Six player game. Two alliances of three players each...with a twist.
"War at Sea" highlights the necessity for different branches of the military to coordinate their actions.
Scenario set up:
XX Large World
6 Players in two Alliances
1 Town Start
Fog of War
Passwords (write them down and share with your allies)
No Map Loop
Turn exchange via DropBox (PM me if you don't know how to use DropBox.)
After seeing the random initial set up, I will take position #1 and complete my first turn. I will determine which three positions are part of Alliance A and which three are part of Alliance B. Don't worry, I will be as fair as possible.
After determining the alliances, the other five players will be randomly assigned a position in the game. (Using my now famous dice server...make sure you PM me your actual email address.)
Each player will represent one branch of their alliance's military: army, navy, or air corps.
An individual player may build any unit he wishes, but he must give ships to the Navy player, aircraft to the Air Corps player, and ground forces to the Army player. (Except as noted below.)
A player (regardless of branch) may always produce and keep the following:
Army - any ground forces and cargo ships.
Navy - any ships, torpedo bombers, dive bombers, carrier fighters, staff, jeeps, and engineers. (May not keep ground based combat aircraft.)
Air Corp - any ground based combat aircraft (level bombers, dive bombers, fighters, strategic bombers), staff, jeeps, flak, and engineers. (May not keep naval aircraft: Torpedo bombers or carrier fighters.)
Note: Japanese Kamikazees may be kept by either the navy or the air corps. German V weapons may be kept only by the army.
The navy player is allowed to have three Divisions of marines. Each division may be no more than 100 stacking points. The name of the Divisions, when created by the navy player, should be noted as "1st Marine Division", "2nd Marine Division", and "3rd Marine Division". Marine Divisions may be composed of any type of land unit (exception: not V Weapons).
All players may expend production on resources and political points. All players may build and keep transport units: trains, trucks, horses, and air transports.
Example: The Navy commander builds ground based fighters to protect his newly built Shipyard. He creates a Divisional counter, transfers the fighters into that counter, and gives that counter to his Air Corps commander ally.
At the beginning of the game players will not know their role (army, navy, or air corps) within their alliance. Before the start of turn two, each alliance will need to determine among themselves which of their players will take each role within the alliance. This should be announced on this forum.
Signed up so far:
Post here if you wish to join the game.
< Message edited by SailingGuy -- 3/28/2012 4:28:20 PM >
To his dog, every man is Napoleon; hence the constant popularity of dogs.