Searching for Allied or Japanese player Scenario 1, stock version latest patch (CLOSED)

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paladin333
Posts: 69
Joined: Sun May 01, 2005 7:34 am

Searching for Allied or Japanese player Scenario 1, stock version latest patch (CLOSED)

Post by paladin333 »

I am looking for a reliable opponent for a full campaign. I prefer a competitive game with both players trying seriously to win, but without exploiting obvious weaknesses in the game engine. I am ready to play either side, so you choose which side you want to play.

My main request is consistency.

Weekdays: around 1 turn per day on average.
Weekends: preferably 2+ turns per day when schedules allow.
I can often do considerably more on weekends, sometimes 5+ turns per day, depending on our time-zone difference.
I am in the Southeast Asia time zone.

Of course, real life comes first. Work, family, holidays, travel, illness, etc. can stop the game temporarily, and that is completely understandable. However, if at some point you simply stop enjoying the game — regardless of the reason — please just tell me and surrender. There is absolutely nothing wrong with surrendering. I would much rather finish the game properly than have it slowly fade into one turn every week or two without either player really wanting to continue. Communication is more important to me than maintaining a perfect turn rate.

Proposed Game Settings :

Scenario: 1
Turn Cycle: 1-day
FOW — ON
Advanced Weather — ON
Allied Damage Control — ON
PDU — ON
Historical First Turn — ON
December 7 Surprise — ON
Reliable Torpedoes — OFF
Realistic R&D — ON
No Unit Withdrawal — OFF
Japanese Reinforcements — Variable (±15 days)
Allied Reinforcements — Variable (±15 days)
Auto Sub Ops — OFF
Combat Reports — ON
TF and Aircraft Move Radius — ON
Facilities Expand Automatically — OFF
Auto Upgrade Ships/Aircraft — OFF
Accept Air/Ground Replacements Automatically — OFF

Proposed House Rules
These are also open for discussion. The intention is to prevent obvious game-engine exploits rather than restrict legitimate strategy.

1. Four-Engine Bombers
No 4-engine naval bombing below 10,000 feet.

2. Opening Carrier Operations
No deliberate carrier hunting during the first four game days.
This applies to both sides.

3. Singapore / Malacca
Japanese surface, amphibious and transport TFs may not bypass Singapore through the Singapore/Malacca route until Singapore has fallen. Submarine operations are not affected by this rule.

4. Political Points / Restricted Ground Units
Chinese, Japanese and Commonwealth ground units in mainland Asia may not be moved outside their normal theater if they are under a restricted command. The necessary Political Points must be paid to transfer them to an appropriate unrestricted command before moving them outside that theater. Applies to Kwantung Army LCU also.
Neither player should use command/HQ mechanics solely as a loophole to release large numbers of restricted units for substantially less PP than would normally be required.

5. Paratrooper Fragmentation
No use of tiny parachute-unit fragments simply to capture multiple empty bases or otherwise exploit the base-capture mechanics. Parachute operations should represent genuine military operations rather than artificial unit fragmentation.

6. Submarine-Carried LCU Fragments
No use of submarines to carry tiny LCU fragments for the purpose of capturing or invading undefended bases, or to land such fragments around enemy bases purely for reconnaissance, spotting, intelligence gathering, or other “spy” purposes.

7. Disposable Ship Pickets
No deliberate creation of large numbers of single-ship sacrificial TFs purely to act as detection triggers, naval-attack magnets or artificial screens. Single-ship TFs remain completely acceptable when there is a legitimate operational reason for them.

8. Soviet Neutrality
Until Soviet activation, neither player should deliberately exploit Soviet territory, Soviet bases or inactive Soviet forces in ways contrary to their intended neutral status.

General Anti-Exploit Principle :

WitP is too complicated to anticipate every possible engine exploit in advance, so I do not want a 50-rule house-rule list. If either player believes that a game mechanic is being used in a clearly unintended or abusive way, we discuss it before continuing the practice.

Neither player should assume:
“The game allows it, therefore anything is acceptable.”
Instead, the principle should be:
Play hard, use every legitimate strategic advantage available, but don't try to win by abusing obvious weaknesses in the game engine.
If something questionable comes up, both players discuss it in good faith and agree on how to handle it going forward.
The objective is a competitive, enjoyable and long-lasting campaign for both players.
Last edited by paladin333 on Wed Sep 23, 2026 2:51 pm, edited 1 time in total.
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