(10-27-2014, 08:48 AM)oldrocky Wrote: I'll play you again with full security on but if the security option fails on us as it did in all our previous games then I get the option of withdrawing or starting a new game with no penalty. The security feature works because I've used it successfully with many players.
Strange. You suspected me re-plays bad turns? I'm NEVER re-plays my unlucky turns or something like, simply because it is not interesting for me. For example, in current game with
Air Master I forgot deal actions by several my tanks and early press end of turn. But I don't reloads, although of this enemy tank survive and my tank was killed useless. My mistake - my paying. Very rarely I really can reload because game was crushed or power supply off occurs. Force majeure...
I think, security alarms may be a bug. I too got it often "Is opponent reloaded?", although it is clear that the enemy isn't re-loading. I simply don't pay attention to it. In any case, if you don't trust me and suspect in permanent cheating, we better not play at all. I don't like this attitude.
I don't agree got the option of withdrawing or starting a new game with no penalty, because stupid security system get some false alarms. I don't like dropping game for that reason.
About Blitz ladder. I not interested in this ranking, me indifferent what opponent reports. You always can report all what you want, I'm not contra.
I'm only searching fun in clear game with good, fair-dealing opponents-gentlemen. That is all what I want.
If it is still OK for you, continue discuss settings:
(10-27-2014, 08:48 AM)oldrocky Wrote: Rules of engagement:
No air
All formations must be purchased in Company/Battery strength.
( except FOs, AA, and Ammo, and of course a vehicle for the HQ )
Z-Fire limit is 10 hexes ( 500 meters).
Must buy from own country.
Germany vs Russia August 1944
30 turns
visibility 50
Meeting engagement 7500 pts
10 % arty limit
About you Z-fire limitation rule. I want offer to you alternative rule instead, which looks more resonable:
"Infantry squads absolutely can't Z-fire. It includes all 0-sized infantry units too, but not includes MMG and HMG units. All other units can do unlimited Z-fire at any range."
It really reduce total possible volume of Z-fire, give infantry it's true role - close combat (as main battle power), and all other units can take it's true support role (direct fire or at least Z-fire, depends of situation). It looks like more historical and resonable. With you rule some units (like HMG, SP-guns) becomes almost useless, and also we get a tons of Z-fire from usual infantry squads (in unrestricted games, as you remember, 60-70% of Z-fire volume was given infantry squads from rifles and LMGs, is it not?)
Your rule looks too artificial, also it very uncomfortable.
Each time, when player want Z-fire, he must count, there are reach 10 hexes or already 11 and he breaks the rules? No, it is too tedious. Also, first Z-fire shoot don't show range (in replay turn), and you can't check, shoot was in 10 hexes range or more. My rule much simpler and easer to play. Easy to remember, easy to play.
You agree try to play with my Z-fire limitation rule?
My summary rules (with some minor changes of your rules):
1. WinSPWW2 – version 7.11
2. Slot 006
3. Battle points: 7500
4. Turns: 32
5. Full Security
6. Nations: Germany (You) vs. Russia (Me). Must buy from own country.
7. Date: August 1944
8. Meeting engagement
9. Map size: at least 120x120 or even bigger. Who will choose a map and start a game? I can...
10. Visibility: 40
11. V-hexes will draw manually, set 150 points each.
Artillery
12. 10% artillery limit, it including cost of ammo carriers (not including AAA, AT-guns or direct-fire light mortars)
13. Fast Artillery: OFF
Other Preferences
14. All realism preferences ON (settings at 100%), troop quality XXX
15. No Air
16. Infantry squads absolutely can't Z-fire. It includes all 0-sized infantry units too, but not includes MMG and HMG units. All other units can do unlimited Z-fire at any range.
17. All formations must be purchased in Company/Battery strength (in case if available Company/Battery formation for this unit (except a vehicle for the HQ )).