Feinder -> CHS 156 - Closed. (5/27/2007 5:59:24 AM)
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CHS 156 w/ extended map. 1. 2-day turns. 2. PDUs off (I just like the variety from non-PDUs). 3. Allied sub doctrine off (Japan may certainly choose to leave it on). 4. Fixed reinforcments. I can usually do 1 turn a day. I have experience playing stock, have never tackled CHS (gawd the maps are purdy!). So here I am, testing the water. I'd much prefer to play Allies. I'm not really into the lunacy-no-holds-barred sort of thing. Besides the house rules posted for the CHS scenario, these are my suggestions for house rules... 1. No level-bombing below 12,000' to allow for problems with code handling low altitude flak. Level bombing at 100' allowed in 1943 or later. 2. Invasions only on base or dot hexes. 3. Cadre evacuations allowed (would be my choice, but I can live without it). 4. Single-ship TFs are allowed. I suppose if we want to click that much, then so be it. Frankly, I think it's too hard to referree this anyway, so just call it "fine" to begin with. 5. "Training" your squadrons is fine. 6. Kwangung units stay in Kwangtung bases unless PPs paid for transfer. 7. China Exped units stay in China unless PPs paid for transfer. 8. ChiCom units stay in China unless PPs paid for transfer. 9. IndiCom units stay in India unless PPS paid for transfer (those starting in Burma are exempt). 10. Only 1 port attack on turn 1. 11. No Japanese LCU naval invasions north of Tavoy until Singapore falls. 12. No Corsair's allowed on US carriers until 1/44 (would be my choice, but I can live without it). Except for transport missions. 13. USMC squadrons -are- allowed to operate from USN carriers. Frankly, I do it extremely rarely, but want the option to do so (and of course, it's fine to load some of those Kate/Val/Zero squadrons onto the IJN CVEs without organic groups). 14. "Be realistic" with cutting off troops for surrender. A whole Btn would be sufficient to cut off a unit, but a few squads = no. 15. If you don't attack the Soviets on turn 1, please give 30 days lead time before attacking the Soviets (if you're going to do it), so I can come up with my own defensive posture. If you want to surprise the Soviets as well, you're welcome to beat the snot out of them with surprise on turn 1. 16. If you don't attack the Soviets on turn 1 (and also ambush their fleet), Stalin requires that he be allowed to relocate the Soviet fleet in a few weeks (when things have calmed down a little, you'd need to have nothing set to NavAtk around the Soviet ports so that I can move the fleet). 17. Allied TFs at sea at start may issue new orders, but may not load troops. 18. Allied ships disbanded at start, may be formed into new TFs until next turn. And some of my self-imposed constraints on the Allied hammer for the sake of realism, that seem to have worked well in previous games... 1. No more than 6x PTs in a TF, and no more than 2x TFs per hex. 2. Max number of 4e groups per current base size: AF(4) - 1 squadron AF(5) - 2 sqadrons AF(6) - 3 squadrons AF(7) - 6 squadrons AF(8) - 9 squadrons AF(9+) - No limit Exceptions made for in-transit (but those in transit will be stood down and not attacking anyway). This keeps down the 4e hoards. No constraints on number of 2e bombers per hex. Other suggestions welcome. -F-
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