Page 1 of 1

opponent required

Posted: Sun Jul 27, 2008 6:24 pm
by cato13
im lookin to keep the game at least semi historic so some house rules are gonna be required. id also be lookin to play as the US.

scenario - Nik's mod 9.2a scenario 42a (may 42 till end of war)
one of the shorter scenarios might be an option to pay as well


Settings:
Japanese Sub Doctrine - your call
Allied Sub - off
FOW - ON
Adv. Weather - ON
Allied DC - ON


Combat Reports - ON
Combat Animation - ON
Auto Sub Ops - OFF
All Facilities NOT set to Expand
Upgrades/Replacements - OFF
2 day turn
PDU - off

i got most of these house rules from another post. if there are any more u want in just say


b) Air Units
1 - IJF player will not "upgrade" light bomber units beyond Lillys or Lilly upgrades - untill mid 44
2 - Allied player will not "upgrade" single or dual engine units to 4E units, unless these units have the option to upgrade to 4E - like in a PDU-Off situation on that is.
3 - Corsairs are not deployd to USN carrier service till 1.1.44. RN Carriers may use early Corsair models at the allied players discretion.
4 - The AVG is restricted to Burma, India and China (these chaps are pretty much overrated anyway)
5 - All allied air units - except US AAF - will require PPs to move into China and conduct other operations than transport 7. IJF will use historic AC on carriers only - till say mid 45 (in case any CVs are left). Unless allied player allows otherwise.
6. "Stacking" of air units at a base is limited to 50 AC per airfield size plus 50 floatplanes. Zero size bases or "dots" can hold up to 50 Floatplanes. Surplus AC are to be set to "training level 0". Both sides have about 7 moves to "resolve" the issue at startup.
7 - no bombing over 15000ft.


c) Ground Units
1 - Russia stays neutral till activaded by the game engine. All allied units entering russian territory are interned for the duration of the game and may not participate in any fighting unless attacked.


d) Naval Units
1 - ASW "Hunter - Killer" TFs are restricted to 6or 8 ships of any type.
2 - Units of AG, PT or any sort of landing ship types may not move beyond their defined endurance unless escorted by ships with sufficient fuel (plus/minus 2 hexes). If those escorts get sunk, and the escorted units cannot reach a friendly port within their remaining fuel, those units will be scuttled at the next possible move.
3 - IJN Subs will not carry any other AC than Glens.
4 - PT stacking in a port should be limited
5 - no splittin of TF'S in a port hex into multiple ship TF's as a means to dilute airstrikes. at sea i guess its ok as a hex covers 60miles bu in a port all ships would be vulnerable to aircraft.
6 - this also solves the problem ive read about in regards to single ship TF's messin up bombardment missions

the less gamey exploits the better but all these rules can be discussed.

im really not interested in the asian theatre at all, i just put it the SW, W and NW areas under AI control control and havent had any probs with that so far. its mainly the pacific theatre i wanna fight over so no victory points in any of those 3 areas will count. again we can discuss how we will work this.

minelayin is negotiable. id prefer to leave it out but if everyone used minelayin then is in.

id be lookin to play 1 turn a day, maybe more at least until the game is up to speed. im in the UK so probably would be better playin someone close to my timezone although if u dont think that will be a problem then feel free to respond

i look to hearin from someone


RE: opponent required

Posted: Wed Jul 30, 2008 9:33 am
by cato13
ok 52 views and no responses. help me out here guys what am i doin wrong?  to many house rules? wrong mod?

RE: opponent required

Posted: Wed Jul 30, 2008 11:50 am
by treespider
ORIGINAL: tonedog

ok 52 views and no responses. help me out here guys what am i doin wrong? to many house rules? wrong mod?


I'd say its two things -

Primarily no one really wants to get into a serious PBeM effort with AE nearing..

and

maybe some people view the house rules as too specific.

For instance your first two rules about Air Units ---why not simply play with PDU's off?

RE: opponent required

Posted: Wed Jul 30, 2008 12:24 pm
by Charbroiled
ORIGINAL: tonedog

ok 52 views and no responses. help me out here guys what am i doin wrong?  to many house rules? wrong mod?

The "generality" of your house rules are not too bad, it is some of the specifics that cause me to scratch my head. For instance:

4 - Any surface war ship starting with DE/DD classes may not be replenished at bases with less than a port size of 2 (two). Unless at least one AE type ship is present (with or without supplies). In case some sort of "automatic" replenishment occurs, those ships affected will stay put for two moves.

I would be hard pressed to notice what ships occured "automatic" replenishment and would be doubly hard pressed to remember that they can't move for 2 days.

Also, you comment about "minelaying" would be a turn off to me. Myself, I use minelaying a lot in both an offensive and defensive mode.

General house rules are fine, but the more specific you get, the narrower the player pool becomes. With these HRs, you are really targeting only a handfull of players that may feel as like minded as you. Plus, as Treespider said, with AE coming out, that narrows the player pool even more, because a lot of people don't want to start a new game until they see what AE will provide.

RE: opponent required

Posted: Wed Jul 30, 2008 4:07 pm
by cato13
fair comments.  about the two air unit rules, id be happy to play with pdu off but i had the assuption that lots of players like to keep it on.  as i said, id be happy to leave it off.

and about ship rule number 4, point taken il remove it.  

minelayin - i never use minelayin when im playin hence why id prefer leavin it out.  are there lots of players out there who dont use it either or am i in the minority?   if i am in the minority then id be happy to drop that rule as well.

about AE,

the new expansion probably wont be released for at least another couple of months, and it will be another couple of months before most of the major bugs are worked out. 

another idea would be to play one of the smaller scenarios. one of those could maybe be completed by the turn of year, right in time for AE to be almost hittin its prime.

as ive said, im happy to discuss any of the rules ive posted above[:)]


RE: opponent required

Posted: Wed Jul 30, 2008 7:26 pm
by jwxspoon
PM sent

RE: opponent required

Posted: Sat Aug 02, 2008 1:23 pm
by cato13
still lookin for an opponenet

RE: opponent required

Posted: Sat Aug 02, 2008 2:37 pm
by castor troy
the more hrs, the better. Better looking for a game one month longer than having games ending after a couple of month or a year.

RE: opponent required

Posted: Sat Aug 02, 2008 9:50 pm
by cato13
i guess so.  i just hope im not scarin people of with to many of em.