CHS scn 158 Jap player sought...
Posted: Fri Jun 23, 2006 11:56 am
Hi im looking for some one to take Contorl of Empire of Japan Forces in CHS scn 158 with AB Extendet Map... we start with Historical 1st turn an i would like to use following house rules of course we can negotiate them;) :
Ground Unit Stacking
Atolls: No more than 50,000 troops of any type. Of the 50,000, only 1 division or brigade and no more than 3 SNLF or NLF or Allied equivalent.
Non-atoll one hex islands: No more than 100,000 troops of any type. Of the 100,000, only 1 division AND 1 brigade AND 6 SNLF, Nav. Guard or NLF allowed (or their Allied equivalents).
(Pearl Harbor and Truk are exempted from the rule)
Engineering units with combat capabilties count as SNLF or NLF for the above purpose. Construction units, base units, AA, and HQ do not count as combat units.
Zones of Control
Zones of control may only be exerted for surrender or retreat purposes by ground units of 25 assault points or higher for dense terrain hexes (forest, hills, jungle, etc.) and by ground units adding up to at least 100 assault points for clear, desert or otherwise open terrain.
For example, you cannot join combat in a hex with an enemy division and simultaneously surround that unit with pieces of base units or flak guns with few or no assault points. Additionally, you cannot paradrop into hexes for the same purpose unless you drop in at least the above strengths.
PDU
No PDU of Japanese DBs into 2E. No Allied upgrade of 2E to 4E, except for a few Bolo squadrons already slated for such upgrades at the beginning of the game. Otherwise, PDU upgrades allowed, except that Glens can't be upgraded. It was the only plane that was built for submarine deployments.
Soviet Union
If Japan decides to attack SU the Allied player should be informed on that fact 30 days before the attack so he can reposition his troops... “One suprise attack in the start of the war would not be repeted that easly”
Invasions
Invasions may only be conducted within normal range of LBA (not patrol/recon), or CV airgroups (fighter or bomber) (if CVs, (CVLs/CVEs) then combined aircraft capacity of 40 is needed).
No submarine invasion’s
No amphibious invasions (or reinforcement) may be conducted West and North of Singapore in Malacca Straight until that city is captured. No Invasion’s on eastern part of Malaya south of Kuantan
No amphibious invasions/para drops against hexes that do not contain a dot/base in them.
Japanese may only invade bases in Malaya , Phillipines , DEI , New Britain , Gilberts , Bismarck Archipelago until all Resource , Oil producing Bases in the DEI and the whole Java are captured this is to simulate that the main goal for Japan were DEI Resources.
Off course invasion of Wake and Guam do not count...
Note. 2 Bases in Malacca Straight can be invaded only after Singapore has fallen.
Aircraft
Night City attacks (Manpower only) for non-game designated air units (means 2E Bombers) . No City bombing Attacks on bases in China
No restriction on night naval attacks.
(This is mainly to prevent the Japanese from destroying Chinese industry and resources.
This rule is immediately abolished for the Japanese only if Allies conduct city attacks from Chinese airfields. (e.g. B-17 raid from Changsha = Japanese can attack industry, resources, etc. ). This is give some protection to Chinese supply, yet some deterrent from using China a huge strategic bombing base.
No 4E bomber missions under 6000', except for ASW/Recon missions.
No Corsair's allowed on US CV's until 1/44, except for transport missions.
No Naval Attack by Allied land based bombers (2E bombers) under 1000',
until 1/43.
Airfield stacking limited to (50ac x airfield level).
Units transferring must be set to training and do not count against the stacking limits.
No bombing of empty bases, but bombing/attacking bases with troops present is allowed to gain experience
Naval
No baiting of naval air strikes by using small tonnage or single ship task forces in port (especially in the DEI and PI at the beginning of the game).
The Japanese player must keep at least 100 AKs continually either in Osaka or actively dropping off supply or picking up resources to simulate Japan's need for food and fuel for domestic use.
No restrictions on mining.
ASW TF max 6 ships and no Admirals asigned to command this TF
Only one KB attack on Pearl and after It KB must reach its designated home port in Kuriles before comencing other Operations. If Wake is not captured on turn one Assalut KB may be used to support another Wake Landing if Japan plans to conduct it but after Wake fall’s it still need’s to head back to any Port in Mainland Japan...
Ground
No breakdown of LCU's in combat to reduce fatigue and disruption.
LCU's belonging to the Kwangtung command may not leave Manchuria unless PP's are
spent to change their command.
LCU's belonging to China Command may not leave China or Manchuria, unless they change command.
Only one AA unit per base Allowed and no AA units fighting outside bases. The exeptions are Japan Main Land and Truk max stacking 2 AA units per base PH max 2 AA units , Singapore , and places where AA units from the Island are pushed into one base by attacking units and have no place to go...
