japanese player seeks opponent
Posted: Mon Jan 23, 2006 1:33 am
OK
Ive got 2 games going at the moment -and both are entering I am about to get my bottom kicked phase -ie we enter 43.
so Im after another game so that at least once a night I can kick but for a while -and by the time this one gets to Im getting smashed phase -the other 2 might have finished!
me
I play to the end, and actually prefer defence instead of attack -1942 is only so I can set up the defence I want[:D]
I reckon about 4 to 5 turns a week will be handle able - 1 night a week I have college - but my AARs showa fairly consistant record - so with me you do not have to worry about "disapear ightess"
I prefer a game along historical lines -or exploring historical what ifs -ie win at any cost really does not appeal - Im not a good enough player as japan anyway to consider a "win"
To this end the house rules I propose are intended to
a/
slow down the game a bit
b/
reduce the airmodel carnage
c/
reflect a few of the problems that both sides encountered
Standard Map
PDU OFF
surprise on
historical turn 1 off
Allies no moves turn 1
preparation points :
I beleve japan would have prep pointed everything for the initial assualts -but game does not allow for changes from historical.
So from January 1 1942,(this should cover the period of initial assualts) a unit must have(before moving to or loading for a move to):
Where ships are involved:
Unoccupied friendly dot or base 5 points
Occupied friendly base 10 points
Enemy base or dot 15 points
ie , we have to ship to the base
This should reflect at least time for combat loading, admin changes, all the hassle of actually packing up and moving!
For armies on the march - 5 points as you reach the next enemy base -ie time to bring up the ammo, plan the assualt, ect, ect.
Same for marching armies about friendly bases - 5 points or days before advancing towards the next one
Hope that makes sense?!
next for air carnage
With the exception of
american homeland
Australia
Japan homeland and formosa island,
A/C stacking limits - a size 4 base can have only 4 units, a size 3, 3 units ect.
does not include seaplanes.
I have carefully looked at turn 1 -and although Japan initial attack is somewhat nerfed -it can be done.
Would expect allies turn 2 make appropiate changes
Also - in an attempt to stop japan death star max CAP allowed all forces/bases 40%
hope this reduces the carnage by forcing smaller battles, and introduces need to manage air groups closer.
Asw
usual 6 ships max dedicated asw
No corsairs on CVs until 1944
Night bombing - 1 group per day in 42 only city attack only
2- group per day june 43 city attack only
3 group per day june 43 to jan 44 hit anything
unlimited after that (allies had radar by then)
Finally -its not realistic to dump 50million tons of fuels and supplies at some dot in the pacific
I propose a stacking limit of
base size 1 -5000 fuel/5000supply
base size 2 - 10000fuel/10000 supply
base size 3 -15000fuel/15000 supply
base size 4 -unlimited
A lot of house rules I know. But if you want a steady game from a player who (unless killed by bugs) will play on, then give us a go
Final warning -My turn 1 will be a phillipine and malaya attack - Im going to assume KB was undetected at camrah bay DEC 5, so you can guess what I plan to do - but no, I will not be landing all over the map turn 1 -thats too gamey for me.