CV 2 -> either side - a turn a day minimum (9/9/2011 11:05:56 PM)
GC 2 (at least the Japs have a chance in GC 2). 2 day turns. Latest patch (and keeping current). You choose the side.
Fog of war, Advanced weather, Allied damage control, Player defined upgrades, and Realistic R&D ON
Reliable USN torpedoes, No unit withdrawls OFF
Historical first turn - up to the Japanese player with limits. If the Jap goes with historical first turn off, the allied player can change the courses of any TFs at sea but may not create new ones. Chinese units are free to move (including the AVG).
First turn surprise is up to the Japanese player as follows.
If the Japanese player chooses to have first turn surprise ON, then he must abide by the following restrictions:
The Japanese player my not move closer than 7 hexes (traced using naval movement) to an allied base unless there is a Japanese base within 7 hexes also. Note, this would allow the Japs to land at Kota Bharu or Kuantan in Malaya, Vigan, Laong, or Aparri and the 5 smaller islands north of them in the PI, Guam, and Tarawa or Makin in the Gilberts. Also, he may not move the non-Kongo class BBs from port. May not move any units other than the Pearl Harbor strike force (if there is one) and a refuel TF east of Wake island or south of hex row 128 (and again, not within 7 hexes of an allied base unless within 7 hexes of a Jap base) except as noted the Pearl strike force.
If the Japanese player chooses to have the first turn surprise OFF, then the Jap BBs are allowed to leave home waters and Wake may be invaded turn 1, but all other restrictions of the above apply except the ranges noted above are increased from 7 hexes to 12 hexes. Note this option would allow attacks and landings on Malaya as far down as Singapore, most of northern Luzon, northern New Guinea and some of the smaller islands north of there, and just about the entire Gilberts chain, and as noted allowing an attack on Wake. Allied player may make any changes he wishes to TFs at sea (including dividing them). Allied air units are allowed to change to CAP or search missions (the few that are assigned to strike or escort may of course remain), but may not re-base (except Chinese air units of course). Units on the US west coast, New Zealand, Australia, Java, India and all off map forces are allowed to move freely in addition to the Chinese of course.
If the Japanese player chooses to not be bound by any restrictions allowing total free movement, then the allied player is also not restricted in any manner other than city bombing is not allowed and first turn surprise is off.
2 day turns
Auto sub ops, Expand facilities, Auto-upgrade, and Auto-replacements OFF
I would prefer animations off (speeds up the turn), but your option on this.
1) Night bombing. 18 planes max per target allowed at night vs airbases or ports. Unlimited vs manpower. Naval attacks at night by PA squadrons only (18 aircraft max from a single base). No other targets my be attacked by night bombing. This means if a base has both a port and an airbase, 18 aircraft allowed to strike each. Because of real life excessive op losses not reflected in the game, no carrier night ops allowed except CAP. Ships float planes (including CS and AVs) can only conduct recon missions at night.
2) Day bombing. Resources, oil, light industry targets can not be attacked (resources are rice fields, coal mines, ect. Oil wells were never bombed that I could find, just the refineries and on occasion, pipelines (which were easily repaired). Light industry according to Andy are small targets. Stockyards, single building "factories", food processing centers, ect. Again, not targets easily singled out, so attacking them by air is not allowed. Any other city bombing target is fine for daylight ops (heavy industry, refineries, aircraft factories, ect).
3) 4E bombers may not conduct the naval attack mission. PA units may only conduct search, recon, or transport missions during daylight (no naval attacks except at night).
4) Paratroops. 1 drop allowed per unit per calender month on a given base. This means a unit (say the 1st Marine Para for example) can drop on 1 target (say Rabul for example) during a month (say June 1942). In this example 1st para could drop 1 place on 30 June and drop on a different base on 1 July (2 different calendar months). Also note that they could drop on the same target multiple times during that month. Say for example on the 1st, 10th, and 30th of June for example. Because of local forces not in the game, no drops allowed in non-port hexes of the US mainland (excluding Alaska), Australia, India, Thailand, China, Manchuria, Korea, or Japan.
5) HQs. Units must be assigned to a HQ fitting their type and nationality. For example, air units must be assigned to air HQs of the proper type (example, IJN air units must be assigned to IJN air HQs, US Marine air must be assigned to naval or marine air HQs, ect). HQs can only be assigned to command HQs. For purposes of this rule, NZ units may be attached to So Pac HQ (and subordinates), Australian units may be attached to SW Pac (and subordinates). Canadian may be attached to No Pac (and subordinates).
6) Cold weather zone. Bases not connected to at least 1 other base via land (doesnt have to be a road or rail connection, just able to move by land movement to another base so Cold Bay or Nome for example qualifies as connected to another base) in the cold weather zone can not build up beyond their basic size (Adak for example could be built up to a port 5, airfield 4 maximum). Additionally supply is limited on these bases to 30,000 total per base, fuel is limited to 15,000 total per base. The reason for this rule is to prevent the players from using these as unrealistic bases for major operations, while allowing smaller forces (Desrons and subs for example) to operate in the area.
7) Manchurian garrison. In addition to the ground garrison, the Japanese must maintain an air garrison of units capable of holding a minimum of 210 fighters and 270 bombers (doesnt mean you have to have that many planes, just squadrons/groups with sizes allowing that many). These air units can be used to train pilots or can be used for patrols, but must remain in Manchuria/Korea unless the allies (excluding China) capture a Japanese base within 18 hexes of a home island base.
8) Replenish TFs. A TF can only refuel from a replenish TF ONCE before returning to base. The age old Jap tactic of putting a group of oilers with your carriers and driving circles around Australia comes to a halt.
9a) China. Units entering China must be attached to a Chinese command HQ unit (this rule applies to both sides) not just a corps HQ attached to that command. Units are allowed to enter border hexes or coastal port hexes without being under Chinese command, but these units are not allowed to participate in combat (except defense obviously) or move until HQ is changed. Note this also means if the allied player wants to fly units out of Hong Kong via China, he must change their command before doing so.
9b) No city bombing attacks of any kind allowed in any China base or to be flown from any base in China by either side.
9c) All Japanese controlled units must be able to trace a path back to a port through friendly OCCUPIED hexes or they are not allowed to move or conduct any combat operations other than defense. Because of the at start positions, this rule takes effect Jan 1.
9d) Any Chinese units entering Burma or Indo-China must similarly trace supply through OCCUPIED hexes back to China, even if under an allied HQ command. These hexes need not be occupied by Chinese units, but it must lead back to China.
9e) Units attached to a China HQ my not leave China.
10) Thai units. Thai units may operate freely in Thailand or Indo-China, can not operate in Malaya or China, and must remain within 2 hexes of Thailand in Burma (meaning they could go to Pegu, but not Rangoon).
11) Singapore. The Japanese may not enter the hex SW of Singapore except by submarine until the base falls.
12) Japanese sub aircraft. The type of planes on Jap subs may not be changed. That is, Glens on most, with M6s on the I-400s, ect. In other words, no putting Jakes on subs.