Jim D Burns
Posts: 4013
Joined: 2/25/2002 From: Salida, CA. Status: offline
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quote:
ORIGINAL: Knavey Thinking about starting a CHS campaign. What house rules does everyone use to balance it out even more? These are the rules treespider and I are going to use in our upcoming game of CHS Extended map. We are going to hold off starting another week or so to see if any more problems crop up with the recent patch of CHS. These rules are pretty good for the campaign. Turn 1 rules: Only PH may be port attacked on turn 1. All the Pearl Harbor aircraft are to be stood down by the allied player on turn 1. It was a surprise attack and the ability of allied air to naval strike Japan on day 1 near pearl is ridiculous. This also helps if there is a bad escort roll for Japan by not crippling his pilot pool with heavy air losses to unrealistically high allied CAP. Allies may not move/rebase any air units on turn 1, but may set missions/altitudes for all non-pearl air units. Only existing allied task forces may be moved on turn 1. No new task forces may be formed. Only Chinese land units may have orders plotted on turn 1. No other allied land units may plot orders. Japan may conduct non-historic landings on turn 1 anywhere in the SRA, Philippines area and Eastern Malaya. All historical landings that took place in the first week or so (Guam, Wake, etc.) may also be conducted. Anywhere outside of these areas Japan may move no closer than 6 hexes of a destination base in preparation for landings on following turns. In all cases Japan will attempt to load and land complete formations (turn 1 limitation only). If unable to do so, the largest fragment possible will be landed and no additional landings will be assigned to that formation (i.e. only 1 part of a unit may be loaded and given a destination). This is to prevent a mass landing shotgun effect strategy by many small fragments due to the unstoppable warp move on turn 1 that allows deep penetration into allied territory with no ability to respond. In all cases the sole intent of this rule is to prevent gamey play which takes advantage of turn 1’s warp move. Our house rules: The Allies must form Task force Z on turn 2 and send it against the landings on Eastern Malaya. If no landings are taking place, the task force need not be formed. Japan may never occupy the Middle East, Aden, or the Russian reinforcement city Skovorodino with land combat troops. They can bomb them to the stone age but no LCU’s in those city hexes which represent the off map production of those countries. Chungking should not be entered by Japanese land units until Changsha, Hengchow, Kweilin, Liuchow, Tuyun and Kweiyang have been occupied and are free of Chinese and the Burma Road has been cut. (Prevents stopping Chinese reinforcements from arriving while a large part of China is still Chinese controlled) No sub commando invasions. Cadre withdrawals or reinforcement/supply deliveries at friendly bases are fine, but no invasions by subs. Units may not amphibiously invade from non-traditional invasion transport type ships (i.e. AP, APA, APD, LCI, LCM, LCT, LCVP, LSD, LST, etc.). Units may be transported to a friendly base via any available cargo type vessels, but invasions must be conducted via the previously mentioned vessel types, and other similar vessel types specifically designed for assaulting beaches themselves or with their accompanying landing craft intrinsic to the vessel. For definition purposes any landings at a non-friendly base/dot hex is considered an invasion, even if other friendly troops are already ashore. Additionally troops may only invade base and dot hexes, no landings at non-base/dot hexes are allowed. No more than 4 allied ships may be placed in an ASW type task force. There is no such limit to escorts placed inside task forces of non-ASW type. This is an optional rule for Japan to be used or not at the player’s discretion. Japanese Manchurian garrison units may not leave Manchuria without first paying PP to switch to another HQ first (any HQ will do, no sense switching to another restricted HQ, the intent is simply to lower the garrison value in Manchuria if units decide to leave). Conversely Chinese units may not leave China (exception Indo-China) without first paying PP to switch to the appropriate allied HQ first. The appropriate HQ would be whichever HQ controls the area being entered. Chinese units may launch an attack into Indo-China (Vietnam) without having to switch HQ’s, but they may not leave indo-china except to re-enter China unless they switch HQ’s first. Units forced to leave Manchuria/China through combat results do not have to switch HQ’s, but they must re-enter their commands territory at the earliest opportunity. Chinese units that start in Tsuyung are excluded. These are the units that went to Burma / India. The Game Settings: Realism options: Both sub doctrines off FOW on Advanced Weather on Allied Damage control on Historical 1st turn off Player upgrades on December 7th surprise on Variable set up off Fixed reinforcements Game Options: Combat reports on Auto Sub ops off Task force move radius on Plane move radius on Expand facilities OFF Automatic upgrades off Accept air and ground replacements ON 1 day turns Preferences: Show Combat Animations on Show Combat summaries on Show Clouds on
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