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根据房规来决定吧,可以多些追求历史真实,也可以追求游戏性。不用强求一致了,标准房规只是参考。。。。
一万年太久,只争朝夕!
对于日本的路基零不上船确实对日本太不公平拉....你要知道日本在太平洋上KB的任务特别重啊,,有时候必须一定要分开的..而且一般来说KB在明米国航母在暗...2月中多这样米国就有5艘航母拉..如果就靠原来的零,不要说说分散的KB,连集合一起的都顶不住.....而且关键是米国航母敢去肉搏,,,KB敢吗...
路基零战应该可以上舰,本来就是可舰载机,飞行员经过训练就能掌握舰上起降的要领,如果要真实应该加大非舰载中队的操作损失,加到10%就有人不敢上了
一万年太久,只争朝夕!
几个版主最好把这个标准房规能够更新一下
一万年太久,只争朝夕!
有統一的版本了嗎?
跟国际房规接轨,提出下列修正项:
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1、机场容量上限设定为机场规模的50倍,但由于双方机群都在母港自动出现,因此母港不受限制,盟军包括卡拉奇、悉尼、旧金山   日军包括东京、大阪和吴港。6 n# u% b/ S6 A+ x5 {

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2、同一格内最多只能容纳8艘CV,或按1CV=2CVL/CVE的方式折算。所有载机量在50以下的CV也作为CVL计算。+ y- ]8 w% W; {$ M
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3、反潜编队最大不能超过10艘。
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! L/ n# P* [+ k- L: q/ y4、关东军、派遣军、中国军队在改属前不得跨战区作战。6 M) `5 X' k: k: A' |0 P

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5、进攻苏联前必须提前一周激活。* ?9 O! W8 G7 M5 A) e

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6、不能登陆潜在基地。
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' E! F  x/ @/ u- A1 @$ t# h* i% f7、禁止所有部队的追击命令。, R3 u9 U! t0 ?$ a& [

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8、4发对海攻击和攻击机场不能低于15000英尺,其它任务不限高度。, K* y) ~" |$ f3 m

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9、2发对海攻击不能低于6000英尺,或者设定100英尺跳弹,2发攻击机场不能低于15000英尺,其它任务不限高度。
一万年太久,只争朝夕!
不应该把不能登陆潜在基地拿进来吧,明显该换成不能在潜在基地和基地以外登陆才对啊
游戏设定潜在基地就是用来使用的嘛
机场规模应该给予HQ加2的加成...本身原来国际的就是才6CV,现在多加了2CV就应该给予HQ加2级机场的加成........
6CV毫无必要,这是对后期盟军的不合理限制。CV扎堆其实不一定完全是好事,假如美军喜欢这么干,日军就有可趁之机。
Soldiers and sailors would fight like madmen to hang on to the red-light district . . . wouldn’t they?
官网上的关于"gamer”的讨论& R( X9 M4 s6 d$ k, a7 v
What is considered gamey  ~+ e4 d/ W8 C+ o/ @7 k
http://www.matrixgames.com/forums/tm.asp?m=1189243
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Overall Settings
. H3 G1 {: J8 e4 `& f6 TSurprise is ON.
" _4 H: [2 U* CNon-Historical first turn allowed.
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Japanese sub doctrine can be ON or OFF at the discretion of the Japanese player.
* K9 U* S' @/ d0 c- C5 s& ~( zAllied Damage control is ON. % F& ^( D0 f* N& W* V
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Overall Mechanics:
. X: x; c1 o- |* PChina: Chinese units cannot be re-assigned so that when they are destroyed they re-appear elsewhere. The exception to this are Chinese SEAC units. Even for these units once all Chinese cities are taken they should have their replacements turned off.
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Soviet Union: Any non-Soviet Allied forces which arrive in the Soviet Union are deemed to be interred and cannot be moved from the base or hex at which they initially arrived. Furthermore they must have their replacements set to OFF. Once the Soviet Union is activated these forces regain full functionality. If the entire Soviet Union is captured but some Soviet formation fragments remain elsewhere they should have replacements turned off as Stalin would not be sending replacements to CONUSA etc to rebuild shattered units. 7 M* ~+ M8 h% q0 C- ~
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India: Should the Japanese player take all of India except Karachi it is at his discretion whether or not to capture Karachi. If he captures Karachi he will withdraw from it and allow the Allied player to retake it with a shipped in BF in order to allow British and West African reinforcements to arrive. All reinforcements arriving in Karachi, EXCEPT Indian troops, must be shipped out to Australia via transport as soon as is feasible. In addition 50% of the supply, fuel and resources arriving at Karachi per month can also be shipped to Australia. If the Japanese player elects not to capture Karachi the same rules as above apply ( the only difference is that in taking Karachi the Japanese player would eliminate some currently extant units at the cost of a prolonged siege). India will, in addition, be declared Independent and Japanese forces must be withdrawn. In return Allied re-invasion of India or Ceylon is prohibited during the later course of the game.  ( This dynamic gives the Japanese player a reward for doing well in India whilst allowing British and african reinforcements to continue arriving in-theatre and is, I feel, reasonable to both sides).
+ ^: |5 Z4 t' IAustralia. Should Australia be captured in their entirety then the troops and aerial squadrons raised in Australia should have their replacements turned OFF. So long as a single base in Australia remains in Allied hands Australian forces can have replacements turned ON.
0 t# ?' A; w/ ^New Zealand. The same rule as applies to Australia applies here.   z+ K4 w7 {* {6 E+ _
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CONUSA: If the Japanese player can capture all bases in CONUSA then all US forces on-map have their replacements turned off.
& l) i2 k* A. ]1 D! Z$ NCanada: Same rule as above. , Q2 c3 \% W$ h( Q

