Overall Settings & K! F8 s1 g( l, e# O, v& P
Surprise is ON. . A% r0 I* A5 D8 {
Non-Historical first turn allowed. , [3 m+ Q) m5 o# s9 C# h$ z9 F
PDU ON. 9 l$ O! c/ k; j% b9 a
Japanese sub doctrine can be ON or OFF at the discretion of the Japanese player. # t9 ^7 `2 `; @
Allied Damage control is ON.
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Overall Mechanics: ! R9 ?: t* E) u- G1 ]
China: 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. ) S; X% g/ F9 j3 k. P
, n* E1 d* H0 [" ~8 }$ EIndia: 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 India will, in addition, be declared Independent and Japanese forces must be withdrawn.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).
4 b( t1 [# i; s8 p. F# }, w" QAustralia. 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.
) p4 _& \" ]8 N( Z0 e+ fNew Zealand. The same rule as applies to Australia applies here. 4 v/ W4 @5 s# R* ^
" ]2 e2 i( H( k$ y1 zCONUSA: If the Japanese player can capture all bases in CONUSA then all US forces on-map have their replacements turned off. * O; j+ ~6 p; w3 ~7 @1 i
Canada: Same rule as above. # L( e- Z! k( Z# c0 |: V* _. W+ l
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Surprise Mechanics: 5 S& @8 Q3 I9 Q# e7 F
Japanese 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. 9 S; O- r) }3 W5 V+ m7 w' i' S
: Q" Z# V8 _$ w \) O# v6 O7 `( _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. # t3 q" |5 g4 {- c
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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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3 Y* U. A( s6 O; ANo limitation on number of Pearl Harbour attacks. / Y+ m# x+ g$ \) L6 F- s
" A3 L @% o8 q" ]9 WJapanese forces must NOT position subs, surface combat or carrier task forces to intercept known Allied TFs already at sea.
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Allied 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 S! ]0 g6 m$ j8 _% WPDUs: 1 ] [+ A9 \; G( _
There is no limit to the Japanese ability to change units from divebomber to level bomber.
) Y* v4 A' \; p+ H8 L% t5 PIn 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: 5 h" j& N/ R" J+ ~0 L7 l& O( T2 s( t
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. * H' H7 L9 L# p& G5 @
No submarine-based invasions. If you want information then at the very least commit a half-full AP ;). 8 v+ W+ w% p* P, T8 d3 t; Z
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Air War:
- Q1 x5 e4 M5 }/ x$ Q) {; KFour-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. 2 Z0 }6 A% k4 N, q4 e
No limitations on Corsair basing on CVs. In return there is no limitation on the types of planes the Japanese carriers can carry. " A! A/ e( y( G5 P
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Mining: ( E4 q; D# C% ?. v7 U
No restrictions at all.
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6 X+ v- S. O9 F* oGround * q- P% q- T ?2 E
No breakdown of LCU's in combat to reduce fatigue and disruption.
7 r b, Y/ W7 i1 x! P) u" ]8 ZNo Shock Attack + Pursue in terrain with only a path which is wooded, swamp or mountainous. 9 H- i# D& v1 _: X3 }& e9 M
& R3 J+ P8 O) a' P# N. t; P3 _% ` hIt 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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