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RE: House rules and gameyness - 7/13/2010 2:04:32 PM   
Charbroiled


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quote:

ORIGINAL: Alfred

Charbroiled,

How was your opponent able to launch Bettys armed with a torpedo out of a level 3 airfield in classical WITP?

Alfred


You know, I was asking the same question.

To be honest, though, he actually had between 400-500 planes on the airfield (he gave me his password when he quit). Probably only about 150-200 were Betty's. About another 150-200 were Zeros. Any TF headed towards that base would start getting attacked about 10 hexes out with bombs, and if they got to within 5 hexes, the Bettys would completely destroy the TF. Combined with not being able to bomb the base because of the zero cap....it made a formidable fortress.

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RE: House rules and gameyness - 7/13/2010 8:17:02 PM   
traskott


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it was Clasical Witp. The easy answer: UberCap of hellcats. The good answer: bypass the position.

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RE: House rules and gameyness - 7/13/2010 9:48:21 PM   
AW1Steve


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But in all seriousness guys, are you finding any where near the number of flaws or bugs in AE as Vanilla WITP? It seems as soon as I discover a flaw, they already have a patch to fix it!

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RE: House rules and gameyness - 7/13/2010 10:09:00 PM   
crsutton


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On house rules. They are like girlfriends, you keep adding them and sooner or later there is going to be a problem.

As few as possible are the best way. Then an open friendly dialog with your opponent to ensure that there are no issues or hard feelings.

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RE: House rules and gameyness - 7/13/2010 10:48:02 PM   
AW1Steve


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quote:

ORIGINAL: crsutton

On house rules. They are like girlfriends, you keep adding them and sooner or later there is going to be a problem.

As few as possible are the best way. Then an open friendly dialog with your opponent to ensure that there are no issues or hard feelings.


I could not agree more! Thanks for putting it so clearly and succinctly!

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RE: House rules and gameyness - 7/13/2010 10:58:31 PM   
mike scholl 1

 

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quote:

ORIGINAL: crsutton

On house rules. They are like girlfriends, you keep adding them and sooner or later there is going to be a problem.

As few as possible are the best way. Then an open friendly dialog with your opponent to ensure that there are no issues or hard feelings.



I think of them kind of like the bidding process in Bridge. They are a way of discovering what your potential opponent thinks is important to him. A starting point in the "feeling out" process of deciding if this is someone you want to invest 1600+ turns of gaming with.

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RE: House rules and gameyness - 7/14/2010 1:58:42 PM   
Alfred

 

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quote:

ORIGINAL: Charbroiled


quote:

ORIGINAL: Alfred

Charbroiled,

How was your opponent able to launch Bettys armed with a torpedo out of a level 3 airfield in classical WITP?

Alfred


You know, I was asking the same question.

To be honest, though, he actually had between 400-500 planes on the airfield (he gave me his password when he quit). Probably only about 150-200 were Betty's. About another 150-200 were Zeros. Any TF headed towards that base would start getting attacked about 10 hexes out with bombs, and if they got to within 5 hexes, the Bettys would completely destroy the TF. Combined with not being able to bomb the base because of the zero cap....it made a formidable fortress.


It is a good thing I no longer play classical WITP, nor even have it installed on my Hard Drive, because it was my recollection that anything less than a level 4 airfield meant that the Bettys would sortie only with their extended range ordnance = no torpedoes. Good thing I missed that bullet; I probably would have keeled over with a heart attack seeing torpedoes launched from a level 3 airfield.

Alfred

(in reply to Charbroiled)
Post #: 37
RE: House rules and gameyness - 7/15/2010 2:39:01 AM   
findmeifyoucan

 

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Yes, me too! I am very much impressed in how quickly Tech Support comes out with these fixes. [image][/image]

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Post #: 38
RE: House rules and gameyness - 7/15/2010 8:02:18 AM   
LoBaron


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From: Vienna, Austria
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Just a general comment:

Personally I like to play with as few HR´s as possible. With (a) good opponent(s) where communication is not an issue anything happening can be
talked over in case it is neccesary. The reason for this is simply that I dislike checking everytime I do something considered creative if I am
allowed to or not.

Still I have to admit that complex houserules (for example Fletcher´s historical ruleset) can completely change the pace of the
game and possibly force it closer to actual history, which is tempting.



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Post #: 39
RE: House rules and gameyness - 7/15/2010 5:46:21 PM   
AW1Steve


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I've seen some sets of house rules that you have to print out and keep checking before a turn! The more rules you have , the more likely you are to inadvertently violate them.

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Post #: 40
RE: House rules and gameyness - 7/15/2010 6:02:41 PM   
Dixie


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I trust my oppo not to go crazy with our game, hopefully he trusts me as well.  The only one we're using is paying to move restricted (India Command and Manchuria Army mostly) troops outside their usual area.

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Post #: 41
RE: House rules and gameyness - 7/16/2010 2:16:36 AM   
Disco Duck


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From: San Antonio
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I am little surprised at the response I got from my OP. Probably because I didn't word it very well. I had expected more post along the lines of the the thread "High altitude sweeps" where players run sweeps at the highest altitude possible because of the dive advantage. In reality the planes would have never been used that way. Another use of house rules to prevent a weakness in the modeling from making players to do things that just wouldn't happen.

In the "Thousand mile war" scenario, if I do nothing but run surface bombardments against Kiska with the PG Charelston I can destroy the base and the Zeros. On April 26th, switching to the Japanese side of the AI I can see that airfield damgage is at 46 and runway is at 35. 15 zeros have been destroyed and morale is in the dirt at 36. This is after only ten days of bombardment. Why waste my airpower? So to me a valid house rule is no bombardments. Leave that to the escorts on the invasion fleets.

Thanks to every one for the posts. I learned a few interesting things about pre December 7th politics.

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Post #: 42
RE: House rules and gameyness - 7/17/2010 12:56:35 AM   
Menser

 

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I believe the house rules used over the years came under some serious scrutiny when AE was made. I am an old AI player but I frequent the AAR's alot and noticed some of the HR's commonly used in the old WITP came over to be incorporated into the AE engine. Like the limit of ASW task force size as one example.

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Post #: 43
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