witpqs
Posts: 26087
Joined: 10/4/2004 From: Argleton Status: offline
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quote:
ORIGINAL: rader -Non-historical turn but Japanese cannot invade deep in allied territory 1st turn (e.g., no Mersing Gambit) -Allies may not form new TF on 1st turn (may move the already formed TFs). -Max one port attack turn 1 -Reliable torps off, allied damage control on -Fighters can be set up to an altitude where they get their second best manuever rating -Para units must be whole before paradroppping (no dropping fragments) -Must pay PPs to cross borders that start *friendly* (e.g., Manchuria -> China, or India -> Burma). Note that you can cross borders that start out enemy (e.g., Kwangtung units can move into Russia). You can retreat/reform a line across a friendly border to fight the same enemy (e.g., Japanese units in China can retreat into Indochina as long as they continue to fight Chinese, or Burma units can retreat into India as long as they continue to fight Japanese on the Burma border). -If activating Russia, Japan must give Russia 1 week to redeploy units. -Russian and other allied units cannot be co-located or occupy each other's bases. -Thai units can move into the Burma panhandle and Indochina (but not beyond). -No city bombing under 20,000 ft. Other than this, all city bombing (China, DEI is fine). -Night bombing: you can fly bombers up to 50% of moonlight (e.g., 60% mooonlight = 30 bombers). -4Es on naval attack restricted to 15k and only one group per base -Landing or paradropping on non base/dot hex is forbidden -No gamey use of many single ships to confuse naval combat routines (but picket ships are fine). -Naval CAP trap ("bait&CAP") outside your own base must use as bait a TF composed at least CV/CVL/CVEs with 180 a/c <-This was added later -Normal withdrawls ("on") -PDU on Is that the only one that was added later? GJ is right, this discussion should be elsewhere.
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