2x3+ Person Team Game [Edit: this first post is updated with rules and other changes]
Signup for a game of War in the East with a team of three or more people for each side.
(Note more information is available on discord at https://discord.gg/U6DcDxT - do feel free to join us there)
There is already one team game finished ( https://www.matrixgames.com/forums/tm.asp?m=4250683 ), there have been others in the past and some others being planned in future. If you are interested in joining this team game or one of the others planned please do feel free to message me.
The idea is that both novices and more experienced players can be team members. It is not meant to be a coaching game, although if players are happy to do that that is fine. Generally though each player should have their own area of responsibility and succeed or fail by their own efforts. However it is an opportunity to see how others play from the same side and play collaboratively a side of War in the East. Some things that are easy for a single player game to do are harder for a group, and that is part of the challenge.
As a wargame it should be approached by all in the spirit of fun.
Campaign 1941-45 [Edit: changed from Bitter End in original post]
Latest public beta version and update at least when steam does
-some flexibility though when you update from V1.11.00 to v1.11.01 [Edit: added by suggestion from thread for both sides with no objections]
-do not upgrade to v1.12 but remain on v1.11.03 while it is official [Edit: agreed rule change while v1.12 stabilises]
[Edit: agreed rule change we will go back to using whatever is steam beta 12 April 2020]
Game options, unless there is a consensus otherwise among those who join, will be
-fog of war not movement
-+1 Soviet bonus [Edit: changed from no bonus in original post]
-mild blizzard [Edit: changed from full blizzard in original post]
-better cv maths [Edit added since original post]
-no suicide mission para drops or naval invasions (e.g. sacrificed to displace airbases or rail repair), such missions should be realistic with a plan to keep them in supply and with relief forces to join them.
-Axis Supreme Commander will not perform any combat missions (e.g. air missions) [Edit added since original post to reflect perceived experience imbalance, if there is no imbalance this needs to be revisited]
If there is a consensus for other house rules these can be added, but it is best kept to a minimum
Team and Roles
Each team should include
- 1 Supreme Commander: decides the allocations to each of the other commanders (e.g. units, points, rail cap, manpower, leaders etc.) and their responsibilities (e.g. boundary maps, objectives). This can include protocols on how different players can use the same units during the same turn (e.g. air groups, SUs), strategy many turns ahead etc. The supreme commander could also undertake strategic aspects of warfare (air missions, industry etc.) but the Axis Supreme Commander [Edit: agreed rule change from both] should not be another ground commander. Anything relevant to only the responsibilities of one commander should be left to that commander. As well as aiming to win the game, the Supreme commander is also responsible for ensuring all their team players have the substantial game they expect.
- North, Centre/West, South and (optionally) other ground commanders: they cannot also be the Supreme Commander and are responsible for "pushing the units" for all ground forces in contact with the enemy as well as any other roles the team decides. Soviet supreme commander can also "push the units" [Edit: agreed rule change]
- Others (optionally): if the team agrees and other roles can be found. Suggestions have included air commanders, deputy ground commanders and even ministers of production and propaganda!
-The above rules on team names and roles has been scrapped for 1942 onward and each team can agree its own team names and roles [Edit: agreed rule change]
Each team must have
-1 Team Manager (who can also have one of the roles above and does not have to be the Supreme Commander): makes sure that the save file is with somebody to take their go, that there is no ambiguity whose go it is, and it is not left idle during their sides turn. When a player cannot take their go and there is no way to swap the sequence round for someone else to take their go, the team manager should arrange for someone to cover that players go for that turn. Their aim is for that team's turn to be finished as quickly as possible. They should also recruit replacements when a vacancy occurs. [My experience of the other team game is this is a substantial side job - even hardcore wargamers have real lives and getting multiple calendars coordinated is not easy. And getting a replacement for a vacancy entails more than posting once in the forums that there is a vacancy. Having someone responsible for this helps!]
