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Returning Player Seeking Allied Opponent

 
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Returning Player Seeking Allied Opponent - 3/28/2014 3:54:47 PM   
Anomander Rake

 

Posts: 64
Joined: 3/28/2014
Status: offline
At first sorry for my english.
Old WitP veteran returns to bussines. I had some WitP games and one in WitP AE. I'm also a very good player strategy games. So, I'm looking for strong Allied opponent.
My time is CET so I think that not CET opponent would be bettor to execute your turn at other times. I expect to perform one turn per day (average), but not at start of course.
I would like to play DaIronBabes-C scenario on extended map with stacking limits. Beta patch in use.
• Turn cycle: 2 days
• Fog of war: yes
• Adv weather effects: yes
• Allied damage control: yes
• Player defined upgrades: yes or not
• Historical 1st turn: no
• Dec 7th surprise: yes
• Reliable USN torpedoes: no
• Realistic R&D: yes
• No unit withdrawals: no
I like home rules so we should take them so much how much we need them.
Examples (all to discuss).
First operational plan. Japan land unit can't move outside Burma, Malaya, DEI (with Christmas Island), New Guinea, Solomons, Gilbert Islands and Wake (and everywhere in this zone) until Japan take Hongkong, Manila and Bataan, Singapore, Batavia, Soerabaja and Palambang. Exception IJN unit attached to CF, SEF and 4th Fleet and 144th IR (also attached to 4th Fleet) can move outside earlier but after 1941.
Two Fleet, two theatres. Britsh BB/BC and CV/CVL can't stack the same hex with US BB/BC and CV/CVL before 1945. Exception - if USNavy have less than two CV's in the line (max 15 points damage) Royal Navy can borrow their CV to USNavy (historical rule).
No strategic bombing in China. No strategic bombing anywhere before .....
Invasion and para drop can be initial only against bases.
Maybe air stacking restrictions?
Units attached to restricted HQ can't move outside its territory (they must change HQ to move). Exceptions: invasions on the USRS, Kuomintang units can move to Indochina and Thai unit can move to Salween river line.
And some others like first day rules (I prefer no move for Allied player, except China, and appropriate rules for Japan player) and rules against game shortcomings (lke no switching land unit HQ to unrestricted air HQ to make it cheaper, night bombing rules etc...).
Post #: 1
RE: Returning Player Seeking Allied Opponent - 3/29/2014 9:33:06 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline
I just finished Book 1 of Malazan yesterday .

Hope you find an opponent, and welcome back!

(in reply to Anomander Rake)
Post #: 2
RE: Returning Player Seeking Allied Opponent - 3/29/2014 11:29:34 PM   
Anomander Rake

 

Posts: 64
Joined: 3/28/2014
Status: offline
The first few books of the series is really good.
Anyway I'm still looking.
No CET time isn't a condition. :)

(in reply to Lokasenna)
Post #: 3
RE: Returning Player Seeking Allied Opponent - 4/1/2014 2:12:11 PM   
Anomander Rake

 

Posts: 64
Joined: 3/28/2014
Status: offline
Any Allied opponents on their paper little ships?

(in reply to Anomander Rake)
Post #: 4
RE: Returning Player Seeking Allied Opponent - 4/1/2014 10:52:07 PM   
spence

 

Posts: 5400
Joined: 4/20/2003
From: Vancouver, Washington
Status: offline
I think I am a strong Allied Player. I like 2-day turns. I am happy to play the standard Scen 2: Itchy Haiku (or whatever) but am not all that interested in DaIronBabes.

The in-game options you propose are fine. PDU is up to you.

I certainly dislike rules that limit the tactical options I employ. I have never played a non-historical 1st turn, will try it, but will not agree to movement/combat limits on TFs that are at sea (there is no such thing as perfect intelligence - I think the search for Malaysian Flight 370 demonstrates that the ocean, even in the age of satellites 70 years later, is too damn big).

There are some game exploits that you mention that we can discuss:

quote:

First operational plan. Japan land unit can't move outside Burma, Malaya, DEI (with Christmas Island), New Guinea, Solomons, Gilbert Islands and Wake (and everywhere in this zone) until Japan take Hongkong, Manila and Bataan, Singapore, Batavia, Soerabaja and Palambang. Exception IJN unit attached to CF, SEF and 4th Fleet and 144th IR (also attached to 4th Fleet) can move outside earlier but after 1941. OK with me
Two Fleet, two theatres. Britsh BB/BC and CV/CVL can't stack the same hex with US BB/BC and CV/CVL before 1945. Exception - if USNavy have less than two CV's in the line (max 15 points damage) Royal Navy can borrow their CV to USNavy (historical rule).OK with me
No strategic bombing in China. No strategic bombing anywhere before .....
Invasion and para drop can be initial only against bases.definitely
Maybe air stacking restrictions? Discuss
Units attached to restricted HQ can't move outside its territory (they must change HQ to move). Exceptions: invasions on the USRS, Kuomintang units can move to Indochina and Thai unit can move to Salween river line.OK with me
And some others like first day rules (I prefer no move for Allied player, except China, and appropriate rules for Japan player) and rules against game shortcomings (lke no switching land unit HQ to unrestricted air HQ to make it cheaper , night bombing rules etc...).
night bombing was the first option of all combatants when daylight bombing got too tough so a restriction would be extremely ahistorical - limits maybe though: discuss

Your English is fine. CET is fine. One turn/day is not too much most of the time. Let me know by email.


(in reply to Anomander Rake)
Post #: 5
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