And the important thing is that my opponent will be able to do at least a turn a day[:D]
Ground Unit Stacking
Atolls: No more than 50,000 troops of any type. Of the 50,000, only 1 division or brigade and no more than 3 SNLF or NLF or Allied equivalent.
Non-atoll one hex islands: No more than 100,000 troops of any type. Of the 100,000, only 1 division AND 1 brigade AND 6 SNLF, Nav. Guard or NLF allowed (or their Allied equivalents).
(Pearl Harbor and Truk are exempted from the rule)
Engineering units with combat capabilties count as SNLF or NLF for the above purpose. Construction units, base units, AA, and HQ do not count as combat units.
Zones of Control
Zones of control may only be exerted for surrender or retreat purposes by ground units of 25 assault points or higher for dense terrain hexes (forest, hills, jungle, etc.) and by ground units adding up to at least 100 assault points for clear, desert or otherwise open terrain.
For example, you cannot join combat in a hex with an enemy division and simultaneously surround that unit with pieces of base units or flak guns with few or no assault points. Additionally, you cannot paradrop into hexes for the same purpose unless you drop in at least the above strengths.
PDU
No PDU of Japanese DBs into 2E. No Allied upgrade of 2E to 4E, except for a few Bolo squadrons already slated for such upgrades at the beginning of the game. Otherwise, PDU upgrades allowed, except that Glens can't be upgraded. It was the only plane that was built for submarine deployments.
Soviet Union
If Japan decides to attack SU the Allied player should be informed on that fact 30 days before the attack so he can reposition his troops... “One suprise attack in the start of the war would not be repeted that easly”
Invasions
Invasions may only be conducted within normal range of LBA (not patrol/recon), or CV airgroups (fighter or bomber) (if CVs, (CVLs/CVEs) then combined aircraft capacity of 40 is needed).
No submarine invasion’s
No amphibious invasions (or reinforcement) may be conducted West and North of Singapore in Malacca Straight until that city is captured. No Invasion’s on eastern part of Malaya south of Kuantan
No amphibious invasions/para drops against hexes that do not contain a dot/base in them.
Japanese may only invade bases in Malaya , Phillipines , DEI , New Britain , Gilberts , Bismarck Archipelago until all Resource , Oil producing Bases in the DEI and the whole Java are captured this is to simulate that the main goal for Japan were DEI Resources.
Off course invasion of Wake and Guam do not count...
Note. 2 Bases in Malacca Straight can be invaded only after Singapore has fallen.
Aircraft
Night City attacks (Manpower only) for non-game designated air units (means 2E Bombers) . No City bombing Attacks on bases in China
No restriction on night naval attacks.
(This is mainly to prevent the Japanese from destroying Chinese industry and resources.
This rule is immediately abolished for the Japanese only if Allies conduct city attacks from Chinese airfields. (e.g. B-17 raid from Changsha = Japanese can attack industry, resources, etc. ). This is give some protection to Chinese supply, yet some deterrent from using China a huge strategic bombing base.
No 4E bomber missions under 6000', except for ASW/Recon missions.
No Corsair's allowed on US CV's until 1/44, except for transport missions.
No Naval Attack by Allied land based bombers (2E bombers) under 1000',
until 1/43.
Airfield stacking limited to (50ac x airfield level).
Units transferring must be set to training and do not count against the stacking limits.
No bombing of empty bases, but bombing/attacking bases with troops present is allowed to gain experience
Naval
No baiting of naval air strikes by using small tonnage or single ship task forces in port (especially in the DEI and PI at the beginning of the game).
The Japanese player must keep at least 100 AKs continually either in Osaka or actively dropping off supply or picking up resources to simulate Japan's need for food and fuel for domestic use.
No restrictions on mining.
ASW TF max 6 ships and no Admirals asigned to command this TF
Only one KB attack on Pearl and after It KB must reach its designated home port in Kuriles before comencing other Operations. If Wake is not captured on turn one Assalut KB may be used to support another Wake Landing if Japan plans to conduct it but after Wake fall’s it still need’s to head back to any Port in Mainland Japan...
Ground
No breakdown of LCU's in combat to reduce fatigue and disruption.
LCU's belonging to the Kwangtung command may not leave Manchuria unless PP's are
spent to change their command.
LCU's belonging to China Command may not leave China or Manchuria, unless they change command.
Only one AA unit per base Allowed and no AA units fighting outside bases. The exeptions are Japan Main Land and Truk max stacking 2 AA units per base PH max 2 AA units , Singapore , and places where AA units from the Island are pushed into one base by attacking units and have no place to go...
And the important thing is that my opponent will be able to do at least a turn a day[:D]