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Allied opponent wanted -scenario2 -closed-game start vs admiral DadMan

 
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Allied opponent wanted -scenario2 -closed-game start vs... - 5/29/2015 12:01:10 PM   
Marshall


Posts: 225
Joined: 4/18/2014
Status: offline
Looking for an allied player who can do 7-10 turns minimum a week, and committed to the end.

Scenario 2 Hakko Ichin latest updated version.1.7.11.24

Settings:

-FOW ON
-Advanced Weather effects ON (nothing like a good thunderstorm to break up a bombing strike)
-Allied damage control OFF (player vs player we both suffer from fires and flotation the same way)
-Player defines upgrades ON (Japan can chose its airplane production path better)
-Historical first turn OFF (japan wants to decide on new history!)
-December surprise ON (no input allied player first turn)
-Reliable USN torpedoes OFF
-Realistic R&D OFF
-No unit Withdrawals OFF (with withdrawals it will be,makes it more complex to manage the units)

Additional:
4e Bombers 10k altitude rule for naval strikes in place

I want to play to 1946 unleashing my kamikazes, and fight hard to prevent getting an A bomb on japan itself, so please only players who are willing to play to the end.

I guarantee a good fun game to the end, with the imperial propaganda machine in full swing !

If Interested, give me a PM/email.

Marshall


< Message edited by Marshall -- 5/30/2015 8:26:01 AM >
Post #: 1
RE: Allied opponent wanted -scenario2 latest version-no... - 5/29/2015 7:31:46 PM   
joliverlay

 

Posts: 635
Joined: 1/28/2003
Status: offline
Good luck finding a player.

How about a bit more historical settings?

Does not that scenario already advantage the Japanese a bit or am I thinking of a different one?

Damage Control ON
PDU ON (or Off)
Surprise ON (but allied move any ships at sea so you can't target them with your new plan)
Realistic R&D On

I'm playing a game as allies using the Reluctant Admiral which gives Japan some extra boosts, and I'd like another game as Allied with bit more frequent turns, like 10/week.

Would you consider revising your plans a bit?

(in reply to Marshall)
Post #: 2
RE: Allied opponent wanted -scenario2 latest version-no... - 5/30/2015 12:11:51 AM   
witpaemail

 

Posts: 125
Joined: 3/2/2015
Status: offline
I would do that. Doesnt really matter what Japan does early on really. I assume all allied units that start the game are going to die anyway. Production far out-paces what they have at start.

(in reply to joliverlay)
Post #: 3
RE: Allied opponent wanted -scenario2 latest version-no... - 5/30/2015 3:41:37 AM   
joliverlay

 

Posts: 635
Joined: 1/28/2003
Status: offline
Witpaemail

Regarding you would do that.....responding to me or the thread starter?


(in reply to witpaemail)
Post #: 4
RE: Allied opponent wanted -scenario2 latest version-no... - 5/30/2015 7:24:33 AM   
Marshall


Posts: 225
Joined: 4/18/2014
Status: offline
Case closed,
thank you all for your email and PM's
great to see the community is still very active.

I will play admiral DadMan with the following settings:

Realism Options
-FOW ON
-Advanced Weather effects ON
-Allied damage control ON
-Player defines upgrades ON
-Historical first turn OFF
-December surprise ON
-Reliable USN torpedoes OFF
-Realistic R&D OFF
-No unit Withdrawals ON (this setting will make things simple as you propose.) -Reinforcements Fixed

Game Options
-Combat Reports ON
-Auto Sub Ops OFF
-TF Move Radius [ON
-Plane Move Radius ON
-Set Facilities OFF
-Automatic Upgrade OFF
-Accept Replacements OFF
-Turn Cycle 1
-AI - Easy (helps to avoid sync issues)

Preferences
-Animations ON
-Summaries ON
-Clouds ON

4e Bombers 10,000 feet and above

Now planning and scheming the opening move

(in reply to joliverlay)
Post #: 5
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