Honda -> Startin a pbem VERY soon and looking for an opponent (8/14/2006 10:06:52 PM)
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Sorry for what seems like a double thread but it's not so...Here goes... This is my first WitP pbem but I don't consider myself a pushover. Far from it but I know that pride came before the fall... I played 6 pbems in UV and all victorious (if you discount the very first one when I thaught that mining Lunga on turn1 would be a good idea and then crippled my CAs on that same turn in that same minefield and concluded that a restart would be a nice thing to offer to a nOOb like me[8|]). I'm married and have a month and a half old baby boy (no his name is not Yamato or anything like that) and am good for app 5 turns a week at least, mosty more. Sounds little, i know, but this mostly more appendix is what I'm gunning for. I'm looking for an Allied opponent who is not an expert but is a regular on the the boards as some sort of a guarantee against dissapearing players bug. I want to make this game last till the end. Autovictory (as unlikely as it is) I will regard as a victory but want to play till the bitter end. Even if all is lost for the Allies they can still have very much fun in '44+. So no quiters![:-] Here's what I have imagined (all rules are disscusable but MiniMod is a must[:)]): SETTINGS: PDU – off Sub doctrines – off Historic first turn – off Allied damage control – on Advaced weather effects – on FoW – on December 7th surprise - on Turn1 specific rules: 1. One port attack (PH) 2. Phillipines: Japan has a free hand at landing on north, west or south (those are all opes seas aproaches) but only on historical landing sites or those for which the troops landing are prepared 3. Landings in general - only historical landings allowed - Jap TFs can move to 4 hexes away from an allied air base House rules: 1. Stacking limit of 80 planes per airfield size 2. No George or Jack on CVs 3. No F4U-1 on CVs; F4U-1D only on fleet CVs 4. No recon invasions with tiny forces 5. No B29s on naval attack; minimum size 7 to operate - if less, max 48 Superfortresses per base 6. No mine port missions over bases with a plane symbol 7. No kamikaze strikes over CAPs max altitude 8. No G4M2e strafing 9. No training of bombers by supply transport missions 10. No 4E bombers on naval attack below 6000ft 11. Japan activates USSR regardless of wether it will or will not attack (USSR can only attack on or after August 9th 1945); Japan can't use anything from Kwantung without paying PPs and also shouldn't weaken it below the now imagined 9000 AP 12. Allied troops and planes can enter Soviet territory only if political points are paid for their transfer to Far East Command (those units then remain Soviet till the end of the war) 13. PT limitations - PTs can combine with other ships only for transport purposes - max n(6?) ships and n(2?) PT TFs per port Honda MiniMod changes: 1. OscarII gets mvr 36, dur 27, and 2x250kg AP bomb 2. New plane: OscarIII - all stats like OscarII except: mvr-37 spd -358 availability – 5/44 armor - 1 3. Ki-100 gets mvr 36, dur 31 4. Type13 radar penetration set to 500 (should work as an air-search radar now) P.S. Please don't take offence if I should discount someone as an opponent. It's not personal since I want to maximize the chances of this game going all the way and may in the end be a poor decision on my account for all I know (having written this I have feeling noone will answer this challange[:D])
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