Jzanes
Posts: 471
Joined: 11/18/2004 Status: offline
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I am looking for a Japanese opponent for scenario 155, 156, 157, or 158 (CHS version 2.08, Nik Mod, on Andrew's extended map v6.3a) with a 1 or 2 day turn cycle. I live in the Eastern time zone of the US and can reliably do at least a turn a day. I am looking for an opponent able to play at least one turn a day and willing to stick with it regardless of events in game or out. Please reply here or email jzanes2(at)yahoo(dot)com if interested. Options suggested- Sub Doctrines = off FOW = on Allied damage control = on Hist 1st turn = no PDU = on Vary Setup = off Dec 7 surprise = on Reinforcements = historical Auto sub ops = off Expand at start = off Automatic upgrades = off Accept replacements = off Turn cycle = 1 or 2 House Rules Suggested - I'm open to negotiation on house rules but here are the ones I usually use. 1. The allied player on turn 1 will not enter ANY orders to simulate the Japanese achieving total surprise. The two exceptions to this rule are; a. New orders can be given to the CV task forces at sea. b. The Chinese can be given orders (as they are already at war vs. Japan). However, they cannot be ordered to move towards Burma or given a target outside China till turn 2. Basically the Japanese players sends their opening turn, the us player loads it up, moves the CVs and Chinese and sends it straight back. 2. For the Japanese player, all first turn landings need to be in range of long range cap of Jap fighters, for example: Java, Sumatra, Timor, and Sulawesi are NOT OK. Philippines, Borneo etc. ARE OK. 3. Only the KB can do a port attack on turn 1 (but can attack any one port). 4. Air or ground units belonging to the Kwangtung, China, or India commands may not leave their areas unless PP's are spent to change their command. 5. The Japanese are not allowed to enter the Panama and Aden passages. In addition no Japanese units allowed within 4 hexes of the exits from the Aden and Panama passages. 6. No Allied 4 engined bombers allowed on Naval Attack below 10000 ft 7. No 2 engine Bomber units allowed to upgrade to 4 engine bombers as the allies. 8. PT Boats: PT boats can only be in a TF by themselves. 9. No more than 8 ships in an ASW TF. 10. Limit of two AA units per hex once they leave their start base. No mass flak bases 11. Stacking limit of 100 planes per airfield level and no more then 500 carrier born planes in one hex 12. No submarine Invasions 13. Amphibious invasions must be at a dot or base. No empty coast hexes can be landed on. 14. Parachute invasions must be at a dot or base. No empty hexes can be landed on. 15. Japanese subs cannot change/upgrade their scout planes.
< Message edited by Jzanes -- 7/3/2007 4:50:23 PM >
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