Looking for an Allied opponent (probably)
Posted: Fri Jul 30, 2004 6:05 pm
I am ready to announce to an anxious world that I am ready for a scenario 15 PBEM game!! (well, at least once I can get the patch downloaded and installed)
Now, now, before you all crowd around....
Preferred side: Japanese (not really a fanboy, but I want to see if I can do better than RL!) Willing to consider allies I guess.
Things I won't negotiate on:
1. Historical turn one off, no varied setup, advanced weather and FOW on, turn one surprise on, Allied damage control on
2. Both sides may only use/move precreated TFs, Japanese air and land units, Chinese air and land units on turn one. You can give any orders you want to these units, with the exception that the Japanese can only do one port attack on turn one.
3. Only one Japanese port attack on turn one, to be performed by Japanese carriers, target to be selected by the Japanese player.
4. No, KB cannot be taken on some kind of hunting expedition for the U.S. carriers. Unless slowed by an unfortunate encounter with an Allied sub, all Japanese carriers must end movement within 5 hexes of an Allied port/base, or in port.
5. Serious players only please. No leaving the game in 1942 because things aren't going your way. Things would have to be REALLY bad, like you have lost nearly all your carriers in return for a couple of mine, to justify an early concession/retirement.
6. Right now, my availability is 3-4 hours per day on average. Looking for someone who can do roughly the same. If your availability is more than mine, and you can live with that, that's ok as well.
7. Only carrier-trained air units may operate off of carriers. No carrier capable air units may fly combat missions from carriers. They may of course use carriers to transfer from place to place, if desired.
8. One day turns. Yes, I know that it will take forever to finish the game, but too much goofy stuff happens with multi-day turns.
9. Auto sub ops, air upgrade, air/ground replacements off
10. You must have the 1.20 patch installed.
Things I can negotiate on:
1. Sub doctrine. I am willing to go with the historical sub doctrines if you are. I do so love watching transports blissfully sail past my submarines!
2. I would prefer a U.S./Canadian/Mexican player, willing to consider one from another time zone, if the time difference between where you are and lil' old me on the West Coast of the U.S. is not going to be a big deal.
3. Fixed/variable/very variable reinforcements--I'm easy-going on such things....
I can be emailed at kraftyse@comcast.net
Thanks for comin' by!!
Now, now, before you all crowd around....
Preferred side: Japanese (not really a fanboy, but I want to see if I can do better than RL!) Willing to consider allies I guess.
Things I won't negotiate on:
1. Historical turn one off, no varied setup, advanced weather and FOW on, turn one surprise on, Allied damage control on
2. Both sides may only use/move precreated TFs, Japanese air and land units, Chinese air and land units on turn one. You can give any orders you want to these units, with the exception that the Japanese can only do one port attack on turn one.
3. Only one Japanese port attack on turn one, to be performed by Japanese carriers, target to be selected by the Japanese player.
4. No, KB cannot be taken on some kind of hunting expedition for the U.S. carriers. Unless slowed by an unfortunate encounter with an Allied sub, all Japanese carriers must end movement within 5 hexes of an Allied port/base, or in port.
5. Serious players only please. No leaving the game in 1942 because things aren't going your way. Things would have to be REALLY bad, like you have lost nearly all your carriers in return for a couple of mine, to justify an early concession/retirement.
6. Right now, my availability is 3-4 hours per day on average. Looking for someone who can do roughly the same. If your availability is more than mine, and you can live with that, that's ok as well.
7. Only carrier-trained air units may operate off of carriers. No carrier capable air units may fly combat missions from carriers. They may of course use carriers to transfer from place to place, if desired.
8. One day turns. Yes, I know that it will take forever to finish the game, but too much goofy stuff happens with multi-day turns.
9. Auto sub ops, air upgrade, air/ground replacements off
10. You must have the 1.20 patch installed.
Things I can negotiate on:
1. Sub doctrine. I am willing to go with the historical sub doctrines if you are. I do so love watching transports blissfully sail past my submarines!
2. I would prefer a U.S./Canadian/Mexican player, willing to consider one from another time zone, if the time difference between where you are and lil' old me on the West Coast of the U.S. is not going to be a big deal.
3. Fixed/variable/very variable reinforcements--I'm easy-going on such things....
I can be emailed at kraftyse@comcast.net
Thanks for comin' by!!