the mod is to allow Japan to tailor its initial offensive weighting ( by assigning up to 4 divisions from the Home Islands ( Stavka reserve ) to one of the different Strategic Directions ).

b). The Allies don't need too much help in this mod as you might think ;-). As it is they are getting about 50% extra front-line fighters than I had vs jagdfluger and lots more static defences.

C) I don't plan to go crazy in terms of landings all over the place on Day 1. I may be on the way to lots of places but I won't be landing there immediately. I plan a rather conservative opening.

Alright then - bring it on! [:D][:D]

ORIGINAL: Nemo121
Team-mates: I have no need to vet anyone although I would like a list of people on the inner circle who are advising on particular aspects ( purely so I can research them, and you as part of my prep. ). Put together the best group of advisors you can and do the best you can. I don't care about winning or losing, I care about the challenge and testing the mod to its nth degree. The only reason I play Japan is because they are the underdog and thus more challenging. I would suggest Alfred as your overall strategic advisor. He and I were discussing starting a game until he kinda disappeared about a week back and I found that he really cut to the strategic chase in his analysis of several PBEMs here ( plus he was well able to parse the operational/strategical dysparities of "blitzkrieg /OMGs" and there's few enough that can do that ) but add whomsoever you wish. Anyone is absolutely ok by me. Hell, don't limit yourself to just strategic, operational or tactical advice. Get economic, psychological etc advice.

As to whomever else you think might be able to offer advice ( amphibious experts, A2A experts, TF composition experts etc ) feel free to go ahead and solicit their advice. I think it would be useful if they put their thoughts down in your AAR so that it could act as a sort of repository of useful Allied information but that's up to you.

I would also propose to do my own AAR and to run a joint "chat thread" in which I and you ( and whomever else gets involved on your side ) can chat about game issues and mod issues relatively openly to eachother.

Works for me. I would use a private AAR for strategy but would welcome a joint "chat-thread" to discuss game issues openly. It will also provide feedback to any additional minor changes/fixes you might want to add to future versions of EA.
ORIGINAL: Nemo121

No cease-fire: Ok, that runs the risk of the Soviet Union being attacked on Day 1 though. I personally prefer not to do this but if I felt they might be out to get me I'd probably prefer to do unto them before they did unto me ;-). Are you sure you want the Soviet Union active from Day 1 or would you prefer some later activation date?


I'm willing to run the risk of a day 1 attack if U feel that need. I can assure you that there is no intent on my part to attack from Russia on day 1. Japan must keep Russia honest tho. If (say in May/June of 42) it looks like a lot of Japanese units are pulled out of Manchuko then Russia might seek an opportunity to liberate and take back Manchuko...


RE: Empires Ablaze Allied Player(s) sought

Posted: Tue Jun 03, 2008 11:00 pm
by Nemo121
Re: Soviet Union... I am presuming that we could simply allow recon overflights but that fighter sweeps etc would be a cassus beli. So, is there some limit of AV that you want me to stay above in order to guarantee Soviet non-intervention. I'm asking because if we can hammer something out then I'm happy to leave the Soviets alone but without assurances which make sense then I'm going to have to hammer them into the ground on December 7th ( which I can do if I so choose ).

RE: Empires Ablaze Allied Player(s) sought

Posted: Wed Jun 04, 2008 12:52 am
by 1EyedJacks
ORIGINAL: Nemo121

Re: Soviet Union... I am presuming that we could simply allow recon overflights but that fighter sweeps etc would be a cassus beli. So, is there some limit of AV that you want me to stay above in order to guarantee Soviet non-intervention. I'm asking because if we can hammer something out then I'm happy to leave the Soviets alone but without assurances which make sense then I'm going to have to hammer them into the ground on December 7th ( which I can do if I so choose ).

Hi Nemo,

But you are gunna hammer someplace on the map as Japan - probably a whole lotta someplaces (at least from what I've read in past AARs). [:D]

Let's go this route:

Russia and Japan will maintain a truce for the first 6 months of the war - no strings attached.

During the next 6 months of the war both Japan and Russia are guranteed a two week notice prior to either side launching any type of an offensive.

After 12 months of war all bets are off - either side can go at the drop of a hat.

RE: Empires Ablaze Allied Player(s) sought

Posted: Wed Jun 04, 2008 1:53 pm
by Nemo121
1EyedJacks,
 
Ok, that sounds fair although to keep things simple why don't we just say that instead of 6 months and 12 months ( which would leave us in the middle of a month ) we go for 1st July 42 and 1st January 43 respectively?
 
Apart from that little caveat I accept your counter-proposal.
 
If there's anything else you want then let me know.
 
 
As to hammering a whole lot of someplaces. Yes, that is, indeed, the idea [:D].

RE: Empires Ablaze Allied Player(s) sought

Posted: Wed Jun 04, 2008 2:59 pm
by 1EyedJacks
ORIGINAL: Nemo121

1EyedJacks,

Ok, that sounds fair although to keep things simple why don't we just say that instead of 6 months and 12 months ( which would leave us in the middle of a month ) we go for 1st July 42 and 1st January 43 respectively?

Apart from that little caveat I accept your counter-proposal.

If there's anything else you want then let me know.


As to hammering a whole lot of someplaces. Yes, that is, indeed, the idea [:D].


