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Gauging interest for a slower-paced BMOD game? (closed)

 
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Gauging interest for a slower-paced BMOD game? (closed) - 12/1/2018 2:25:49 PM   
Anachro


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From: The Coastal Elite
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Just wondering if anyone is interested in a slower-paced (1 turn every 1-3 days) game using BigB's BMOD:AE.

Would prefer to play the Japanese side and am thinking hard about having another person on my team with me to take over some of the fronts (I have one person interested in running the Chinese front who I've played with in the past). I'd prefer to focus on learning the economy.

The format for turn delivery I use in this game is dropbox with the number (005, 006, 007) changing on whose turn it is inputting orders so as to avoid confusion. This means you get the turn instantly from your opponent without having to go through the hassle of email delivery every time.

Happy to play something besides BMOD, but it seems like a good mod for realism. Would prefer a beginner to learn the game with me as I learn the Japanese. I will stress that with my schedule this game can sometimes be faster or a lot slower, especially as I have an Allied-game ongoing already which updates frequently.

My allied opponent is also free to operate as a team if they wish. I haven't yet decided if I will.

Thanks. If there is no interest currently, I can afford to wait a few months or more.

< Message edited by Anachro -- 12/5/2018 2:26:30 AM >
Post #: 1
RE: Gauging interest for a slower-paced BMOD game? - 12/1/2018 6:06:10 PM   
Falken


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From: ON, Canada
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Hi Anachro.

As Brian is aware, I am a massive fan of his Realistic BMOD Mod, although also true :) of other Mods BTSL, DBB-C and the newly released LST-DBB-C. To me, B-Mod is my ultimate realism MOD, BTSL is my ultimate as close to realistic-what if Mod i've ever seen, and DBB for realism and extra toys. LST's version I've only started using, but it's kinda of a mix of DBB-C + everything you wanted changed in that MOD. I would consider myself an extreme newbie of that Mod, and makes life very difficult for both sides, which oddly enough, is really interesting.

I recently lost my opponent (Kitakami) as well, and since he hasn't logged in a while, I think it's safe to say that he might not be back for a while, so i'm also starting to think of another PBEM.

Although I have had this game since the early days of WITP, I can safely say :) that I am no expert, but I do love this game. I normally play slower-paced games (which is why Kitakami was a good opponent for me) as my work-life schedule simply does not allow it. Although I try to do 1 turn a day, I would say that on average, it's more every 2-3 days as sometimes I need to leave for work for a week at a time.

The only issue is that I probably would not be able to start before XMAS (too busy), and since you are playing the IJN, I would assume, if like me, that it would take you a few weeks at minimum to get Turn 1 ready for the Japanese.

If you don't find anyone, and don't mind me starting after xmas, let me know. Also, never used DrobBox (only used email), so that you would have to teach me :)

Lastly, please note that I play as realistically as I can, which means no crazy moves, no uber-anything, and can play with any house rules you decide on.

Anyhow, no rush, and again, only if you can't find anyone, let me know.

Dave...

(in reply to Anachro)
Post #: 2
RE: Gauging interest for a slower-paced BMOD game? - 12/1/2018 7:34:48 PM   
BillBrown


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Information only, the read me for big Bs scenario 197 says that the KNIL Army command is supposed to be unrestricted, but it is still restricted, you may want to change that before starting.

(in reply to Falken)
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RE: Gauging interest for a slower-paced BMOD game? - 12/1/2018 8:04:27 PM   
Anachro


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From: The Coastal Elite
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Hello Falken,

What type of rules would you prefer playing with? I'm all for realism so if you have some in mind that you want to suggest, go ahead. As for dropbox, it's easy enough to teach and makes exchanging turns a lot less burdensome. I'd probably spend some time working on my first turn and planning things out (in discussion with forums), so a start date after Xmas is fine with me (and I have my allied game to play in the mean time).

Lastly, would you prefer to play stock Bmod (with Bill's suggestion), some other mod like LST's?

< Message edited by Anachro -- 12/1/2018 9:14:57 PM >

(in reply to BillBrown)
Post #: 4
RE: Gauging interest for a slower-paced BMOD game? - 12/1/2018 8:11:09 PM   
Anachro


Posts: 2506
Joined: 11/23/2015
From: The Coastal Elite
Status: offline
EDIT: Taking a look at editor, yeah not gonna modify much. I'm open to changing KNIL to unrestricted since that's what it says in the mod notes.

< Message edited by Anachro -- 12/1/2018 9:14:35 PM >

(in reply to Anachro)
Post #: 5
RE: Gauging interest for a slower-paced BMOD game? - 12/1/2018 10:38:30 PM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
Hi Anachro,

Download LST's and open it up and check it out, and do a couple of turns in AI, and check it out in the editor. Although I would luv to try it, the reason I haven't tried it yet as IJN is because it really puts a strain on resources and ships. You will NOT have the abundance of resources and cargo ships as you have normally at the beginning of other MODs, everything pretty much needs to be shipped in, and everything is tighter. It's tougher for the IJN as compared to other MODs

For the Allies, there are civilians, nurses, etc that have to be evacuated before normal ships/troops, so Sir Robin is out until the Allies clear them (if you follow the word doc instructions). Also, USA resources are severely curtailed as most of the industries are heavily damaged.

