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Crusader

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About Crusader

  • Birthday 11/05/1958

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    War
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    Working Stiff

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  1. This thread was created because both myself and my opponent have been playing with no "houserules" at all. It's a game, and gamey situations, have been created during our limited hands-on play. Naval movement being the single greatest concern. We both enjoy playing wargames, but know that human nature is to push the envelope, which in computer games can mean "whatever is not coded is fair game". This ups the ante and creates friction, which we both want to avoid. Once the Steel Blocade of the French West Coast happened, we both knew it was time to back off and find a solution. Suggestions for a workable and fair houserule is what i'm looking for. Any more out there besides what has been posted?
  2. Terif, What exactly is considered "- Allied aggression in the Med = +5-7%"? Moving ships to close to Italian controlled lands? Moving land units to close to Libya, Ethiopia? How close?
  3. Thanks for all the replies. Couple of things to add. Restricting Neutrals to Coastal areas seems very harsh. Italy and the USA being the major powers most affected, USSR to a much lesser degree. The game does have Diplomatic events to serve as a kind of balance. But once the diplomatic measures have resulted in a nation picking a side, the gloves are off. Italy with a commanding posistion in the Med. can get away with Blocades of Med travel. The USA coastlines are not continuous. They are overseas, especially in the Pacific. Sending ships to the Islands would not be possible with this kind of rule. What i would suggest is the following. Italy be allowed 1 naval unit to cruise the med at will, all others sit in ports. When Italy is at 90% or greater Diplomatic influence, they can move the fleet at will. For the USA 1 naval unit allowed to cruise the Atlantic at will. When LL starts with the CW, increase to 2 in Atlantic. 2 in the Pacific, until USA cuts Oil with Japan then increase to 3 and any number to base around Hawaii. At 90% or greater Diplomatic influence, All ships move at will. USSR can move 1 ship all the time, until 90% diplomatic influence, then all can move. What are your thoughts about a house rule like this?
  4. Playing the Global war scenario with a friend, we began discussing the use of naval units. More specifically the use neutral units to Blocade nations at war. Examples: a. 2 USN units to Blocade the Med if Gibraltar is on the verge of falling. b. The use of USN to Blocade various inland seas along the coast of China. c. The use of Italian naval units to restict RN units from moving East-West in the Med. d. USN Formed up in a Blocade of Steel along the French west coast of prevent U-boat deployment. I know there are some "Diplomatic" prices to be paid if Naval units are sent to close to various Neutral nations. Once they become Active, (example Spain, If the USN sails to close), the gloves are off, so to speak. What are players thoughts? Do any players have "House rules" they use? Is it gamey? Is all fair in love and war? Im not saying it is right or wrong. I do think it is a valid tactic.
  5. My vote is for a SC2 World mod. You have shared a labor of love with us and i would like to "Thank You". Your attention to detail is awesome as is your dedication to your project. The thing i like the most, is it gives the game a Boardgame look, which i miss when i have time to think about it. Keep up the great work. As far as the pictures go for the counters, Put whatever you want on them. It is your mod, do as you please.
  6. Glad to have been able to help. Btw I'm in the process of playtesting a mod to the Global war scenario for SSC2 1.08 I hope to upload it before the end of the month to the CMMods site.
  7. The key to deploying the CW air unit, Dont deploy it in Canada. I normally deploy it at Nairobi, Afrika. It then gives you needed air power in the Middle east. Because the East and West CW units are not core English, they dont have the same "operational" moves allowed to the USA and England. This applies especially to the Air Units. Where the USA can "operate" directly to England, CW units from Canada, India, Australia, don't have the luxury. Good luck with your game.
  8. Your problem with taking Nairobi is very simple. Nairobi is sitting in a Mountain. 2ap needed to enter. If you don't have the supply value for a unit with 2ap or greater, you will not enter. Same with Cairo, except it is Marsh/Desert. Once again 2ap needed to enter. Playing The allies you need to be creative and send appropriate units to defend. Otherwise it can be a jumble of units unable to do anything but get ripped apart. Use "properties" to see the terrain. Watch your supply levels. Build HQ's and keep them near the front. Good luck and have fun.
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