Campaign Game with some Honor Rules
Posted: Tue Dec 06, 2005 6:34 pm
Ok I would like to play a campaign game either 1922 or 1926. I would prefer the Allies because I would propose the following honor rules on Allied Activation. I would say the game would have Fog of War, Sub Doctrine On and Variable Reinforcements (+/-15 days) and Player Defined Upgrades.
This is what I propose as Allied Activation.
United States:
1. Start the game active and may operate without restriction within their own bases and in China.
2. Naval warships may use British bases and repair facilties in India, Singapore, and Hong Kong.
3. May use French bases in Indo-China and South Pacific.
France:
1. French naval forces start the game as an active power - may use the same bases as the US.
2. French land forces must remain in Indo-China and Southpac unless Indo-China or Southpac is attacked by Japan. Then they may move without restriction.
3. French forces in Shang-Hai may be used to expel the Japanese garrison and move freely in China.
China:
1. Starts the game as an active power.
2. All Japanese Bases in China must be removed before any moves on Korea can be taken.
3. Chinese land and sea forces may only operate in China and Korea and the surrounding Sea Areas.
British/Commonwealth:
1. Starts the game as an inactive power.
2. British and Commonwealth cargo vessels may be used freely by the US player. Except they may not be used in amphibious attacks until activated.
3. British and Commonwealth Warships will not actively attack Japanese forces. They will defend their bases. Defense of their bases is defined as any Japanse forces within 2 hexes (except for Hong Kong and Shang Hai). However they can escort convoys between British/Commonwealth bases. ie. Singapore to Hong Kong etc.
4. British forces in Shang Hai can be used to expel the Japanese Garrison in Shang Hai.
5. British/Commonwealth land forces will remain in their bases until activated.
6. British naval forces will remain in their bases until activated. They may escort convoys between their bases.
7. British/Commonwealth will become active when:
a. Japan moves any additional forces into Shang Hai. (their garrison at the start does not count).
b. They attack any British/Commonwealth Base (land or sea).
c. They sink two or more British warships (be careful of raiding British convoys)
d. Jan 1924/1926
e. Pearl Harbor falls
f. Japanese score is 3 times the Allied Score. Not sure about this one we will modify if it does not seem right.
Australia/New Zealand:
1. Start the game as an inactive power.
2. Cargo vessels may be used freely by the US player. Except they may not be used in amphibious attacks until activated.
3. Australian/New Zealand Warships will not activately attack Japanese forces. They will escort convoys between their bases and defend their bases. (Any Japanese forces within 2 hexes may be attacked).
4. Australia/New Zealand become active when:
a. Jan 1923/1927
b. Pearl Harbor Falls
c. Japan attacks any Australian or New Zealand bases (land or sea).
d. Japan sinks 1 or more Australian warship.
d. Japanese surface warships move into the Coral Sea.
e. Japanese score is 3 times the Allied score.
Dutch:
1. Starts the game as an inactive power.
2. US player may operate Dutch cargo vessels freely. Except they may not be used in amphibious attacks until activated.
3. Warships can escort convoys between Dutch bases.
4. Warships will not actively engage Japanese vessels unless they are within two hexes of a Dutch base.
5. The Dutch become active when:
a. Pearl Harbor falls
b. Japanese score is 4 times Allied score
c. Japanese attack any Dutch base (land or sea).
d. Japanese sink three or more warships.
I know these seem overly complicated but I tried to have it simulate a realistic political situation in the event of a war. I am sure others have better ideas or additional suggestions. These are not hard and fast - everything is negotiable.
I have two WITP PBEMs going so I am familiar with the game system, but I would say I am by no means an expert.
I will typically be able to do a turn a day, but on weekends I have a family that interferes with my gaming so usually it is only 1 turn a weekend and sometimes none at all. I will also be leaving on a work/vacation trip from Dec 28 to Jan 11 and will probably not be able to do any turns during that period.
If you are interested email me at carrollmjc(AT)yahoo.com
Thanks
This is what I propose as Allied Activation.
United States:
1. Start the game active and may operate without restriction within their own bases and in China.
2. Naval warships may use British bases and repair facilties in India, Singapore, and Hong Kong.
3. May use French bases in Indo-China and South Pacific.
France:
1. French naval forces start the game as an active power - may use the same bases as the US.
2. French land forces must remain in Indo-China and Southpac unless Indo-China or Southpac is attacked by Japan. Then they may move without restriction.
3. French forces in Shang-Hai may be used to expel the Japanese garrison and move freely in China.
China:
1. Starts the game as an active power.
2. All Japanese Bases in China must be removed before any moves on Korea can be taken.
3. Chinese land and sea forces may only operate in China and Korea and the surrounding Sea Areas.
British/Commonwealth:
1. Starts the game as an inactive power.
2. British and Commonwealth cargo vessels may be used freely by the US player. Except they may not be used in amphibious attacks until activated.
3. British and Commonwealth Warships will not actively attack Japanese forces. They will defend their bases. Defense of their bases is defined as any Japanse forces within 2 hexes (except for Hong Kong and Shang Hai). However they can escort convoys between British/Commonwealth bases. ie. Singapore to Hong Kong etc.
4. British forces in Shang Hai can be used to expel the Japanese Garrison in Shang Hai.
5. British/Commonwealth land forces will remain in their bases until activated.
6. British naval forces will remain in their bases until activated. They may escort convoys between their bases.
7. British/Commonwealth will become active when:
a. Japan moves any additional forces into Shang Hai. (their garrison at the start does not count).
b. They attack any British/Commonwealth Base (land or sea).
c. They sink two or more British warships (be careful of raiding British convoys)
d. Jan 1924/1926
e. Pearl Harbor falls
f. Japanese score is 3 times the Allied Score. Not sure about this one we will modify if it does not seem right.
Australia/New Zealand:
1. Start the game as an inactive power.
2. Cargo vessels may be used freely by the US player. Except they may not be used in amphibious attacks until activated.
3. Australian/New Zealand Warships will not activately attack Japanese forces. They will escort convoys between their bases and defend their bases. (Any Japanese forces within 2 hexes may be attacked).
4. Australia/New Zealand become active when:
a. Jan 1923/1927
b. Pearl Harbor Falls
c. Japan attacks any Australian or New Zealand bases (land or sea).
d. Japan sinks 1 or more Australian warship.
d. Japanese surface warships move into the Coral Sea.
e. Japanese score is 3 times the Allied score.
Dutch:
1. Starts the game as an inactive power.
2. US player may operate Dutch cargo vessels freely. Except they may not be used in amphibious attacks until activated.
3. Warships can escort convoys between Dutch bases.
4. Warships will not actively engage Japanese vessels unless they are within two hexes of a Dutch base.
5. The Dutch become active when:
a. Pearl Harbor falls
b. Japanese score is 4 times Allied score
c. Japanese attack any Dutch base (land or sea).
d. Japanese sink three or more warships.
I know these seem overly complicated but I tried to have it simulate a realistic political situation in the event of a war. I am sure others have better ideas or additional suggestions. These are not hard and fast - everything is negotiable.
I have two WITP PBEMs going so I am familiar with the game system, but I would say I am by no means an expert.
I will typically be able to do a turn a day, but on weekends I have a family that interferes with my gaming so usually it is only 1 turn a weekend and sometimes none at all. I will also be leaving on a work/vacation trip from Dec 28 to Jan 11 and will probably not be able to do any turns during that period.
If you are interested email me at carrollmjc(AT)yahoo.com
Thanks