bradk
Posts: 270
Joined: 12/12/2005 Status: offline
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quote:
ORIGINAL: Admiral Balsey I had thought that there was a 'standard' set of house rules that could be revised to taste and agreed upon by the players? There's a set with the Matrix download. However, any set of house rules is going to be highly influenced by a person's strategy and the people he has played. For example, the person who wrote the rules with the download obviously was unhappy when a Allied opponent attacked Japan and ignored the Philippines. And when an IJ opponent let the IJA run the bases in the Central Pacific. People with different strategies and opponents with different strategies would have other hot issues to include in their rules. Even when goals are the same, implementation varies. For example, people have used carrier points to limit TF sizes since back in the 90s on the PW mailing list. But someone I played recently suggested a chart. I experimented with various TF configurations and found out the chart indeed does achieve the goal more accurately and fairly. (Space reserved for person who suggested this to claim credit.) quote:
ORIGINAL: Admiral Balsey -I had never really thought about one division per atoll. It makes a lot of sence. Can only one division worth of troups be used to invade an atoll? Typical rules allow unlimited LCUs to attack BUT a max of one Division or equivalent per TF. So what happens if the atoll is reasonably well defended and there are no defensive command failures is the first Division lands and gets beat up real bad, the second Division lands and takes the atoll. Landing on an atoll requires some detailed logisitics because 1) you should plan on at least two Divisions to take a well defended atoll, 2) you can't have more than one Division on the base you're staging from, meaning you're going to have to stage from at least two bases, and 3) you're often not going to hold bases within 10 hexes of an atoll meaning that with the C2 MCS's 10 knot speed, they're two turns away from the staging base. quote:
ORIGINAL: Admiral Balsey -Can the Australians (that arrive attached to SW Pacific) and New Zealanders (to South Pacific) be used out side of the mentioned areas. Australia has been a problem since SSI. SSI locked most LCUs in Australia to require defense of Australia. A couple LCUs were released in 1943 and a couple later on. But locked LCUs, there to require the defense of Australia couldn't do it well, because they pay 10x the number of prep points to activate. Matrix unlocked the LCUs so they would defend better, but then that requires house rules to keep them in Australia. The rules I use say if an LCU activates in Australia attached to CMF, it must stay there. Several LCUs activate in Australia attached to SW Pac, so a little book keeping is requires to follow the rules, especially when Aus bases are changed to SW Pac. As Captain Harlock says, by the time most rules allow unrestricted use of Aus LCUs, they aren't needed in a typical game anyway. I figure mop up in New Guinea or the Solomons is a good use, but usually don't bother if I don't need the control points. quote:
ORIGINAL: Admiral Balsey -I completely agree with the Vengeance rule as stated but would give the British the option to use them in India and Burma (historical). There are no airgroups of the British or associates that can use them. No dive bomber groups. Matrix switched airgroups that historically used the Vengeance for a few months to tac bombers. The only way to do this is to ship some USMC SBD groups to Burma/India and switch them to use the Vengeance. Assuming your opponent agrees to that. Also, very important, in PBEM you're not going to get the opportunity to change non-US airgroups to US aircraft (except the F4F) early in the game. Remember against AI, it will give you a pane "Aus airgroup flying the Hurricane II B can upgrade to the P40 Yes/No". You DON'T get this in a PBEM game. I put a fix for this in the revised scenario I created by making export versions of the P39, P40, and B26 that could be accessed by non-US airgroups. The method, however, puts these aircraft on the USMC upgrade menu and requires a rule that the USMC cannot fly these aircraft. (You know, the "Not Invented Here" attitude. <G>) quote:
ORIGINAL: Admiral Balsey I think that my biggest problem with the game is the way that the pools can be used to double the number of MCSs and TKs. It seams a little unrealistic that 150 MCSs can enter port in Fiji one turn and head home to LA the next turn with 3. I guess that all is fair because both side can do it. If I remember correctly the first SSI version of the game didn't have the pool feature. The convoy system is abstracted. Important points are 1) I believe the number of MCS and TKs is under represented from historical and 2) its a fact the convoy system does not use all the ships available even if need for supply or oil is critical. For example, the convoy system will typically use 50% to 60% of the IJN TKs per turn. Suggest you take a few hours to play against AI with the house rules. Just start an AI/AI game and let it run until the date is what you need to try some things, change it to human/AI. Atoll invasions and creating TFs under the flak limit are important things to check. Flak limit doesn't affect IJN much, but has a huge effect on USN. Early on, you'll be looking for DDs with high flak ratings to put in air combat TFs. Later on, when every ship gets flak increases, you'll be looking for low flak rated DDs for air combat TFs.
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