* o( z5 y+ c8 |% SSurprise Mechanics:
8 s, }* V( l/ \& l' CJapanese forces are allowed any number of port, airfield and ground attacks by their air force on Turn 1. IOW Japanese forces can attack Manilla, Singapore and Pearl Harbour ports on Turn 1.
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Japanese forces invading the Soviet Union must activate Soviet forces 30 days before they intend to attack. E.g. If intending to attack on 1st September it would be good form to activate Soviet forces on 1st August.
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On the first turn Japanese forces can use the 1st turn movement bonus to land anywhere they wish on-map or move a great distance toward any landing area which cannot be reached using the first turn movement bonus. There are no restrictions on where they can land. There is no need to limit these invasions ( or any further invasions) to areas covered by Japanese aerial forces. it is up to the allied player to make the Japanese player pay if he does this. Many times in war the side which did something insanely risky or "stupid" was the side which won so completely forbidding things which often succeeded, although risky, is invalid.
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No limitation on number of Pearl Harbour attacks.
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Japanese forces must NOT position subs, surface combat or carrier task forces to intercept known Allied TFs already at sea.
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* J/ l9 D  _/ \& m' g: W/ P$ zAllied forces cannot initiate or alter any major naval, ground or aerial unit movements on turn 1. Neither can bombing altitude be changed although CAP percentage can be changed.
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2 H5 r9 s4 F0 b% G" j5 rThere is no limit to the Japanese ability to change units from divebomber to level bomber. ) u& y5 ~. `) W) `) }
In return there is no limit on Allied ability to change units from twin to four-engined bombers at will.
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Submarines and ASW:   `( e: Q1 y$ K+ T* ?% r" [4 ~
There is no limit on the number of ships in an ASW TF under 1.795+. Prior to 1.795+ ASW TFs are limited to a size of 6 + 1 ( per year of war)... So 6 ships in 41, 7 in 42, 8 in 43, 9 in 44 and 10 in 45.
; D5 j/ H' B9 bNo submarine-based invasions. If you want information then at the very least commit a half-full AP ;).
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Air War: & E6 R* V$ l/ f2 F5 w+ E1 N7 m/ M
Four-engined bombers set to naval attack can fly no lower than 15,000 feet after 1st January 1943. This is to allow the Allied player to mount desperate and costly defences in 1942 but to prevent them from turning the sea into a no-go area for Japanese forces after 1943 when the Allies are awash in B24s and, later, B29s. - k6 I; _+ \3 L; d$ }
No limitations on Corsair basing on CVs. In return there is no limitation on the types of planes the Japanese carriers can carry.
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( A4 q" D% k; }  \$ B: g+ D( hMining:
; c; a9 {8 p- z7 ENo restrictions at all. - X7 R/ E( k0 h5 x( a. g# [* o
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No breakdown of LCU's in combat to reduce fatigue and disruption.
+ B  j2 P4 E& u; vNo Shock Attack + Pursue in terrain with only a path which is wooded, swamp or mountainous.
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: N5 }9 x! Y) X& TIt should be noted that this set of house rules hamstrings the Allies a LOT more than the rules under which my AAR as a Japanese player is being played. I have begun a game under these house rules as the Allies so I'm restricting myself a hell of a lot more than I restricted the Allies when I had a lot less experience with the game. IOW these are rules I DO consider fair for the Allies since I'm playing under them.
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俺的对战已经进入42年10月,也是本站目前最长的战报,关于亚洲大陆的局势有必要做个说明
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由于房规限制盟军(包括国军)改属前增援印度,造成印度防守兵力不足,满打满算才4000多战力,而南方军通过不断改属达到上万之众,结果必然被压制到卡拉奇。之后断绝了印度补给的中国战场,必然由于缺乏补给而战力被削弱,导致被压制。如此结果,过分限制盟军的房规是根本原因。" e* M0 m1 p8 ^
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建议修订如下:. k* r8 D. Z5 b0 i6 h. h8 o! L7 v; b
1、未改属到东南亚HQ 的盟军可以用于防守印度,但不得用于进攻缅甸,与此对应,派遣军可以防守缅甸,但不能进攻印度。6 C- }! ~% W; w2 C( U$ ]
2、国军未改属前可在亚洲大陆作战,上船作战只限于收复海南岛、台湾、朝鲜、日本本土和日本托管的外岛。
一万年太久,只争朝夕!
最近拜读了下岛群的著作,历史上的美军曾经动用过潜艇登陆侦察啊
马金...
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原帖由 浆糊 于 2007-5-23 19:26 发表
' p. v- c2 L7 x% b+ O% f1 f- ?最近拜读了下岛群的著作,历史上的美军曾经动用过潜艇登陆侦察啊
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