Allied Player Seeks Intermediate or Better Opponent (Full Version)

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princep01 -> Allied Player Seeks Intermediate or Better Opponent (10/1/2011 12:25:10 AM)

Senario 1, ahistorical start, giving Jap maximum flexiblity to determine objectives.
One day turns.
Would like an IJ player that has handled Japanese production previously.
Pace: 3-5 turns a week.
Currently running last official patch, but willing to use current BETA patch if desired.

Start date: immediate. I will be on furlough from my job for 2 months and can do 5+ turns a week if desired during that time. However, I'm happy with a slower pace if it suits your schedule as long as we do 3 a week minimum.

House rules (negotiable):

1. Japanese (if they choose to attack PH) get one port attack. No second strike of any type, until the KB has returned to a major port (size 4 or larger). After that, they may raid PH at will. The Japanese get a free ride to hit PH without any risk of detection, so that first raid is limited to the historical strike. The Nagumo rule:).

2. Allied 4 engine bombers may make naval attacks, but only at 8K+ feet.

3. No merchant ships as picket ships. Picket ships may be used, but only if PC, PB, DE, DD, APD or similar armed vessels.

4. Neither side may employe excessively gamey actions like a sub landing of a partial unit right behind a unit/units to cut a retreat path just before an attack on those units.

5. Paradrops can be dropped right behind the units, but the drop must be a full battalion+ drop. (That is, no very small sliver of the unit can be dropped to cut the retreat as the retreating units would roll right by them in real life).

6. Allies may not move (R) units overland or by air trans out of India or China into SE Asia without paying political point costs. They cannot be moved out by sea without paying anyway.

7. The Japanese first turn invasions cannot land at spots that would have been easily spotted by Allied air recon on their run in. For example: The initial landings could not be made at Jolo, Tarakan, Java or Palembang. An invasion fleet that was spotted going to those locations would have made surprise elsewhere practically impossible.

8. Many argue the height advantage in air combat is too strong in the current version. I agree. I suggest that air on CAP must be no higher than 5K feet over their best performance band. IE. Best band for a plane type is 15-20K feet, then CAP for that aircraft type can be no higher than 25K. Escorts must be no higher than 5K over the bombers they are escorting.

9. No strategic bombing of Chinese bases until 1943, unless the Allies commence strategic bombing of any target outside the Japanese Home Islands before that date. The Japanese are free to strat bomb Australian, Indian, Canadian, US targets before 43, just not Chinese (they wanted those idustries)

Variable reinforcements...ON; No reliable Allied torpedo ...ON; Sub doctrine...OFF; Weather ..ON: Allied Damage Control ....ON; rest self explanatory.

E-mail: princep01@yahoo.com for any questions or comments. Looking forward to a good game.




princep01 -> RE: Allied Player Seeks Intermediate or Better Opponent (10/3/2011 4:52:59 PM)

I am beginning to feel like a leper. Are there no JFBs left that dare chase the Iron Admiral around the Pacific for a year or so? Has Scenario One completely lost its challenge and luster for the Sons of the Rising Sun?




kbullard -> RE: Allied Player Seeks Intermediate or Better Opponent (10/3/2011 11:33:13 PM)

I'm not sure if I qualify as a JFB, but I'm entering 1943 as the Japanese in reasonably good condition with almost everything above except ahistorical set up. I've handled Japanese production, too. Ahistorical setup is much work and I don't have one ready to go. How important is that versus historic 7 Dec? And what about PDU? Would also consider Scenario 2 or Reluctant Admiral. Kurt




princep01 -> RE: Allied Player Seeks Intermediate or Better Opponent (10/4/2011 12:49:53 AM)

Hi Kurt....don't stand too close...you know, the leperosy and all:).

I am not married to a ahistorical start. I offerred it as to allow the IJ player as much latitude as desired. The only other drawback is that P of Wales and Repulse do their stupid move under a historical start. But, it is no problem to me if you would prefer a historical start.

I prefer PDU ....ON. Again, it is just a matter of allowing some flexibility. To be precise, on the Realism Options I like to use all of them "on" except USN torps and no unit withdrawals "off".

However, I am not interested in a Senario 2 game. It just doesn't have any appeal to me on "realism" grounds. I'm not sure what Reluctant Admiral is. I've seen the term tossed about, but would need to know more before opting for it.

Are you Beta loaded or running the last official patch? I have the last official patch but would consider the Beat if that is what you are currently playing.

Thanks for the response. Let me know what you think.

Allen




kbullard -> RE: Allied Player Seeks Intermediate or Better Opponent (10/4/2011 1:34:00 AM)

You can read about Reluctant Admiral here: http://www.matrixgames.com/forums/tm.asp?m=2856822. It has an interesting guiding premise and I read somewhere that it fits "between" scenario #1 and #2.

That being said, I can make this work. PDU on is nice complement to my existing game. I'm running the latest official patch, and would prefer to leave it there for compatibility.

I'll send an email to the above address to confirm everything and, with luck, you can close this thread. [:)] Kurt




princep01 -> RE: Allied Player Seeks Intermediate or Better Opponent (10/4/2011 2:36:01 AM)

Good. Game on.

Closed.




John 3rd -> RE: Allied Player Seeks Intermediate or Better Opponent (10/26/2011 6:49:50 AM)

If you choose to play RA and have questions just PM me or FatR. We'll be glad to help or answer questions if wanted.

Have a great game!




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