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This mod changes the game map, and there are some things that are hard coded into the game that will not work as well as a result. For this reason, the following house rules are suggested for use with this mod: Soviet entry house rule:If playing as the Japanese vs. the AI or a PBEM opponent, then if the player decides to attack the Soviet Union (including the base of Urumchi in Western China), they should ensure that the first, or equal first, hex they enter is hex 65,32 (this hex is easy to enter, using the railway from hex 64,31). This will ensure that Soviet Union entry is properly triggered. Japanese invasion house rule:If playing as the Japanese vs. the AI, then the Allied
computer opponent will not (as far as I can tell) make use of the new
Allied bases added to the game, such as Bora Bora and Seward. I presume
that this is because these bases simply do not exist as far as the
Allied AI is concerned. Because of this, try to resist invading and
capturing these unused and undefended bases, e.g. with the ever popular
submarine borne commando raids. Of course if playing a human opponent,
then anything goes and this rule should be ignored. Nikolaevsk - Komsomolsk pipeline house rule ( two variants): An "oil pipeline" has been added, connecting Nikolaevsk with
Komsomolsk in the Soviet Union. This "pipeline" represents an actual
pipeline that existed in the area, used to transport oil from Okha, on
the island of Sakhalin to the mainland (in reality the pipeline only
went part way to Komsomolsk). In the map data this "pipeline" is
represented by a road. Because there is not really a road here, players
should not use the road to travel between Nikolaevsk and Komsomolsk. Alternatively - players could consider that the "pipeline"
also represents river transport on the Amur river, in which case both
players ARE allowed to move units along this route. Players playing PBEM should agree, before play, on how this
route will be handled during the game. |
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| Written by Andrew Brown, May 2006 |