opponent required
Posted: Sun Jul 27, 2008 6:24 pm
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
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