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Optional rules - 3/17/2011 1:36:52 PM   
borner


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Joined: 3/20/2005
From: Houston TX
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I would like to know what other players think of this optional rules list.



• No air strikes on unoccupied bases (a trick used by both sides to increase exp of air units)
• No land based CAP over carrier TF’s – this is a game changer for Japan early with huge numbers of Zeros 15 hexes away from base, and then USN late with F4U’s
• Allied 4e’s must be at or above 10k ft for all operations
• Max of 2 PT groups per hex, 6 ships max each
• No sub invasions.
• No F4u’s on carriers unless they arrive from Pearl with them
• No night air ops.
• No convoy “tricks” such as single ship AK/AP TF’s, or placing an AP with an AG TF to prevent air attacks

Does anyone have any other rules they usually suggest to help the quality of the games they start?
Post #: 1
RE: Optional rules - 3/18/2011 1:28:26 PM   
a1981stingray

 

Posts: 164
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From: Kansas, USA
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I like it!
every large transport [AP,AK,TK,AO] task force [min. of 2] must have at least 1 escort type DD ship or similar - barges would use PG,SC, Pch, etc.

(in reply to borner)
Post #: 2
RE: Optional rules - 3/18/2011 3:44:30 PM   
RGIJN


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Joined: 11/24/2006
From: far away from battlefield :-(
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quote:

ORIGINAL: stingray

I like it!
every large transport [AP,AK,TK,AO] task force [min. of 2] must have at least 1 escort type DD ship or similar - barges would use PG,SC, Pch, etc.


don´t grasp that

(in reply to a1981stingray)
Post #: 3
RE: Optional rules - 3/19/2011 3:26:13 AM   
Kingfisher

 

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Joined: 6/16/2008
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One tactic I remembered reading about here was a player sending multiple waves of single ship TFs, each composed of minor units such as PCs or PGs, against a defending surface TF. The sacrificial lambs would obviously be blown out of the water, but each engagement would also drain the defending TF of ammo. The attacking player would then follow up with a fully loaded TF composed of BBs, CA, and escorts to overwhelm the defender.

_____________________________

"splendid was their tactic of diving upon our force from the direction of the sun, taking advantage of intermittent clouds"

-Captain Takahisa Amagai, KAGA, June 4th 1942

(in reply to RGIJN)
Post #: 4
RE: Optional rules - 3/19/2011 6:05:32 PM   
Joe D.


Posts: 4004
Joined: 8/31/2005
From: Stratford, Connecticut
Status: offline

quote:

ORIGINAL: borner

I would like to know what other players think of this optional rules list.

• No air strikes on unoccupied bases (a trick used by both sides to increase exp of air units)
• No land based CAP over carrier TF’s – this is a game changer for Japan early with huge numbers of Zeros 15 hexes away from base, and then USN late with F4U’s


These two should be allowed, but as for the others ...


_____________________________

Stratford, Connecticut, U.S.A.

"The Angel of Okinawa"

Home of the Chance-Vought Corsair, F4U
The best fighter-bomber of World War II

(in reply to borner)
Post #: 5
RE: Optional rules - 3/22/2011 1:14:43 PM   
a1981stingray

 

Posts: 164
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From: Kansas, USA
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how about limited land based air squadrons depending on the size of the airfield. seems unrealistic to have 500 aircraft on a level 4 airfield that is a tiny atoll / island...

(in reply to Joe D.)
Post #: 6
RE: Optional rules - 3/30/2011 1:03:59 PM   
borner


Posts: 1485
Joined: 3/20/2005
From: Houston TX
Status: offline
The game takes care of part of that, by lowering the % of planes that fly the more and more you get over 100 land based planes on small bases. Usually putting that many planes on a small base is a waste of resources.

(in reply to a1981stingray)
Post #: 7
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