Lastly, the game is odd in the sense that it actually starts the afternoon of Dec 7th. So PI, PH and Malaya A/C have to stay "STAND DOWN" for both sides until we complete the first turn.

If this is your FIRST, or haven't done a lot of IJN, not sure I would start with LST's mod. I mostly play IJN now and have done so for years, but i'm still playing it as IJN vs Allied AI until I get the hang of it.

So, from a IJN newbie perspective, you might find it harder, but check it out first. If you decide to stay with BigB (BMOD), then I am completely up for it as I, like I said above, find that it is my favorite combat realism MOD.

As for settings, turn cycle is optional (1 or 2, up to you), but I would like FoW, Weather, Damage, PDU, R&D all ON, and Reliable Torps and No Unit Withdrawal OFF. Reinf is optional (up to you), and Combat Animations/Summaries ON.

As for House Rules, and HERE is the critical part. You can IGNORE any/all of them, but just know that for me, as Allies, I WILL follow the house rules below that is anything for Allies. This is for my enjoyment only, and again, you do NOT have to follow any them if you don't want. After year of playing, this is just how I like to play Allies. Again, you DO NOT Have to follow any them:

1. No strat bombing of Industry/Oil/Refineries in China or DEI. Bombing of manpower is allowed. Strat bombing anywhere else is allowed.
2. Fighters can sweep and/or fly CAP/LRCAP at best and second best maneuver altitude bands only
3. Amphibious assaults only at dot and regular bases. No sub-borne amphibious assaults.
4. Must pay PP to move restricted units out of the country they are currently in. Exceptions: India Command units can enter Akyab, and Kwangtung Army units can enter Korea
5. No transfer of American units from the Philippines to the Chinese mainland. Other commands are OK.
6. Any allied air units based in China must be supported by base force units of the same nationality.
7. No 4E naval bombing below 10,000 feet except for seaplanes and PB4Y-1/2 USN units.
8. B29s cannot be used for naval attacks.
9. 10k minimum altitude on night bombing.
10. Dutch (incl KNIL) & Phillipine land units may not be moved out of the DEI/Phillipines.
11. Dutch Air units cannot be disbanded or withdrawn.
12. Dutch ships must not operate in the Pacific.
13. No British ships in Pacific until 1943.
14. Allies cannot react to landings in Tarawa, Wake, Miri until first landings, or by Dec 14th.
15. No transfers between off map ports. Allies must use transports to move between off map bases, or use rail to move from East Coast to West Coast then board a ship.
16. No full speed transit off map
17. Picket ships must be warships of at least 1000 tons
18. Only two subs per AS can be prepared for sea in one day.
19. CV-TFs can only operate in “cardivs”. A cardiv is defined as a maximum of 2 Fleet CVs with associated escort vessels. Multiple CV-TFs may operate in a hex, but no individual CV-TF may have more than 2 Fleet CVs. Max of 4 CVs of any kind (e.g. 2 CVs + 2 CVLs)

Once again :), this is mostly for me. Sounds like a lot, but most are for my play, and very few affect the Japanese. It just gives you an idea of how I will play. If you use my own rules against me :) during combat, then no issues, and that's my problem :). It's a game after all. I just need to make sure that I enjoy it if we go for a while (which I hope).

Thanks for thinking about it. Again, if you have someone else in mind, or want to change anything above, please feel absolutely free. No worries, no issues.

Lastly, as far as I know, the last BMOD version is Nov 19th (let me know if that is wrong), and for LST, it's 1.2B. Also, don't forget that BMOD uses the STOCK map now, so you will need to ensure that's ok, and LST uses extended/expanded as it's based on DBB-C.

Very lastly :), in case you find that you don't like BMOD or LST in your analysis, i'm very open to DBB-C (with the Mukden fix (as it's incorrectly set to 2000 garrison, instead of 200 (which you need to fix in the editor before we start)).

I would prefer NOT to play BTSL for this go around for only 2 reasons: 1) i'm always hoping that Kitakami comes back so that we can restart our BTSL game that we had, and 2) i've played it straight for almost 2 years, and just need to try something different. Outside of that, from a What-If realistic perspective, luv that mod as it basically shows what would have happened to the war if the IJN had simply NOT changed their slipways, and left them as is.

Phew.. that's it.. sorry for the ramble.....


< Message edited by Falken -- 12/1/2018 11:16:46 PM >

(in reply to Anachro)
Post #: 6
RE: Gauging interest for a slower-paced BMOD game? - 12/2/2018 12:10:20 AM   
Anachro


Posts: 2506
Joined: 11/23/2015
From: The Coastal Elite
Status: offline
I was able to load the Bmod up with the extended map. Would this cause issues? Will take a look at LST's mod and report back.

EDIT

I've never played a stock map game. Where do the forces that normally arrive at Aden or Abadan arrive at?

