Lunatic part Duex
Posted: Thu Dec 08, 2005 1:13 am
Hi, Working on new plan. Need to replace game with Nomad. This game is going to be a bit different.
Rules for turn 1
Allied player gives orders in China only
Japanese TF remain 4 hexes from enemy bases.
No overloading airfields except for transit (groups moving to other base may overload a field but no strikes may be launched from overloaded field. A field for this purpose is overloaded if it exceeds capacity by more then 15 percent.
Not really a Lunatic game but a game that will incorperate lessons learned from Lunatic games and transfer them to normal"historic" game.
No movement between restricted HQ without paying PP
No invading Soviets without activating them 30 days prior (however Soviets my not launch strikes or delay is forfeit)
Airgroups must remain intact except for replacement system (Mogami method) or transport on ships (players don't like to risk entire group on single transport.)
Each side may have 9 such divided groups at any one time.
Allied player may have 1 heavy bomber group per major HQ unless he has airfield capable of supporting heavy bombers in range of Japan in which case he can have groups in number equal to size of airfields (Saipan/Tinian/Guam complex allows more then 20 heavy groups)
Rules for turn 1
Allied player gives orders in China only
Japanese TF remain 4 hexes from enemy bases.
No overloading airfields except for transit (groups moving to other base may overload a field but no strikes may be launched from overloaded field. A field for this purpose is overloaded if it exceeds capacity by more then 15 percent.
Not really a Lunatic game but a game that will incorperate lessons learned from Lunatic games and transfer them to normal"historic" game.
No movement between restricted HQ without paying PP
No invading Soviets without activating them 30 days prior (however Soviets my not launch strikes or delay is forfeit)
Airgroups must remain intact except for replacement system (Mogami method) or transport on ships (players don't like to risk entire group on single transport.)
Each side may have 9 such divided groups at any one time.
Allied player may have 1 heavy bomber group per major HQ unless he has airfield capable of supporting heavy bombers in range of Japan in which case he can have groups in number equal to size of airfields (Saipan/Tinian/Guam complex allows more then 20 heavy groups)