[*] Loading Clusters fb.asp?m=1824235
[*] Changing Base Assignment fb.asp?m=1824255
[*] Air Production and Engines fb.asp?m=1824258
[*] LCU production fb.asp?m=1824272
[*] Mini Tutorial - Industry #1 fb.asp?m=1825075
December 7, 1941.
Hi all,
I back against Michael, Nemo's 1.3 mod Empires Ablaze. I titled it thus, cause I'm expecting a very volatile and interesting game. Sort of like walking on ice, with some nitro strapped to your back.
All aspects of this mod seem to give me the feel, that particularly for the Japanese player, there will be a lot of balancing to keep one's feet firmly planted on the ground and not ass up on the ice waiting for the kaboom.
Economic choices and micro-managing production, such that you can not possibly build everything you want.
Huge numbers of CV's and other interesting vessels. (although I did find 3 SS-I2's)
New LCU's and aircraft ... some which I really want to experiment with in 42/43... etc
Thinking ahead is more of an imperative here ...
Which I hope should ensure an action packed, and adventurous game.
Who could want more ? So thanks Nemo, for a truly interesting mod ... [edit] And Michael for giving me a second chance at a game with him.
Just sent turn 1 ... more later
Operational Guidlines
Here are the House Rules we will be using. They are from Nemo and Alfred along with a few of my own at the bottom.
of 1 Nell.[align=left] [/align]
[align=left] [/align]Land: The Imperial Guards are at hand and are not far away from making their presence felt.[align=left] [/align]
House Rules – Empire’s Ablaze
Victory Determination
1. A points determined auto victory is disregarded.
2. A direct Allied victory by force of arms is achieved after (a) recapturing most of its lost colonies, (b) capturing a significant part of Japan's overseas empire, and (c) capturing Tokyo.
3. A direct Japanese victory by force of arms is achieved after (a) liberating most of the Allied colonies, (b) retaining its overseas empire intact, and (c) capturing Salt Lake City.
4. Either player may surrender unconditionally if he is of the view that he cannot prevent his opponent from achieving a direct victory by force of arms.
5. A draw ensues if the scenario ends before victory is determined.
Empires Ablaze Allied Oceanic Shipping Channel
6. The x co-ordinate (1,yy) and the y co-ordinate (xx,148) constitute an Allied oceanic shipping channel ("the AOSC").
7. The AOSC is reserved solely for the use of Allied units. Japanese land, sea or air units may never enter the AOSC.
8. Allied units and bases in the AOSC are immune from Japanese attack, capture or recon. Allied units in the AOSC may not attack or recon Japanese units or bases which are situated outside the AOSC.
9. The three Allied Bases which are within the AOSC are:
Capetown
South Atlantic Entry
Port Stanley
Operational Use Prohibited Due to lack of Available Counter-measures
10. Aircraft will not deploy mines.
11. The Japanese G9M aircraft is not to be assigned the mission port attack.
12. The Japanese Ki-264 Behemoth bomber is not to fly below 20,000 feet.
13. Kamikaze air units are to fly below 25,000 feet.
14. Allied and Japanese dive bombers assigned the mission naval attack must fly below 25,000 feet.
Empires Ablaze Game Balance for Allied Survival in 1942
15. Japanese units may never attack, enter, or capture Aden.
16. Japanese units may never attack, enter or capture the two Soviet bases Krasnoyarsk and Irkutsk, nor any Soviet units located at these two bases.
17. Japanese units are not permitted to cut the Trans-Siberian Railway line betwen Krasnoyarsk and Irkutsk.
Acceptable Play
18. With the exception of the Allied bases listed in #9, #15 and #16 above, all other bases may be attacked, entered or captured by either player.
19. Amphibious invasions are permitted only at dot beach/base hexes.
20. Sub/para drops only on dot beach/base hexes are allowed provided the entire LCU/air transport unit participates. Drops of only a few squads, or outside of dot beach/base hexes are not permitted.
21. Until fighting breaks out between the Soviet Union and Japan, the Western Allies may use Soviet airfields to refuel airplanes in transit but may not use Soviet ports to refuel or resupply naval assets.
22. Political Points ("PPs") are to be paid by LCU/LBA to operate away from their assigned geographic territorial command.
23. PPs are to be paid by units before they commence their movement to a base operated by their new command. Units which are in transit to a base of their new command may, whilst temporarily located at a base operated by a different command, respond to enemy activity without the need to expend PPs but will expend new PPs if they do no proceed with their movement to a base of their assigned command.
24. Naval Task Force may replenish at any port sized 3 or greater.
Malacca Strait
25. Possession of Singapore (hex 22,51) prevents all enemy surface ships from transiting or remaining in the following hexes:
(22,50) Johore Bahru
(21,51)
(22,51) Singapore
Enemy submarines may transit or remain in the above hexes.
7th December 1941 turn only
26. Japanese sea invasions, which approach the aerial reconned invasion site from international waters and sail from nearby Japanese bases, are permitted.
27. The Allies cannot expend PPs.
28. The Allies may redeploy LCU/LBA within their existing territorial commands. Both sides will be allowed to have their LBA accept pilots and reinforcements
29. Allied ships "anchored" in ports smaller than size 3 may be formed into Task Forces. Allied warships (not TK/AP/AK) already in a TF are allowed to have their orders changed.
30. Allied naval Task Forces may be given new orders to sail provided such orders do not entail attacking a Japanese base or moving to a base owned by another Allied country.
Our House Rules (added to the basics provided by Nemo):
1st Turn
1). KB will attack Pearl. The Japanese are allowed one more port attack, but only with naval LBA. This is the only exception to rule #2.
2) The Americans can sortie from Manila three times the number of the last digit in the email sent with the Japanese first turn (and will reply directly using that email as proof). (Date: 5/22/2008 10:24:12 AM), they could sortie 6 subs (3 x 2). Thus, if the Japanese player chooses Manila vs Singapore to get those "nasty" subs, he may come up empty (up to 27 subs could run away).
3) Only those LCUs "prepped" for an objective can use the first turn bonus movement to invade, even if they are not already loaded on AP/AKs. They can set objectives and load other LCUs in their home port, but not move until turn 2. However, movement from own base to own base is allowed (ex - loading BFs in Formosa and setting Palua as home port and destination. Thus are moved during first movement phase there).
4) China has no restrictions. They are already at war.
Game Long
1) Russia - They are at war and active, but not shooting...yet. Through all of '42, a 14 day notice is needed; through '43, 7 days; and none beginning in '44 for either side.
2) Minefield Size – 5000 per base
3) No Restrictions – to size of ASW TF
4) Gameyness – avoid using game mechanics to exploit a loophole.
5) Play to have fun and learn. Issues to be resolved as things pop up.
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