House Rules

This new stand alone release based on the legendary War in the Pacific from 2 by 3 Games adds significant improvements and changes to enhance game play, improve realism, and increase historical accuracy. With dozens of new features, new art, and engine improvements, War in the Pacific: Admiral's Edition brings you the most realistic and immersive WWII Pacific Theater wargame ever!

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TexasJack46
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House Rules

Post by TexasJack46 »

Hello All!

Just returning to the game after a long break. I plan to take on the AI as the Allies in 1941.

I recall there being a good set of house rules for the Allied Player in 1941 to keep it realistic. What can and cannot be evacuated and such. Anyone have a good set of house rules for the early war?
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Chickenboy
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RE: House Rules

Post by Chickenboy »

ORIGINAL: TexasJack46

Hello All!

Just returning to the game after a long break. I plan to take on the AI as the Allies in 1941.

I recall there being a good set of house rules for the Allied Player in 1941 to keep it realistic. What can and cannot be evacuated and such. Anyone have a good set of house rules for the early war?

Hi TexasJack46. Welcome back.

First things first: where in Texas?

Secondly, I haven't seen many house rules that limit or regulate Allied withdrawals in 1941. Some minor ones are occasionally used that limit the use of B17s flying from Chinese airfields, but otherwise the Allied player has to 'pay' for any withdrawals with political points (PP). Or the units are permanently restricted. Or withdrawing them would be dangerous task and so they're kept as is.

Thirdly, all house rules of that ilk are pertinent to PBEMs only, as far as I'm concerned. The AI cheats to accomplish its scripts, so don't feel compelled to 'even things out' by giving it unfair advantages until you understand how it *already* is cheating you.
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geofflambert
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RE: House Rules

Post by geofflambert »

I don't allow any houses in my games. Barracks are ok, but no houses.

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btd64
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RE: House Rules

Post by btd64 »

ORIGINAL: geofflambert

I don't allow any houses in my games. Barracks are ok, but no houses.

Houses are for monopoly....GP
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pontiouspilot
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RE: House Rules

Post by pontiouspilot »

House rules against AI kinda like agreeing to play fair against a known cheater! Save your house rules for us human beans.
GetAssista
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RE: House Rules

Post by GetAssista »

ORIGINAL: TexasJack46
I recall there being a good set of house rules for the Allied Player in 1941 to keep it realistic. What can and cannot be evacuated and such. Anyone have a good set of house rules for the early war?
Cut the AI some slack - that is the main house rule governing all others.

Meaning let him have what he wants to grab - do not reinforce forward bases or bases that were historically captured. No fortress Palembang, no fortress Moulmein.
Do not do deep invasions against AI, he is bad at reacting - will still wait for you in the DEI even if you are already at Hokkaido.
Do not hunt his carriers aggressively - he is prone to divide the KB and then put his CVs in harm's way.

Unless you play Ironman scenarios that is - then more breathing space is available for the good game.
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geofflambert
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RE: House Rules

Post by geofflambert »

You learn to play the game as the Allied player against the AI in order to learn what is necessary to play the Japanese against a human player, or a gorn. I'm not aware of any gorns playing the Allied side at the moment, though.

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kbfchicago
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RE: House Rules

Post by kbfchicago »

Mike. Concur. I use but haven't advertised a limit to include in my ongoing PBEM game. (note use 2 day cycle). In my mind it's just the right thing (vs. a house rule) to do when looking to play a historically focused game.

First active allied cycle - can only give orders to TFs that are already formed and in game at start, Any ships/LCUs/Bases on a land mass under attack are free to form a TF (e.g. Pearl Harbor, PI if there were airstrikes, etc.), move, improve without restrictions. Exception. Allied player can pick "10" actions (total, TFs, base improvement, move LCU, anywhere. Once an action is in progress that TF/Unit/Base if free to any subsequent actions (don' have to pay for the selection of the same TF/unit/base twice)

For the next three cycles (one week in calendar time) Allied player can add 10 more actions, each cycle.

fifth cycle, all constraints are off.

Serves two purposes...makes the Allied first few turns more manageable (somewhat...you still have to do discovery and decide what are your priorities!) and (I believe) more accurately reflects the impact of IJ surprise, limited communications capabilities in 1941, historical time to process and react/mobilize/get control of/and direct both civil and military assets. I think an argument can be made for those wanting to be more historical to impose these limits for the first month of play, perhaps reducing to five actions for the first 4 cycles, then 10 actions each cycle for remainder of Dec 41. If playing a one turn cycle I'd cut the # in half.

Kevin

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Macclan5
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RE: House Rules

Post by Macclan5 »

ORIGINAL: TexasJack46

Hello All!

Just returning to the game after a long break. I plan to take on the AI as the Allies in 1941.

I recall there being a good set of house rules for the Allied Player in 1941 to keep it realistic. What can and cannot be evacuated and such. Anyone have a good set of house rules for the early war?


I am not specifically aware of any such rules for 1941.

As other experienced posters have noted - the AI will aggressively expand along either a historical 'scripted basis' or a historical plus depending upon the random mode it selected at game start.

I started a thread about house rules for the Allied Players verses the AI in the war room - but nothing specific to 1941.
tm.asp?m=4558727



The 'historical question' (or house rule?) for the Allied Player in 1941 is 'what to do with ABDA'?

1) Dig in at all locations trying to project a Malaya barrier from Rangoon through to Darwin ?

This was Wavell's original strategy. The ABDA solution. It vastly underestimated Japanese capability and catered to competing political whims and viewpoints among British Dutch Australian and American leaders.

The Japanese will overwhelm you in time regardless of difficulty setting.

Too many scattered brigades will not hold up.

2) Consolidate and Dig in at key fortress points ?

Singapore - Palembang - Dili - Rangoon or perhaps Mandalay for example.

With judicious use of supply and positioning you may stymie the AI - certain scripts to take key locations.

As noted above this may cause the AI to make poor decisions putting strategic assets at risk (carriers) and wasting troops / airplanes as it does not gather overwhelming force for the job.

These decisions can / will drain the AI from having all the effective tools it needs in late 43 / 44

However this is consistent (perhaps) of 'what ABDA could have been' with better leadership.

3) Withdraw effective units to defend another line ?

Some AI tutorials for example withdraw Australian units (paying the political point cost) or other effective British / Dutch units to defend a different line in Burma / India / Timor / New Guinea or north Australia.

Again this is not what happened historically - it was not really possible with the leadership as it was and the severe underestimation of the Japanese.

However this is consistent with another variation of 'what ABDA could have been'.

Secondly this approach may a better training example to play a PBEM against a human opponent in the future. It forces you to spend scarce resources and make critical decisions about which troops can be saved and for what purpose.

Good luck and good gaming
A People that values its privileges above it's principles will soon loose both. Dwight D Eisenhower.
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