DanSez -> RE: Lookin for Opponent (1/20/2015 4:51:10 PM)
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I've been in learning mode about 2 years and playing short PBEMs for more than 1 year. No long game experience so I would classify myself still as a Novice with the Japanese economy. Really Important stuff: PDU ON Scenario 2 Flaky Early US Torpedoes - Yes US Better Damage Control - Yes I agree to just the first strike on Pearl and Historic Day One. Some interesting rules I would like to suggest would be: 1. Transport oil/fuel only in TK or AO or those few xAKs that also have fuel storage - but those xAKs can not be set to load only oil/fuel. Yes, a bit of a pain in the butt for both players but especially for the Japanese side. I think this will give the best 'historic' feel to the stock game and the naval/sub war. If the Allies sink enough TKs/AOs, the fleet is stranded and the economy will collapse regardless if Japan is pulling fuel from Shanghai, Port Arthur or Fusan. 2. Altitude mission restrictions: 1941/1942 - max altitude set is 25K 1943/1944 - max altitude set is 30K 1945/1946 - max altitude set is 35K 3. Bombing Restrictions Night Bombers: 1941/1942 limited total number of bombers/escorts/sweepers in one target raid to less than 75 planes 1943/1944 limited total number of bombers/escorts/sweepers on one target raid to less than 125 planes 1945 - no limits 1941 thru 1944 No Strategic Bombing in or out of China. 1945 - no limits to bombing in or out of China 4. Picket Ships Task Forces on offensive patrols should have 3 or more ships in each task force. Offensive Patrol: Any non-submarine mission that has a patrol zone or destination that does not include a friendly port. No supply/support ships can be used as picket task forces. 5. No Death Stars With the sole exclusion of the KB, no other task force may have more than 4 CVs/CVLs/CVEs. If the Japanese KB is ever destroyed or disbanded, the Japanese may never recreate another. A helpful concession to me as a novice Japanese economic player would be: Realistic R&D OFF -- not because I want to build the most exotic planes available, but because this would allow me to recover from the inevitable mistakes of playing thru the long game for the first time 'for real'. I think this would give you a good challenge from the materially rich Allied arsenal and help ensure that the game would be competitive to at least early 1945. I may even attempt to immortalize the thumping I am about to receive in an AAR. You are in Poland - I am Central Time USA, so 1 turn a day is probably the best we can do with occasional extras over the weekends. Sometimes work/life gets in the way of our passions so a realistic 5-9 turns per week would be the level I could maintain. None of the above outside of PDU ON and Scenario 2 are critical. We can discuss any of the rest. PM/Email me if you are interested. Thanks
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