Allied Opponent Wanted - Full Campaign 2
Posted: Sat Mar 02, 2013 6:57 pm
Hello All,
Allied Opponent Wanted to enjoy playing against the Empire of Japan
I looking to drop in the deep end with Scenario 2. I have played WieP campaigns years ago and had a few solo attempts at AE. My style of play is historical, so I would I am probably easy meat for those who play out of the box, hence I would really like to match up well with someone plays the game in a similar style.
I am can play daily (UK evenings).
1 Day turns.
Allied Damage Control = Yes
Player Def. Upgrades = I am fine with either way, but prefer No
Historical First Turn = No
December 7th Surprise = Yes
Reliable USN Torpedoes = No
Realistic R&D = Yes
No Unit Withdrawals = No
Auto Sub Ops = No
Set All Facilities To Expand At Start = Yes (but can go No)
Automatic Upgrade Ships And Air Groups = No
Accept Air And Ground Replacements = No
I am open to any house rules, some I would be useful:
Allies can only move already existing task forces on turn 1
Pay for PP's to cross borders, and if a restricted HQ is purchased, each of the other restricted units under the HQ would need to purchased also.
PM me if you are interested.
Thank You
Christopher
Allied Opponent Wanted to enjoy playing against the Empire of Japan
I looking to drop in the deep end with Scenario 2. I have played WieP campaigns years ago and had a few solo attempts at AE. My style of play is historical, so I would I am probably easy meat for those who play out of the box, hence I would really like to match up well with someone plays the game in a similar style.
I am can play daily (UK evenings).
1 Day turns.
Allied Damage Control = Yes
Player Def. Upgrades = I am fine with either way, but prefer No
Historical First Turn = No
December 7th Surprise = Yes
Reliable USN Torpedoes = No
Realistic R&D = Yes
No Unit Withdrawals = No
Auto Sub Ops = No
Set All Facilities To Expand At Start = Yes (but can go No)
Automatic Upgrade Ships And Air Groups = No
Accept Air And Ground Replacements = No
I am open to any house rules, some I would be useful:
Allies can only move already existing task forces on turn 1
Pay for PP's to cross borders, and if a restricted HQ is purchased, each of the other restricted units under the HQ would need to purchased also.
PM me if you are interested.
Thank You
Christopher