tonedog
Posts: 356
Joined: 6/29/2005 From: scotland Status: offline
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hi, ive only played 1 pbem of witp so im a relative noob but recently started playing witpae again which got me in the mood to get another mp game on the go. scenario 8 is the one i have in mind. dont know much about the modding scene here so am open to suggestions with regards to those. i got these house rules from another thread. 1. TURN 1 No allied CV hunting on turn 1. Japanese player knows where they are, too easy to find and sink. 2. 4 ENGINE BOMBERS No 4 E naval bombing below 10,000ft Too Effective / Not Historical ? 3. POLITICAL POINTS Permanently Restricted Units must not cross national Borders. Full PP for transfer of units from restricted HQs i.e. PP to move out of Kwantung/Manchuko, India & China. No switching land unit to air HQs etc. to do this cheaply Full PP to transfer units from restricted HQs to allow movement across borders. Thai forces can not move out of 3 hexes of their national frontier. AVG must remain in Burma or China. Various fixes to correct issues with the PP systems shortcomings. 5. INVASIONS / LAND COMBAT No sub invasions. No airdropping 1 squad via airdrop. Only allow landings/invasions at dots hexes or bases. No use of portions of parachute units to seize hex's No unit fragment to cut off retreat, Units blocking retreats must be of realistic size (brigade or above). Only airdrop a unit on a target if it has at least 40 Prep Points on the target it’s dropped on. Gamey Tactics ? 6. STRATEGIC BOMBING No strategic bombing in or out of China until 4/43 No Chinese City bombing until 1944. No bombing of Chinese Industry. Stop unbalancing of China Theatre? 7. NAVAL MOVEMENT Malacca strait must not be crossed by IJN surface ships until Singapore is in IJA hands. Workaround for Naval guns shortcomings at Singapore? 9. ART Only two independent artillery units may bombard for each division in the hex. Stops Japanese Death Star Atrillery / Evacuation of all ART from Manchuria? 10.AIR COMBAT Maximum mission altitude for fighters resticted to band with maximum maneuverability. Helps with constant 'Dive' when using max altitude all these are negotiable, just a starting point really as from my strategy mp experience some form of house rules are almost always required. 2 day turns are a requirement so the war moves along at a decent place. all realism optns on, player defined upgardes off. should make one turn a day with more at weekend. im in the uk.
< Message edited by tonedog -- 4/14/2012 2:37:48 PM >
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