house rules needed

The creators of WW2: Time of Wrath move to the Pacific theater with Storm over the Pacific. Depicting the epic conflict between Japan and the United States, players choose from 26 available countries with historically accurate orders of battle including land, sea and air units and leaders. Concentrate on directing one country or command several to lead an alliance of nations. Engage in battle over the vast Pacific with 16 unit types modelled with an intuitive supply system and more.
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gwgardner
Posts: 7272
Joined: Fri Apr 07, 2006 1:23 pm

house rules needed

Post by gwgardner »

my beginning set of house rules, needed for playing campaign games:

1) PPs can be transferred, using F11, between countries if they have a land link

2) 10% of a country's PPs can be convoyed or transferred

3) level 1 divisions ONLY can be assigned a commander ( to represent HQs)

4) Peter 123's one hex island mod must be used (or some variation of it, probably with at least two air strips per island)

5) To represent regiments and battallions, ONLY level 1 divisions can enter mountain or jungle terrain

Any others you might suggest? I still haven't come up with a rule that would simulate naval supply range, ie limiting the number of turns a ship can stay at sea before returning to port, or better, limiting the distance a capital ship (carrier) can sail from a major port.

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Razz1
Posts: 2560
Joined: Sun Oct 21, 2007 3:09 pm
Location: CaLiForNia

RE: house rules needed

Post by Razz1 »

Rule 1 & 2 Tranfer PP's for land countries is a big exploit as there wasn't enough infrastructure in Asia to support that. This probably would be an advantage to Japan as they can transfer PP's to Manchuko and Mongolia. It could even lead the Japanese player to Land directly in India to kick an allied players Arse so he stops transfering PP's.

Rule 3 That tries to defeat the purpose of a Comander and the Corps. You still get the benefit within 3 hexes so the rule is somewhat a mute point but still is a disadvantage for a break through and creates a WWI scenario. There's not enough hexes for movement.

Rule 4 The island hex mod makes SOP into an airplane game. You can never kill those units.

Plane strength 10. That's 10 hits needed to kill it. You don't get a hit every die roll so now you are talking about 15 carriers or more in a sea zone to achive a kill a plane.

Now add another plane hex and you have twice the problem.

Having planes rule the sea zones makes it useless to have a navy.

Rule 5 is a disadvantage to the Japanese as China continues to build Corp size partisans. All your doing is making Corps useless in the game in which players will be forced to have lines and lines of division sized units behind each other, making it a WWI game. With all the PP available I could easily see two or three rows deep of units and no way to break through since ART and engineers are embeded. What's the point of technology investment if you can not use it?

If the Allies ever wanted to make an advance they would have the same problem.
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