Signup for a game of War in the East with a team for each side.
How about playing a different kind of game of WitE? Instead of taking the whole monster of a a game on why not be a ground or air commander or even an overall coordinator for a team playing a side of the game. It is less commitment than a game all on your own, perhaps a turn a week. But you are more likely to see the game to a long end if you want to stay for that and have fun with others on the same side. This is the social version of the solo game. If you are a serious wargamer but want to have fun, read on ....
There are already three team games going on, and there have been others in the past. This team game is in response to more experienced players in the first of the current three team games wanting to have a go at being on the other side. So there will be some old well known names from team games expressing an interest, but otherwise there are lots of vacancies that need to be filled to start this one. Players with all levels of experience are welcome. If you are interested please do post here or feel free to PM me. Also feel free to ask any questions if you are unsure.
It is not meant to be a coaching game, although if players are happy to do that that is fine. 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. If you take losing personally, this game is not for you.
Unless joiners request alterations the game will be -
Latest public beta version and update at least when steam does
-fog of war
-+1 Soviet bonus
-better cv maths
-difficulty normal and levels on 100
-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.
-additional house rules may be agreed by those joining the game at the start or during the game (see future changes below)
Team and Roles
Each team should include
- 3 or more Combat commanders: They must be different people and must not be the Chief of Staff although they can have other roles. They may have specific titles such as geographic areas (e.g. North/Centre/South) or functional (e.g. air).
- 1 Chief of Staff: The Chief of Staff can be only one person and cannot be one of the Combat commanders although they can have other roles. They have the final decision on the allocations to each of the Combat commanders (e.g. units, points, rail cap, manpower, leaders etc.) and their responsibilities (e.g. titles, 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) etc.
- 1 Team Manager: They can have another role in the team. They 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 actively recruit replacements when a vacancy occurs.
- the team optionally can have other team members.
- Only Combat commanders or the Chief of Staff can take a go with the file and move units or conduct air missions.
- The Chief of Staff may not move on map units, except zero CV units or security, within 10 hexes of enemy controlled hexes towards them. [Edit: The CoS can build forts anywhere]
- The Chief of Staff may not conduct deliberate or hasty attacks with ground units, but may displace or rout units with no CV such as partisans.
- The Chief of Staff must also decide allocations to ensure all their Combat commanders have the substantial game they expect.
- Ideally anything relevant to only one Combat commander should be left to that commander.
- To start the game each team must have two Combat commanders and one Chief of Staff.
- Once the game has started any joiners must first be announced to existing players with a chance to voice any objections before they join
- Vacancies remain if a team does not have three Combat commanders and a Chief of Staff
- Teams that opt for more Combat commanders should take care to not unduly increase the length of the game as a result.
- Everybody in both teams should be told who is every member of both teams. Ideally each team should give an outline of which areas each Combat commander covers to all players.
- 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 notify others, or if they have been incomunicado since their last turn and are not availiable to take their turn when it comes again.
- Any person who has played on one side cannot later play on the other side
- Any person with the game password or confidential game information should keep this confidential to only the players on the side they are or were in.
Other team games have also agreed to invite neutral observers to the game who have had the password of both sides. This can be done here too, but will need the agreement of each team.
Experience from other team games is the starting line up of players is unlikely to be the line up at the end. Replacements does mean that the team game can continue, unlike solo games, if someone drops out. However it should also mean players who disappear will not hold up the progress of the game.
Sequence of Play
Play consists of each commander taking their go and uploading their save files at the end of their go for the next commander in this sequence
1. Chief of Staff receives end of turn file from opposing team and may take a go
2. Combat 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 Combat commanders on a team have finished the Chief of Staff may take a further go at the end
4. The end turn button is pressed for the end of turn save and the result is uploaded for the other side to take their turn
All players should be members of and upload their end of go saves to a single Dropbox for both teams. Players of the other team will be able to see the progress but not open the files without the password of the other side. They may be only be deleted when all players have been given sufficient notice to make copies if they wish.
File saves should use a common file name schema (e.g. "9PM 010-Axis.02 South Finished" where 9PM is the abbreviated name of the game, 10-Axis would be the turn number-side, .02 the go for that side during the turn, and the "South Finished" an optional description of their go).
When the game is over teams should exchange passwords.
The game may be forked into more than one game from any turn if at least one player with each teams password for each fork wishes to do so. Players should be aware that continuing with more than one game will be harder and may mean both end by not being able to recruit replacements say. This may be necessary when players in the game wish to continue with the game but feel unable to continue with others who wish to remain in the game. However players should also be aware they cannot hold a game hostage against the wishes of others. Either they must agree a resolution or the game will be forked. Unreasonable behaviour may result in being left as the sole player in a fork with the other being the de facto ongoing game.
Players should not intentionally reload to get a better die roll or to change their actions in hindsight of new information revealed by the game. Players will know that players on the same side can test results, and players on the other side will be able to as well at the end of the game, and so this will become apparent then.
All players must have a form of regular communication with the team manager, and the team managers with each other
[Edit- this was changed from "All Combat commanders and Chiefs of Staffs should join a common Discord server and can communicate through it. " see post 14 below]
Each player may make AARs individually or with others. AARs on forums cannot exclude others from viewing them.
There is zero tolerance for personal abuse to anyone else in the game. Nothing in this game will justify abuse in any communications private or public.
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 a place where all Combat commanders and Chiefs of Staffs can see them. Joiners must be notified of where the updated rules are.
Time: Commitment and Pace
Experience from other team games is that when teams are doing OK each side takes a week to do a turn. The fastest has been less than a day, 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.
How to join or express interest
Post your intention to join here - you can express a preference for a side or role. If you suggest a role other than North/Centre/South/Air as Combat commander 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 accommodate it. Bear in mind the Combat commander roles are for all levels of experience. 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.
The game has been named 9PM in memory of one of its predecessors, and as a reminder that after the watershed this a game for adults only
< Message edited by Telemecus -- 11/1/2018 6:01:08 PM >