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Allied Opponant Wanted for Modified Scenario 2 Campaign, CLOSED.

 
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Allied Opponant Wanted for Modified Scenario 2 Campaign... - 7/27/2012 12:04:22 AM   
DivePac88


Posts: 3119
Joined: 10/9/2008
From: Somewhere in the South Pacific.
Status: offline
Looking for an opponent for a slightly modified scenario 2 campaign, with someone who is committed to the bitter end. This will be a slow game, with my average Japanese turn rate being about 3 turn a week, after the initial 3 or 4 big set-up turns.

I want to modify scenario 2, to starting with 3 extra early air HQ's. These will be JAAF 51st Air Division, JNAF 15 Air Flotilla, and JNAF 25 Air Flotilla.. In return, I will give the Allied player 3 early Aviation units at the location of his choice. These will be the RAF 223 Group Wing, 1st USMC Air Wing Base Force, and 30th Aviation Base Force.

This is basically because it is my belief that the Japanese Air Forces, concentrated on the aerial torpedo as their main offensive weapon. Whereas the US Air Forces put their main effort into the 500lb bomb, in the dive bombing role.

Suggested HRs and Settings;

- Air Combat TFs to contain no more than 500 aircraft (no death stars).
- Allies cannot form new TFs in turn 1, but can alter orders for existing TFs.
- Allied LCUs and Air units in China can be moved on turn 1.
- Fighter sweep or CAP altitude is restricted to the band of their second best maneuver rating.
- Invasions are only allowed in hexes with bases.
- No Carrier Hunting by KB after the Dec 7 strike.
- No naval attack bombing below 10k feet for 4E bombers other that for navy 4E bombers.
- No night bombing if moonlight is less than 50% other that for B29s.
- No strategic bombing in or from China before 1943.
- No using fragments of Para units to take bases.
- Only one Japanese port attack on turn 1.
- PPs have to be paid to release units from restricted commands.

- Hex map off
-combat reports on
-auto sub ops off
-TF move radius on
-plane move radius on
-factories to expand off
-ships/air groups upgrade off
-accept air/ground rep off
-turn cycle 1
-AI historical

-show combat anim. on
-show combat sum on
-show clouds on
-fog of war on
-advan. weather on
-allied dam control on
-PDU on
-hist 1st turn off
-Dec 7th surp. on
-rel USN torps off
-real R&D on
-no unit withdraw off
-reinforcements fixed

< Message edited by DivePac88 -- 8/5/2012 10:22:29 PM >


_____________________________


When you see the Southern Cross, For the first time
You understand now, Why you came this way
Post #: 1
RE: Allied Opponant Wanted for Modified Scenario 2 Camp... - 7/27/2012 12:27:03 AM   
Dan Nichols


Posts: 863
Joined: 8/30/2011
Status: offline
I have time to play a slow paced game. I can easily agree to all of your house rules, but I am somewhat unclear on this one:

No creating dozens of 1 ship TF `s ( AK`s PT`s )in 1 hex on either side.


(in reply to DivePac88)
Post #: 2
RE: Allied Opponant Wanted for Modified Scenario 2 Camp... - 7/27/2012 1:22:41 AM   
DivePac88


Posts: 3119
Joined: 10/9/2008
From: Somewhere in the South Pacific.
Status: offline
Yes that HR even confused me when I was writing it, so I have removed it. It comes from a game I played once, where my opponent created lots of little xAKL TFs to scout me out. But I suppose if the game is played in good faith, no opponent would to that now.

If you're interested PM me with your E-mail address, and I will send you a copy of my mod. Also if you let me know, where you want you're early units to start.

_____________________________


When you see the Southern Cross, For the first time
You understand now, Why you came this way

(in reply to Dan Nichols)
Post #: 3
RE: Allied Opponant Wanted for Modified Scenario 2 Camp... - 7/27/2012 3:15:57 AM   
Dan Nichols


Posts: 863
Joined: 8/30/2011
Status: offline
PM's sent.

(in reply to DivePac88)
Post #: 4
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