fdeutsch(Jpn) vs skrewball(Allies) : Allied Perspective
Posted: Sun Oct 16, 2005 6:31 am
This is a non-fdeutsch zone, if you are fdeutsch or resemble him in anyway, please do not read past this line [:)]
Hello all, this is my first attempt at a PBEM game. Even though I have been playing WitP since it came out I have never played as the Allies. I thought it best to just jump in and play them. That way I can make my newbie mistakes and adapt on the fly.
I will be posting a narrative/report style. That way you won't have to scroll through pages of useless data. I may not be able to keep it all up to date. However, I will do the best I can with a 84-hour work week [X(] Feel free to discuss strategy and offer tips for a new allied player. The one tip I do know is to not confront the KB with any US carriers unless you outnumber them 3-1 [:)]
For now, here are the agreed upon house rules:
The option choosen are
Reinforcement (japanese & allies ) +/- 60 days - Just to mix it up a bit
Turn cycle 1
Japanese Sub Doctrine OFF
Allied Sub Doctrine OFF
Fog of War ON
Historical First Turn OFF
Advanced Weather effect ON
December 7th surprise ON
Allied Damage Control ON
Player Define Upgrade ON
Automatic Submarine Option OFF
Turn1 rules :
1. Allies can only give orders to ships that are not in port on turn one
2. Allies cannot give orders to any ground or air units except for China Command units on turn one. Allies can give any construction or HQ change orders he desires to any of his bases on turn one.
3. Japanese can only make turn one landings at allied bases that are within 15 hexes of a Japanese base
Exception: the Japanese may always invade Wake on turn one.
4. Japanese are limited to one port attack on turn one. This attack may be at any port that can be reached by Japanese aircraft.
5. Japanese carriers must end movement within 5 hexes of an allied or Japanese base hex on turn one
6. The Japanese may not sail past Singapore to the north on turn 1 (no landing at Johore to cut Singapore off from the rest of Malaya on turn 1)
Time Limited rules :
7. No Allied skip bombing (100 ft. altitude naval attacks with level bombers) until 1/1/1943
8. No air missions except for transfer to base/ship can be flown off of carriers by carrier-capable air
units until 1/1/1944. Carrier-trained units may fly any missions that are available to them.
9. No Attack of Russia or West Coast before 1/1/1944
Bug related rules :
10. For Isolated that can't retreat to base. After 2 successful deliberate attack, the unit cannot be move or evacuate until it is fully supplied again.
11. If big ressource point is taken with heavy destruction after the first successful delibarate attack by a Brigrade or Division, another ressource point is evacuated. The big ressources point are
Brunei
Tarakan
Balikpapan
Kendari
Kuala Lumpur
Palemberg
Batavia
Soerabaja
12. The weather is supposed to be clear in the whole map, any major airstrike cancelled at turn 1 will trigger a redo turn.
Rules :
13. No night bombing attacks allowed
14. No invasions or recon raids using submarine
transport missions. Sub transport is for supplies and evacuation.
15. CV airgroups may not leave their ship except to base on the airfield that the CV is docked at if the CV is crippled by damage. Airgroups may be recovered and based anywhere if their home carrier is sunk.
16. No 4-engine bomber missions (against either land or naval targets) below 5000 feet
17. Japanese "light" sentais cannot be upgraded to Sallys, Helens or Peggys. Light Sentais must remain
dive bombers, Lilys or fighter-bombers.
18. Allied bomber units may upgrade to any 4 engine bomber, if those units either are or divide into 12 aircraft groups. The 16 aircraft allied bomber groups may only upgrade to a 2 engine bomber at the most.
19. PT boat cannot be mixed with other ships
20. Fast TF can only target bases in LBA range or CV range
So let the games begin! See you in Tokyo!
Hello all, this is my first attempt at a PBEM game. Even though I have been playing WitP since it came out I have never played as the Allies. I thought it best to just jump in and play them. That way I can make my newbie mistakes and adapt on the fly.
I will be posting a narrative/report style. That way you won't have to scroll through pages of useless data. I may not be able to keep it all up to date. However, I will do the best I can with a 84-hour work week [X(] Feel free to discuss strategy and offer tips for a new allied player. The one tip I do know is to not confront the KB with any US carriers unless you outnumber them 3-1 [:)]
For now, here are the agreed upon house rules:
The option choosen are
Reinforcement (japanese & allies ) +/- 60 days - Just to mix it up a bit
Turn cycle 1
Japanese Sub Doctrine OFF
Allied Sub Doctrine OFF
Fog of War ON
Historical First Turn OFF
Advanced Weather effect ON
December 7th surprise ON
Allied Damage Control ON
Player Define Upgrade ON
Automatic Submarine Option OFF
Turn1 rules :
1. Allies can only give orders to ships that are not in port on turn one
2. Allies cannot give orders to any ground or air units except for China Command units on turn one. Allies can give any construction or HQ change orders he desires to any of his bases on turn one.
3. Japanese can only make turn one landings at allied bases that are within 15 hexes of a Japanese base
Exception: the Japanese may always invade Wake on turn one.
4. Japanese are limited to one port attack on turn one. This attack may be at any port that can be reached by Japanese aircraft.
5. Japanese carriers must end movement within 5 hexes of an allied or Japanese base hex on turn one
6. The Japanese may not sail past Singapore to the north on turn 1 (no landing at Johore to cut Singapore off from the rest of Malaya on turn 1)
Time Limited rules :
7. No Allied skip bombing (100 ft. altitude naval attacks with level bombers) until 1/1/1943
8. No air missions except for transfer to base/ship can be flown off of carriers by carrier-capable air
units until 1/1/1944. Carrier-trained units may fly any missions that are available to them.
9. No Attack of Russia or West Coast before 1/1/1944
Bug related rules :
10. For Isolated that can't retreat to base. After 2 successful deliberate attack, the unit cannot be move or evacuate until it is fully supplied again.
11. If big ressource point is taken with heavy destruction after the first successful delibarate attack by a Brigrade or Division, another ressource point is evacuated. The big ressources point are
Brunei
Tarakan
Balikpapan
Kendari
Kuala Lumpur
Palemberg
Batavia
Soerabaja
12. The weather is supposed to be clear in the whole map, any major airstrike cancelled at turn 1 will trigger a redo turn.
Rules :
13. No night bombing attacks allowed
14. No invasions or recon raids using submarine
transport missions. Sub transport is for supplies and evacuation.
15. CV airgroups may not leave their ship except to base on the airfield that the CV is docked at if the CV is crippled by damage. Airgroups may be recovered and based anywhere if their home carrier is sunk.
16. No 4-engine bomber missions (against either land or naval targets) below 5000 feet
17. Japanese "light" sentais cannot be upgraded to Sallys, Helens or Peggys. Light Sentais must remain
dive bombers, Lilys or fighter-bombers.
18. Allied bomber units may upgrade to any 4 engine bomber, if those units either are or divide into 12 aircraft groups. The 16 aircraft allied bomber groups may only upgrade to a 2 engine bomber at the most.
19. PT boat cannot be mixed with other ships
20. Fast TF can only target bases in LBA range or CV range
So let the games begin! See you in Tokyo!


