mktours -> Looking for a good soviet player for PBEM game on 1.08.03--closed (6/10/2015 1:55:47 PM)
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Hi, I just read David Stahel’s book ‘operation Barbarossa and Germany’s defeat in the east’ and want to play the WITE game as Germany again. I am looking for a good soviet player to play a PBEM game on 1.08.03 version. I have played 3 PBEM games as German side and 2 PBEM games as Soviet and won all the games. I have done two AAR: http://www.matrixgames.com/forums/tm.asp?m=3381109 http://www.matrixgames.com/forums/tm.asp?m=3487083 I like to record my games, so I only play PBEM games. I see some people prefer server game, but I think people are fine to hold different preference, and it should be fine. It is fair to both sides, just like server games. I don’t view playing this game as a process to decide which player is better than the other; rather, I view it as the two people experiencing the game together, trying to offer his best strategy. I have only one goal in playing the game: learning something which is beneficial for my real life. In my opinion, Wite is so huge that it could never be a perfectly balance game, often it favors towards one side, or the other, so it is not an ideal platform to decide which player is better. Also, it could not be perfectly representing the history; therefore, it might be better to focus on what we could enjoy than on complaining its shortcomings. But some house rules could be helpful. I will not follow the old Barbarossa, as it was an extremely poor plan, so poor that I would have Halder arrested and executed if I were the Germany military leader. People should read David Stahel’s book ‘operation Barbarossa and Germany’s defeat in the east’ to see how poor and irresponsible Halder was, if they insist players should follow the old Barbarossa. Game setting: (1)1941-1945 full campaign (I would do a probably much better opening than normal Lvov, so full Campaign give Soviet side more strategy space) (2)Full FOW (3)Lock HQ support (4) Non-random Weather (5) Regular Blizzard (6) Soviet player bonus: attack+1 Note: I want us to agree to play this game out on 1.08.03 version, as 1.08.05 version would undergo big change, so it will sway the balance if we upgrade to the new version in the middle of our game, which is often unfair. It is a PBEM game, and one could always install two versions on a computer, so that should not be a problem. House rules: (1)No Paratrooper dropping Reason: too powerful for this game (2)Ground unit bombing could only be made against hexes which are to be ground attacked in the current turn. In other words, if a hex would not be ground attacked in that turn, then it should not be Ground unit bombed Reason: a) it is another precaution to protect HQ, as it turns out that even if a HQ is stacking with a ground combat unit, it is still suffering huge loss when the hex being bombed, often 100 guns and 3000 men in one attack; b) the ground unit bombing is indeed quite useless if the unit was not to be ground attacked that turn (3)No bombing on HQs. There is only one situation that a hex containing a HQ could be bombed: the HQ is stacking with a ground unit and the unit is to be ground-attacked in the same turn. Reason: To protect leaders and SUs (4)No airfield bombing after T1. Reason: a) The air war mode in this game is not good (I believe that if there is a Air War game using the WITE air war modes, it won’t sell); b) in real war, there is no evidence that airfield attack works except for the sudden attack on 1941.06.22; c) the strong point of WITE is the ground war, so let us focus on it. (5)No more than 3 bombing at each city & port per turn. (6)Airbases (including German army airbase) could only move at the end of each turn, after all air missions have been finished. Reason: currently, the airbases are serving as land aircraft-carrier which is a fancy even Today. In reality, an airbase needs 1-2 weeks to be established before it could function properly. (7)Airbase could not enter newly conquer & converted hexes in the current turn. It could only enter those hexes which are already under friendly controlled at the start of one’s turn. If a pocket has been open in the turn, then the airbase could move into the pocket that turn. (8)Air drop must be made to at least 1 hex away from the staging airbase. Reason: it is crazy to see planes take off and drop cargo into the same hex. (9)After a unit received air-drop supply & fuel, it must stop moving that turn. Reason: a strategy air-supply mission requires a whole week to administer. (10)HQ build up must be made within 20 Mp range of rail head, and the HQ must not move in the whole turn. Reason: a) an HQ build up requires a whole week to administer; b) current HQ build up rule is too powerful. (11)No more than 3 ground unit bombing against one hex per turn (12)No more than 5 ground attacks against one hex per turn (13)No naval invasions before November 1941, none outside the 1939 Soviet borders before January 1943; in addition if Sevastopol is either isolated, or in German hands, none west of the Crimea. (14)No soviet bombing Polesti before 1943. Reason: No historically possible. Since the HQ build up house rules and airbase house rules will slow down the German advance, also, we have the 1:1=2:1 rules and regular Blizzard, therefore, I recommend my opponent to set soviet transport level at 50%-75% to make the game more balance, it is up to you to decide. I prefer to play against a careful and patient player, who would keep playing the game to the end. My opening would be quite powerful, and probably only tough player could handle it, so beware of it. It might be better than the one I did against Marquo. I worked at week days and need to spend some time with my family at week end, so I could only play the game at my leisure time, which I have a time budget from my wife. I could play at least 2 turns per week. Anyone who is interested, please answer formally to this thread and state whether you agree or disagree of the terms (I would only consider those reply formally to this thread). We could discuss the house rules. It is a long thread, so thanks for your patience to read it; it is a careful and patient player who I am looking for, after all, :) I am looking forward to defending Berlin, so I would only consider a good player, also someone who is willing to defend a very challenging opening. Edit: Saper pick up the game, so I will play against him. Thread closed.
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