Looking to play as allied stock 15
Posted: Fri Feb 20, 2009 4:21 pm
I have room for a 3-4 turn a week game.
House rules I would like to see as a prefer a somewhat historical type game:
1 day turns
historical first turn off
allied damage control on
advanced weather effects on
reinforcements variable +-15days
PDU on
sub doctrine off for both sides
sub auto ops off
- One Jap port attack turn one
- Allied are only allowed to move ship which are already at sea in turn 1. no movement of ships in a port (manila, singapore, pearl harbor...) by the allied player.
-no overabuse of the turn one movement bonus (means no landings on turn 7 in Australia or something like that)
-max. aircraft in sea hex = "around 550".
-B29 only on level 6 or 7+ airfields, this should limit them to places that were big enough in real life.
-4Es on nav attack min alt 10.000 ft
-ASW TF max 6 ships
-PT boats max 6 at a base (1x6 PT TF or 2x3 PT TF. Not 6 TFs with single PTs!)
-no sub invasions
-no mini para drops. As many para drops allowed as wished but they should involve at least 500-1000 men at min.
-cutting off units only with "real" combat units, not some 10 assault point base forces
-no use of dozens of small barge, MSW, ... TFs to guard ports (engine can“t handle dozens of small TFs in one hex)
-no exploit of dozens invasion TFs going at one base, means: if you need 300 ships for an invasion, put them into 5, 6 or 7 TFs but not in 60 TFs with 5 ships each.
-a maximum of 1 division equivalent (max 3 brigades or regiments) at atolls Not including misc art or base units.
Thanks
House rules I would like to see as a prefer a somewhat historical type game:
1 day turns
historical first turn off
allied damage control on
advanced weather effects on
reinforcements variable +-15days
PDU on
sub doctrine off for both sides
sub auto ops off
- One Jap port attack turn one
- Allied are only allowed to move ship which are already at sea in turn 1. no movement of ships in a port (manila, singapore, pearl harbor...) by the allied player.
-no overabuse of the turn one movement bonus (means no landings on turn 7 in Australia or something like that)
-max. aircraft in sea hex = "around 550".
-B29 only on level 6 or 7+ airfields, this should limit them to places that were big enough in real life.
-4Es on nav attack min alt 10.000 ft
-ASW TF max 6 ships
-PT boats max 6 at a base (1x6 PT TF or 2x3 PT TF. Not 6 TFs with single PTs!)
-no sub invasions
-no mini para drops. As many para drops allowed as wished but they should involve at least 500-1000 men at min.
-cutting off units only with "real" combat units, not some 10 assault point base forces
-no use of dozens of small barge, MSW, ... TFs to guard ports (engine can“t handle dozens of small TFs in one hex)
-no exploit of dozens invasion TFs going at one base, means: if you need 300 ships for an invasion, put them into 5, 6 or 7 TFs but not in 60 TFs with 5 ships each.
-a maximum of 1 division equivalent (max 3 brigades or regiments) at atolls Not including misc art or base units.
Thanks