Page 1 of 1

2-day turns, scenario 2 - ALLIED OPPONENT NEEDED (closed)

Posted: Sun Aug 22, 2010 6:55 pm
by Durbik
I feel I'm ready to take another one on my shoulders - this time a two-day-turns monster, since I didn't do this before! Looking for a reliable allied general, who is capable of doing 3-4 turns per week (so if you're looking for a second game to fill out your main game turn waiting time - be my guest!) I've already done my initial moves, so the board is set as follows, take it or leave it:

Scenario 2

REALISM OPTIONS: reliable us torps off, no withdrawals off and historical first turn off - all other options ON. Reinforcements: +/- 60 days.

GAME OPTIONS: combat reports, plane and TF move radius - ON. All other OFF. Turn cycle: 2

rules

- invasions only on bases/dots
- no sub invasions
- no shattered paradrops (one unit - one base)
- if you want to move national units out of their borders, pay the price in PP's (Hindu, chinese quislings, local militias and so on). RTA can be used to garrison Malaya though, but not in combat
- no industry bombing in / outside from China till 43/01

Japanese limitations

- turn 1: only 2 port strikes, and I'm going to strike pearl with all fleet cv's
- kido is going to strike and return, no allied cv's hunt (that doesn't procure my responsibility if one gets in the way...
- no hindsight opening moves - Mersing gambit won't be done, Baby kido isn't going to hunt Houston beetween the islands etc etc.

Allied limitations

- no 4E naval bombing lower than 10K feet
- allied player can only move tf's already at sea and eventually disband them. no forming of new tf's, no changing orders for planes. You can however move the Chinese and Force Z wherever you like

... and that's it! Interested? PM me. You want to add some rule? That's more than welcome. Generally keep it gamey-free, because I plan to do so. I never leave a game in the middle, so if you're a kind of guy that want to see a whole war, be my guest!

RE: 2-day turns, scenario 2 - ALLIED OPPONENT NEEDED

Posted: Mon Aug 23, 2010 3:12 am
by Durbik
wohoo, so many allied generals responding - sweet! Negotiating with the one that was first now...

RE: 2-day turns, scenario 2 - ALLIED OPPONENT NEEDED

Posted: Mon Aug 23, 2010 8:16 am
by Itdepends
Hey Durbik- out of curiosity- what does this rule mean
allied player can only move tf's already at sea and eventually disband them. no forming of new tf's
 
You mean the allied palyer can't make new tf's at all- ever?- or just on turn 1?

RE: 2-day turns, scenario 2 - ALLIED OPPONENT NEEDED

Posted: Mon Aug 23, 2010 6:33 pm
by Durbik
erm... turn 1 of course. no forming of new tf's during whole game would be... an easy victory!

(I should try that sometime!)

RE: 2-day turns, scenario 2 - ALLIED OPPONENT NEEDED

Posted: Tue Aug 24, 2010 10:37 am
by Itdepends
Fair enough then- I noticed the rule later in some other posts I read- when I first read it above I thought it might be some sneaky way to stop the Allies from using all those reinforcements [:D]

RE: 2-day turns, scenario 2 - ALLIED OPPONENT NEEDED

Posted: Sun Aug 29, 2010 3:05 am
by aqui
I'm interested in playing 2 days/turn scen 2. my e-mail is uomodellospazio1@alice.it
cya
paolo