German opponent wanted for wir 3.3 41 scenario
Posted: Thu Feb 03, 2005 5:07 am
I'm looking for a German opponent for a 41 scenario using WIR 3.3. I have only played 2 PBEM games before, but I think I can hold my own. I can manage a turn most days, sometimes two turns on the weekends.
I like to play with the following rules:
1) An out of supply unit can only plot toward friendly lines (cannot be used on a suicide mission to disrupt supply).
2) A corps can only change its commanding HQ once (note that I did not say "before receiving special supply").
3) No HQ may launch more than two missions of the same type, per turn. No single enemy unit may be attacked more than 3 times per turn.
4) To plot more than 2 hexes of movement an armored Korps/Corps must be composed of AT LEAST TWO Panzer, Tank, Motorized, PanzerGrenadier (PZG), Mechanized or Cavalry Divisions FOR EVERY ONE non-mobile (Infantry) Division. If an armored Korps containing regular infantry divisions does not have the minimum amount of mobile Divisions in it, it may only plot 2 hexes as if it were an infantry Korps/Army.
5) All Soviet HQ's within 3 squares of the eastern edge of the map, are considered to be "beyond the Urals" and MAY NOT be attacked by player directed air missions, such as an airfield attacks. The air groups in these HQ's can't fight however, they must be in training mode only. This rule no longer applies once the HQ has one or more enemy korps within 7 hexes to it.
6) No Hungarian, Rumanian, or Finnish units may be sent to the West or Italian Front HQs. No Italian units may be sent to the West Front HQ.
7) Finnish forces MAY NOT attack Leningrad (40,7) or it’s supply hex (41,6). The Soviets are required to garrison Leningrad with MINIMUM 3 Divisions even though Finland may not attack. If the Germans capture Leningrad, Finnish forces are allowed to enter Soviet territory and engage in combat but they must remain on or above the 12th parallel.
Anyone up for a game?
I like to play with the following rules:
1) An out of supply unit can only plot toward friendly lines (cannot be used on a suicide mission to disrupt supply).
2) A corps can only change its commanding HQ once (note that I did not say "before receiving special supply").
3) No HQ may launch more than two missions of the same type, per turn. No single enemy unit may be attacked more than 3 times per turn.
4) To plot more than 2 hexes of movement an armored Korps/Corps must be composed of AT LEAST TWO Panzer, Tank, Motorized, PanzerGrenadier (PZG), Mechanized or Cavalry Divisions FOR EVERY ONE non-mobile (Infantry) Division. If an armored Korps containing regular infantry divisions does not have the minimum amount of mobile Divisions in it, it may only plot 2 hexes as if it were an infantry Korps/Army.
5) All Soviet HQ's within 3 squares of the eastern edge of the map, are considered to be "beyond the Urals" and MAY NOT be attacked by player directed air missions, such as an airfield attacks. The air groups in these HQ's can't fight however, they must be in training mode only. This rule no longer applies once the HQ has one or more enemy korps within 7 hexes to it.
6) No Hungarian, Rumanian, or Finnish units may be sent to the West or Italian Front HQs. No Italian units may be sent to the West Front HQ.
7) Finnish forces MAY NOT attack Leningrad (40,7) or it’s supply hex (41,6). The Soviets are required to garrison Leningrad with MINIMUM 3 Divisions even though Finland may not attack. If the Germans capture Leningrad, Finnish forces are allowed to enter Soviet territory and engage in combat but they must remain on or above the 12th parallel.
Anyone up for a game?