Possible Game with different house rules
Posted: Sun Apr 07, 2019 8:17 pm
Putting together a possible game and getting input. I have not finished all the house rules but here are some at the moment. Comments welcome.
****Please realize that some turns could be 5 days or more because of work and/or other games if this comes to be
This list is not complete but in progress at the moment to see if there is interest.
WORK in Progress
* No Super Lvov pocket
* No Lvov pocket
* There will be a limit of 5 total HQ BU's for Germans in 1941. 1st allowed HQ buildup can not take place unit turn 6 with the allowance of 2 in a turn. A two turn minimum wait period for the next use of 3rd and/or 4th and another two turn wait period for any remaining and so forth
* No Rumanian unit(Germans included) can not move out of Rumania until Turn 3 or after. As such no Soviet unit stationed in front of the Rumanian border can move either up to hex coordinate X84 going east. All units, Rumanian, German, and Soviet Y coordinate Y96 and higher is frozen till turn 3. Any German unit moving within 5 hexes(not of the 11th Army) will release the Soviets(only) and the German unit must immediately stop
* No bombing of airfields (old house rule brought back to life). Better simulates what really happened on east front.
* Soviets must guard finish border with real Inf brigades and/or divisions and/or tank brigades or divisions along with component Air of 4 fighter squadrons minimum and 4 bomber squadrons minimum. A minimum of 18 stacking points of Inf and/or armor must be next to Finish units at all times. No forts, AT brigades, and/or any combination of misc garbage can be used to satisfy this 18 point requirement.
* No deep penetration raids to capture industry. This is classified as any industry 11+ hexes of the front line is not allowed. 10 hexes (inclusive) or less is fair game to grab
* No more than + 200 airplanes destroyed on ground during 1st turn for German than what happened in real life. Number will be set by myself and Soviet before the game in consideration of the first 3-4 days that this turn is. Please realize any planes shot down flying defensive/offensive air is not considered for the 1st turn bombing purpose
* No recon spam
* No more than 2 fighter sweeps per 30 hex frontage per turn
* (Soviet Choice)Mild blizzard and + 1 Soviet attack (there will be other stipulations if this is chosen with number of attacks during winter, will elaborate if chosen)
OR
(Soviet Choice)Full blizzard and no +1 Soviet attack
* Soviets to defend all industrial hexes with a minimum of 4 Regiments of fighters per hex of industry within 100 hexes of battle line. Fighters within 5 hexes(inclusive) satisfy this requirement. (i.e. Moscow has 4 hexes with Industry & would require 16 fighter regiments to satisfy this requirement)
* On the first two turns no German unit can go outside of their theater of operation as planned in real life. (i.e. no 2nd panzer to Army group South theater)
* No Soviet unit can go outside of their theater of operations on the 1st two turns (except the 4 that are allowed to be moved by train on the 1st two turns and units attached to Stavka which can go anywhere per next house rule)
* No more than 4 Soviet units can be moved by train out(moved out) of their theater of operations on the 1st two turns each turn respective (a total of 8 units can be moved in the 1st two turns out of their theater). Units that are attached to Stavka can be moved anywhere by train and does not affect the 4 Soviet unit minimum with the exception of 16th Army and all attached units which would adhere to the 4 Soviet unit policy. In example for the 4 unit policy you could move 4 units in the Southwestern Front to the Northern front on turn 1. Or you could move 2 units from the Southwestern front and 2 units from the Western Front to the Northern front on turn 1
* No Soviet unit on the 1st two turns that is within 10 hexes (inclusive) of a German unit can use rail (with the exception of the 4 that can be trained out)
* Soviets that start within 10 hexes of a German unit must maintain this distance or less the 1st two game turns.
More to come but gives an idea
****Please realize that some turns could be 5 days or more because of work and/or other games if this comes to be
This list is not complete but in progress at the moment to see if there is interest.
WORK in Progress
* No Super Lvov pocket
* No Lvov pocket
* There will be a limit of 5 total HQ BU's for Germans in 1941. 1st allowed HQ buildup can not take place unit turn 6 with the allowance of 2 in a turn. A two turn minimum wait period for the next use of 3rd and/or 4th and another two turn wait period for any remaining and so forth
* No Rumanian unit(Germans included) can not move out of Rumania until Turn 3 or after. As such no Soviet unit stationed in front of the Rumanian border can move either up to hex coordinate X84 going east. All units, Rumanian, German, and Soviet Y coordinate Y96 and higher is frozen till turn 3. Any German unit moving within 5 hexes(not of the 11th Army) will release the Soviets(only) and the German unit must immediately stop
* No bombing of airfields (old house rule brought back to life). Better simulates what really happened on east front.
* Soviets must guard finish border with real Inf brigades and/or divisions and/or tank brigades or divisions along with component Air of 4 fighter squadrons minimum and 4 bomber squadrons minimum. A minimum of 18 stacking points of Inf and/or armor must be next to Finish units at all times. No forts, AT brigades, and/or any combination of misc garbage can be used to satisfy this 18 point requirement.
* No deep penetration raids to capture industry. This is classified as any industry 11+ hexes of the front line is not allowed. 10 hexes (inclusive) or less is fair game to grab
* No more than + 200 airplanes destroyed on ground during 1st turn for German than what happened in real life. Number will be set by myself and Soviet before the game in consideration of the first 3-4 days that this turn is. Please realize any planes shot down flying defensive/offensive air is not considered for the 1st turn bombing purpose
* No recon spam
* No more than 2 fighter sweeps per 30 hex frontage per turn
* (Soviet Choice)Mild blizzard and + 1 Soviet attack (there will be other stipulations if this is chosen with number of attacks during winter, will elaborate if chosen)
OR
(Soviet Choice)Full blizzard and no +1 Soviet attack
* Soviets to defend all industrial hexes with a minimum of 4 Regiments of fighters per hex of industry within 100 hexes of battle line. Fighters within 5 hexes(inclusive) satisfy this requirement. (i.e. Moscow has 4 hexes with Industry & would require 16 fighter regiments to satisfy this requirement)
* On the first two turns no German unit can go outside of their theater of operation as planned in real life. (i.e. no 2nd panzer to Army group South theater)
* No Soviet unit can go outside of their theater of operations on the 1st two turns (except the 4 that are allowed to be moved by train on the 1st two turns and units attached to Stavka which can go anywhere per next house rule)
* No more than 4 Soviet units can be moved by train out(moved out) of their theater of operations on the 1st two turns each turn respective (a total of 8 units can be moved in the 1st two turns out of their theater). Units that are attached to Stavka can be moved anywhere by train and does not affect the 4 Soviet unit minimum with the exception of 16th Army and all attached units which would adhere to the 4 Soviet unit policy. In example for the 4 unit policy you could move 4 units in the Southwestern Front to the Northern front on turn 1. Or you could move 2 units from the Southwestern front and 2 units from the Western Front to the Northern front on turn 1
* No Soviet unit on the 1st two turns that is within 10 hexes (inclusive) of a German unit can use rail (with the exception of the 4 that can be trained out)
* Soviets that start within 10 hexes of a German unit must maintain this distance or less the 1st two game turns.
More to come but gives an idea