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42 Campaign with 2 truce turns and house rules...
Posted: Sat Apr 05, 2003 8:05 pm
by PzB74
I'm interested in playing the 42 campaign as either Germany or Russia. I'm aware of that the Axis usually wins this game, so the Russian player has to come up with something good.
I'd like to use standard house rules + implement a 2 turn truce at the beginning of the game. This will allow the Soviet player to straighten a hopless frontline and avoid big pockets of troops from being surrounded and eliminated in the first few turns of the game.
This - I hope - will make the game more balanced and interesting.
So if there's anyone out there interested in giving it a try....
Posted: Thu Apr 24, 2003 3:34 am
by K62_
You always have the craziest ideas

... sorry I mean most interesting :p
I've eased up my schedule, so if you're still interested I'll play you. What do you say about changing the interdiction rule, which always gives me headaches counting HQs, to the following?
No more than 3 air missions on a single spot in a single turn
It's easier to follow, easier to check and balances the game much better.
Posted: Thu Apr 24, 2003 10:59 am
by Josans
You can try to add this house rule :" only one german air interdiction per hex is allowed ":eek:
CrazyHorse007 and I in our game we are adding this new rule and really is very interesting. This is for a limited use of the powerful Luftwaffe in WiR. I like it Marc:)
Posted: Thu Apr 24, 2003 4:06 pm
by CRAZY_HORSE007
Originally posted by Josan
CrazyHorse007 and I in our game we are adding this new rule and really is very interesting. This is for a limited use of the powerful Luftwaffe in WiR. I like it Marc:)
Thanx,
But not enough in order to stop your crazy panzers.

I had had better to add a special Josan rule, to limit your panzer advance: treat the hex with suply level of 1 as a level 0 and than no move afer that of course:D
Marc
Posted: Thu Apr 24, 2003 7:41 pm
by Josans
Originally posted by CRAZY_HORSE007
Thanx,
But not enough in order to stop your crazy panzers.
I had had better to add a special Josan rule, to limit your panzer advance: treat the hex with suply level of 1 as a level 0 and than no move afer that of course:D
Marc
:p
Posted: Thu Apr 24, 2003 7:45 pm
by CRAZY_HORSE007
Originally posted by Josan
:p

Posted: Thu Apr 24, 2003 8:16 pm
by PzB74
Almost forgotten about the whole post....
Sure K62, wanna play the Germans this time or are you still hired by the Reds? - if not, send away T1.
Your add on to the house rules is ok with me!
Posted: Sat Apr 26, 2003 3:06 am
by K62_
Originally posted by Josan
You can try to add this house rule :" only one german air interdiction per hex is allowed ":eek:
I feel like this is a bit too extreme for me right now... Maybe I'll give it a try when I'll play you next, Josan, and you'll be on the offensive :p
Posted: Sat Apr 26, 2003 3:07 am
by K62_
Originally posted by CRAZY_HORSE007
Gee, the things people will do to increase their post count :rolleyes:
Look, mine just reached 100!

Posted: Sat Apr 26, 2003 11:28 am
by CRAZY_HORSE007
Originally posted by K62
Gee, the things people will do to increase their post count :rolleyes:
Damned, you have discover my strategy. I was thinking, that I was more clever than Zun Tsu himself.

But the reality is cruel for me; I am just an ant. I have better to find a nother brillant idea to increase my count to 100!!!!.
Marc
Posted: Sun Apr 27, 2003 8:39 pm
by K62_
Hey PzB,
How about using the Alfonso rule for special supply in our game?
"a Korps must fight under the control of the HQ that lost the OPs giving Special Supply. "
I know it's not nice to change the rules after you started the game. But this one is more likely to affect me, so why not give it a try?
Posted: Sun Apr 27, 2003 11:00 pm
by PzB74
Sure why not.... I don't use special supply much for my russian armies anyway. PP's are sometimes better than readiness!