Jap opponent sought!!
Posted: Sat Aug 19, 2006 11:37 pm
I have 3 games going now as Japs. So, I'm looking for a IJA/IJN Opponent (I'm Allies).
CHS 2c w/ Extended map and Nik mod
Scen. 157 (w/o Soviet Fleet)
Scen. 158 (w/ Soviet Fleet)
House Rules:
PDUs: ON
1st Turn Surprise: ON
Historical 1st Turn: Can be discussed
Auto Sub Ops: OFF
Reinforcements: Can be discussed (I normaly use "Historical" but will play with "Variable" for a change of pace)
No Disbanding of Air in USA or HI to boost Pilot Pools (Allied advantage)
No invasion of Russia to turn off Manchuria Garrison requiremnets
No more than 6 ships in a ASW TF
No Allied 4E bombers below 5000' on Naval attack (their too effective still, even with the Nik mod)
No spliting of LCUs in combat (same hex as enemy)
No partial unit moes to cut off retreat paths (game engine bug)
Spending PPs to move units to palces not historically done is fine.
On a planning level we can allow the Japs to plan the 1st turn as they see fit for a "Bar room brawl" type of game using the above house rules.
I can do 1 turn a day, plus more on the weekends (except this coming one, going away till Sunday night).
Looking for someone to play a good game while not taking advantage of game engine deficeincies. I don't consider unusual tactics to be gamey. Taking advantage of known issues with the engine IS considered as gamey.
CHS 2c w/ Extended map and Nik mod
Scen. 157 (w/o Soviet Fleet)
Scen. 158 (w/ Soviet Fleet)
House Rules:
PDUs: ON
1st Turn Surprise: ON
Historical 1st Turn: Can be discussed
Auto Sub Ops: OFF
Reinforcements: Can be discussed (I normaly use "Historical" but will play with "Variable" for a change of pace)
No Disbanding of Air in USA or HI to boost Pilot Pools (Allied advantage)
No invasion of Russia to turn off Manchuria Garrison requiremnets
No more than 6 ships in a ASW TF
No Allied 4E bombers below 5000' on Naval attack (their too effective still, even with the Nik mod)
No spliting of LCUs in combat (same hex as enemy)
No partial unit moes to cut off retreat paths (game engine bug)
Spending PPs to move units to palces not historically done is fine.
On a planning level we can allow the Japs to plan the 1st turn as they see fit for a "Bar room brawl" type of game using the above house rules.
I can do 1 turn a day, plus more on the weekends (except this coming one, going away till Sunday night).
Looking for someone to play a good game while not taking advantage of game engine deficeincies. I don't consider unusual tactics to be gamey. Taking advantage of known issues with the engine IS considered as gamey.