From: WV USA
As ATG and its loyal core of players has matured, I thought a template for organizing random games might be a good idea. While this template is best suited for multi-player random games, parts of it are useful even for single player games against the AI. If nothing else, use it as a checklist of things to think about.
Of all the things listed, a critical map analysis is key. If this analysis is faulty, you and/or your team likely will be at a disadvantage. Second, if playing with four or more players, close coordination is required. If your team of players is basically operating independent of one another with their own agendas, your team will be at a disadvantage against a team that is closely coordinated.
Please feel free to add your comments and suggestions.
Concentrate force! Dilution is defeat...
Act purposely! No purpose equals missed opportunities...
Remain flexible! War is fluid with ebbs and flows...
1. COMMAND AND CONTROL
A. Commander in Chief (CIC):_________
B. Sub Commander: ___________________
C. Sub Commander: ___________________
D. Sub Commander: ___________________
A. Game parameters description
B. House Rules
C. Map Analysis (capital/city locations, resource locations, rail net, and terrain)
D. Critical Vulnerabilities Assessment (friend and foe)
3. CIC’S INTENT (who, what, where, when)
A. Center of Gravity (schwerpunkt - main attack vector)
B. Exploitation Plan
C. Defensive Plan
D. Report, Reassess, Revise
4. FORCE COMPOSITION
A. Number of HQs (with or w/o officers)
B. Infantry (MGs, Mortars, Bazookas) and Cavalry
C. Armor (armored cars, tank types, half-tracks)
D. Guns (AT, Artillery, Infantry, Flak)
E. Air and Naval Assets
A. Maneuver tasks
B. Recon tasks
C. Engineer tasks
D. Air Force tasks
E. Air defense tasks
F. Naval tasks
6. PRODUCTION AND RESEARCH
A. Production Priorities
B. Research Priorities
< Message edited by Webizen -- 2/19/2013 4:37:30 PM >