Nemo121 -> Defeating Perfidious Imperialists-Nemo(J) vs Trollelite(A) No Trolls (2/12/2008 12:13:22 AM)
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Troll-free Zone please. Well, seeing as Trollelite has agreed to a game I figured I'd start a thread discussing it. This PBEM is going to use a very slightly modified version of Empires Ablaze 1.0 ( I'm going to use my Japanese planning routine to spot any final errors in the game before releasing 1.0 + I'm going to make the Soviet Union inactive as per Trollelite's request ). So, what are our house rules: 1. Soviet Union Inactive - activated when Manchukuo garrison falls below 8,000 or the Japanese attack. 2. No dive-bombers on naval attack above 25,000 feet. 3. No kamikazes above 25,000 feet. 4. No G9Ms used for port attacks. 5. No Ki-264 Behemoths employed below 20,000 feet. 6. Aden is off-limits to capture. 7. Shipping and bases in the "shipping lane" running along the south and west of the map are immune to IJN attack. 8. Sub-landings are allowed but ONLY by IJA SNLF and Parachute units and Allied Marine, Parachute, Commando and Australian "Force" units. Of note: Surprise is ON and there are NO limitations on port attacks - expect to see PH, Manilla and Singapore being crucified on the first day. What's my goal? Well to absolutely crucify the Allies in the first couple of turns and try to ensure that every Allied vessel in a region bounded by Singapore, Java, Northern Oz, Hawaii, Alaska gets sunk in the first few days of the war such that my forces can thrust forward quickly and safely. I'm going to set up my war economy to put out the maximum offensive power possible at the expense of defensive power ( IOW I'll go for long-range heavy bombers instead of light short ranged bombers and will build Zeroes instead of Mikes as Zeroes are much more useful offensively albeit they are not as good overall ). I also have a few "wrinkles" I'd like to try in this game which I've never tried before. The overall intention is to stick to things which were militarily possible and not to try to win through exploitation of game mechanics ( dropping 10 paras to block the movement of a 100,000 man army etc ). The one exception to this will be a fairly ruthless exploitation of the first turn move bonus to initiate landings at Kendari, Amboina, Borneo and various Pacific bases. I will NOT be moving troop convoys or TFs other than subs west of Singapore though... Some may have issue with this but all I'd say is that when you look at Hoepner's AAR you really can't argue that Trollelite would be very restrained so a little lack of restraint to create a suitable level of "shock and awe" is, IMO, warranted. Ideally I want to force an Allied surrender by the end of 1942. It must be noted that the Allies in THIS version of the mod are stronger than they are in my game vs jagdfluger and the Japanese are weaker SO actually Trollelite has a better chance in this game than I had in my game vs jagdfluger... I think he has made a major mistake in asking for the Soviets to be inactive and I advised that they be active but it is my job to beat him not to advise him regarding strategy. Comments and feedback welcome.
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