Teams that opt for further ground commanders or other roles should take care to not unduly increase the length of the game as a result.
To start the game each team must have at least a different person as Supreme, North and South commander (Centre/West can be allocated between North and South).
If the team does not at least have a different person as Supreme, North, Centre/West and South commander they must post they are looking to fill this vacancy and be open for another joining the team to fill these roles.
When teams have no vacancies and extra roles are not possible for those expressing an interest they will be added to the reserves list and invited to join when the next vacancy occurs.
A player vacates their place in the game when they say so, or if they have been incommunicado since their last turn and are not available to take their turn when it comes again.
Anyone who has played on one side cannot later play on the other side (they will know the other team's password and plans).
Sequence of Play
Play consists of each commander taking their go and uploading their save files at the end of their go to dropbox for the next commander in this sequence
1. Supreme Commander receives end of turn file from opposing team and takes their go at the start
2. Other team commanders take their go in an agreed sequence, if necessary altered by the team manager to make sure there are no idle periods
3. After all other commanders on a team have finished the Supreme Commander takes a further go at the end
4. The end turn button is pressed for the end of turn save and the result is uploaded to dropbox for the other side to take their turn
All players should be members of and upload their end of go saves to a single game dropbox and use a common file name schema (e.g. "2x3+010-Axis.02 North Finished" where 2x3+ is the name of the game, 10-Axis would be the turn number-side, 2 the go for that side during the turn and the last part their description of the go). Players of the other team will be able to see the progress but not open the files without the password.
Time: Commitment and Pace
Experience from the other team game is that when teams are doing OK each side takes a week to do a turn. The fastest has been two days, the longest many weeks. Turns get quicker when there are no team changes, and are likely to be quicker during less intense mud turns say. However even with quick players the multiple handovers do make the game slower. Players will have to accept this, but should endeavour to not unnecessarily lengthen the game and take responsibility not to leave it idle while others wait.
Realistically this means at the start you are only likely to have the save file to take your go for an evening or two every two weeks. You can spend as much or as little time as you like outside of this to think about and plan your go, write AARs, strategise with team members, trashtalk the other side or engage in any other type of role play. But if your only interest is "pushing the units" and you are frustrated by this pace you should not consider this as your main or only game. On the other hand if you are not able to commit to a full on solo game against someone else this could be ideal.
Also this pace, even if it accelerates, means the end of the game will be a long way off. This means it is more suited to someone interested in the tactical play turn by turn, the team colloboration, or even the results by the end of each campaigning season. It may not suit someone whose main interest is in seeing a win or lose screen at the end of 200+ turns. On the other hand it does mean you are not individually obliged to stay with the game until the end. You can just play to the end of a campaigning season or even just a couple of turns to cover between one player leaving and another joining. All that is asked is that you are upfront about your commitment to your team mates and give as much notice of leaving as possible to allow a replacement to be found.
Players must be contacted by email if they are expected to read the messages [Edit: soviet team request for all] An updated email list of all in the game will be provided to all in the game. Additionally there are discord channels available for communication between and within the teams - others not playing in the game may observe. The link to join the wargamers discord on which the game channels are hosted is https://discord.gg/U6DcDxT and all lurkers are welcome to join as well.
Teams may agree to write an official AAR. The publicity from AARs can help to recruit new players to replace those leaving the game.
Once the game has started rules can be amended or added to when there is no objection by any of the current players of the game. Rule changes must be posted in this thread so that future joiners of the game can know them.
How to join or express interest
Feel free to contact the current team managers Telemecus and Beria. If you suggest a role other than the four defined above (Supreme, North, Centre/West, South), or even have no role, you may want to describe how it would work and why it would be good - but may have to accept the team may not be able to accomodate it.
If you are unsure or still considering it do feel free to post so here or PM me.
Feel free also to ask any questions.
< Message edited by Telemecus -- 4/12/2020 3:28:39 PM >