EDIT#2

Never mind, they are still there just in a different location. I hadn't realized BMod used stock map, but if it doesn't change much I don't see why that would be a problem. I'm interested in the combat realism changes of the mod (more for subs, ships, planes than China but there too). What does the extended map add again?



< Message edited by Anachro -- 12/2/2018 12:18:07 AM >

(in reply to Falken)
Post #: 7
RE: Gauging interest for a slower-paced BMOD game? - 12/2/2018 12:25:57 AM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
Hi,

Unlike the original WITP, the bases are actually there in WITPAE, but located differently. Go to those bases and you should see a mis-alignment of the bases vs their "graphical" locations IF you are using the wrong map.

For the Stock Maps, I use ChemKid's Stock Topo Map or the latest Victoriam Map that just came out in the "Scenario" section of the WITP site here.

Also don't forget to download the "Stock Map Data With SL.zip" file at the DBB site for the MAP locations adjusted for Stack Limits

Dave...

(in reply to Anachro)
Post #: 8
RE: Gauging interest for a slower-paced BMOD game? - 12/2/2018 12:28:08 AM   
Falken


Posts: 242
Joined: 8/8/2007
From: ON, Canada
Status: offline
For a review of the Extended map, and the different Map Files (Stack Limits), check the DBB site: https://sites.google.com/site/dababeswitpae/map-and-art/ab-extended-map

Use this link for ChemKid's Maps:
http://www.matrixgames.com/forums/tm.asp?m=4478119

and use this link for Victoriam's map:
http://www.matrixgames.com/forums/tm.asp?m=4493864

Hope this helps.... Ask other folks too about the different MODs,, there are differences so need to make sure you like the differences between BMOD,DBB,LST and BTS.

< Message edited by Falken -- 12/2/2018 12:31:24 AM >

(in reply to Falken)
Post #: 9
RE: Gauging interest for a slower-paced BMOD game? - 12/2/2018 12:40:57 AM   
Anachro


Posts: 2506
Joined: 11/23/2015
From: The Coastal Elite
Status: offline
Ok, I will check Bmod out a little more and LST's. Will get back to you. As I'm already playing BTS, I'd prefer something more historical for this one. I use makeelearn's maps in my other PBEM so will probably do the same here.

I'm 80% certain I'll settle on Bmod though.

(in reply to Falken)
Post #: 10
RE: Gauging interest for a slower-paced BMOD game? - 12/2/2018 12:52:28 AM   
Falken


Posts: 242
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From: ON, Canada
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Cool.. I'm good with that... Take your time... Do me a favor though. There has been quite a few updates as of late for Brian's MOD. Just before you decide to start, ping him to see if he had anything else on the horizon. Hate for you start your first turn, and have a new version pop up in the middle.

Thanks for considering a game with me.

(in reply to Anachro)
Post #: 11
RE: Gauging interest for a slower-paced BMOD game? - 12/2/2018 5:52:21 PM   
Big B

 

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Hi, I have done several minor updates because of transferring everything from extended map to stock map.
I'm done -


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RE: Gauging interest for a slower-paced BMOD game? - 12/2/2018 6:29:01 PM   
Big B

 

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quote:

ORIGINAL: BillBrown

Information only, the read me for big Bs scenario 197 says that the KNIL Army command is supposed to be unrestricted, but it is still restricted, you may want to change that before starting.



Hi, yes Dutch units start restricted, but unlike stock - all my now be bought out to change HQ, in stock this is not possible for many Dutch units. There are also more starting political points to help this along.
The purpose was to allow the Dutch commander the ability to redeploy units for better defense as he/she sees fit.

EDIT: However, if you would prefer no restrictions on Dutch units, simply open the editor, load scenario 197, go to the Location Tab, Line 107 and un-check the field saying Restricted Temporary as pictured below.
Save it, and ALL Dutch units are instantly unrestricted





Attachment (1)

< Message edited by Big B -- 12/2/2018 7:23:03 PM >


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RE: Gauging interest for a slower-paced BMOD game? - 12/2/2018 9:19:41 PM   
BillBrown


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This is from your mod notes:

KNIL Army Command:
The KNIL Army Command, (slot #107) is not a restricted command. This means Dutch units may load up on transports and be relocated to other islands.

So, it is a bit unclear. It should probably read that it is not a permanently restricted unit.

(in reply to Big B)
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RE: Gauging interest for a slower-paced BMOD game? - 12/2/2018 9:31:42 PM   
Big B

 

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quote:

ORIGINAL: BillBrown

This is from your mod notes:

KNIL Army Command:
The KNIL Army Command, (slot #107) is not a restricted command. This means Dutch units may load up on transports and be relocated to other islands.

So, it is a bit unclear. It should probably read that it is not a permanently restricted unit.



Good point, the notes are old on this issue

EDIT: After giving it more thought, I decided to reset KNL Army command (above) back to unrestricted, how I had it originally.

< Message edited by Big B -- 12/3/2018 1:50:13 PM >


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RE: Gauging interest for a slower-paced BMOD game? - 12/5/2018 12:14:14 AM   
Wineguy

 

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PM sent

(in reply to Big B)
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