Ketza -> Looking to play as allied stock 15 (2/20/2009 6:21:47 PM)
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I have room for a 3-4 turn a week game. House rules I would like to see as a prefer a somewhat historical type game: 1 day turns historical first turn off allied damage control on advanced weather effects on reinforcements variable +-15days PDU on sub doctrine off for both sides sub auto ops off - One Jap port attack turn one - Allied are only allowed to move ship which are already at sea in turn 1. no movement of ships in a port (manila, singapore, pearl harbor...) by the allied player. -no overabuse of the turn one movement bonus (means no landings on turn 7 in Australia or something like that) -max. aircraft in sea hex = "around 550". -B29 only on level 6 or 7+ airfields, this should limit them to places that were big enough in real life. -4Es on nav attack min alt 10.000 ft -ASW TF max 6 ships -PT boats max 6 at a base (1x6 PT TF or 2x3 PT TF. Not 6 TFs with single PTs!) -no sub invasions -no mini para drops. As many para drops allowed as wished but they should involve at least 500-1000 men at min. -cutting off units only with "real" combat units, not some 10 assault point base forces -no use of dozens of small barge, MSW, ... TFs to guard ports (engine canīt handle dozens of small TFs in one hex) -no exploit of dozens invasion TFs going at one base, means: if you need 300 ships for an invasion, put them into 5, 6 or 7 TFs but not in 60 TFs with 5 ships each. -a maximum of 1 division equivalent (max 3 brigades or regiments) at atolls Not including misc art or base units. Thanks
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