Works 4 me - let's C what U got! [:D]

RE: Empires Ablaze Allied Player(s) sought

Posted: Wed Jun 04, 2008 3:21 pm
by Nemo121
Ok, I'll give you the weekend to gather up whomever you want for your initial round of discussions etc and will begin working on the turn next week. It usually takes me about a week to get a 1st turn done as I suffer a loss of will to live whenever I start loading units onto ships.

That'll give you enough time to start your own thread and begin discussing what you need to discuss etc.

RE: Empires Ablaze Allied Player(s) sought

Posted: Wed Jun 04, 2008 6:16 pm
by Nemo121
We should probably agree on settings also:
 
1. The game will go ahead under V1.32 ( I managed to fix the IJN subs BUT for some reason the damned forts went back to their old places.I'll keep working on it though )
2. Combat animations and Summaries are ON
3. Sub Ops are OFF
4. Automatic upgrade of air groups and pilot and plane replacements are OFF
5. Set all fcilities to expand should be OFF.
6. Surprise is ON
7. Setup is UNVARIED
8. PDU ON
9. Sub Doctrine OFF
10. FOW, weather and Allied damage control are ON.
11. Historical first turn OFF.
 

Reinforcement variability. Do you have any opinion on this? I'm happy leaving it as is or going with variable ( +/- 15 or +/- 60 ). Just let me know which you prefer.

RE: Empires Ablaze Allied Player(s) sought

Posted: Wed Jun 04, 2008 8:51 pm
by 1EyedJacks
ORIGINAL: Nemo121

We should probably agree on settings also:

1. The game will go ahead under V1.32 ( I managed to fix the IJN subs BUT for some reason the damned forts went back to their old places.I'll keep working on it though )
2. Combat animations and Summaries are ON
3. Sub Ops are OFF
4. Automatic upgrade of air groups and pilot and plane replacements are OFF
5. Set all fcilities to expand should be OFF.
6. Surprise is ON
7. Setup is UNVARIED
8. PDU ON
9. Sub Doctrine OFF
10. FOW, weather and Allied damage control are ON.
11. Historical first turn OFF.


Reinforcement variability. Do you have any opinion on this? I'm happy leaving it as is or going with variable ( +/- 15 or +/- 60 ). Just let me know which you prefer.

My preference would be to have Weather OFF and NO variable for reinforcement. Neither is a show-stopper but both are strong preferences on my part.

RE: Empires Ablaze Allied Player(s) sought

Posted: Wed Jun 04, 2008 9:08 pm
by Nemo121
Ok, I'm cool with having reinforcements set to NO VARIABLE.


Can I ask what the reason behind Advanced Weather being off is? What is the effect of this in-game? Every opponent has always wanted it on and I've never played with it OFF. I'm not opposed to it as I generally just don't bother with weather. Weather just inflicts operational losses and thus doesn't feature in my planning but I'm curious.

RE: Empires Ablaze Allied Player(s) sought

Posted: Wed Jun 04, 2008 10:58 pm
by 1EyedJacks
ORIGINAL: Nemo121

Ok, I'm cool with having reinforcements set to NO VARIABLE.


Can I ask what the reason behind Advanced Weather being off is? What is the effect of this in-game? Every opponent has always wanted it on and I've never played with it OFF. I'm not opposed to it as I generally just don't bother with weather. Weather just inflicts operational losses and thus doesn't feature in my planning but I'm curious.

I just had some really bad times where it rained for 40 days and 40 nights in my earlier stock-games dayz... The Advanced Weather in those games hurt my feelings. [:(]

RE: Empires Ablaze Allied Player(s) sought

Posted: Thu Jun 05, 2008 12:07 am
by Nemo121
Don't you think that just adds to the difficulty? I don't mind and will go with whatever you want but, personally, I prefer to go with the option which has the biggest chance of messing up my plans and requiring good play to overcome.
 
If you really do prefer Weather OFF though then that's fine. I don't think it'll make a huge difference ( I don't even other to check weather in-game anyways ).

RE: Empires Ablaze Allied Player(s) sought

Posted: Thu Jun 05, 2008 2:53 am
by 1EyedJacks
ORIGINAL: Nemo121

Don't you think that just adds to the difficulty? I don't mind and will go with whatever you want but, personally, I prefer to go with the option which has the biggest chance of messing up my plans and requiring good play to overcome.

If you really do prefer Weather OFF though then that's fine. I don't think it'll make a huge difference ( I don't even other to check weather in-game anyways ).

Hi Nemo,

Like I said earlier - strong preference but not a show-stopper. [:)]

RE: Empires Ablaze Allied Player(s) sought

Posted: Thu Jun 05, 2008 7:56 am
by Nemo121
Ah sure we'll go with Advanced Weather OFF then as I don't really care either way... I just didn't understand what the reasoning was... PLUS it is important that some of the options fall my way while others fall your way. I want to be fair.
 
Any other setting issues?

RE: Empires Ablaze Allied Player(s) sought

Posted: Thu Jun 05, 2008 2:07 pm
by 1EyedJacks
ORIGINAL: Nemo121

Ah sure we'll go with Advanced Weather OFF then as I don't really care either way... I just didn't understand what the reasoning was... PLUS it is important that some of the options fall my way while others fall your way. I want to be fair.

Any other setting issues?


Hi Nemo,

Nope - no setting issues - I think we are good 2 go. I look forward to the game.