I'd like to invite participants for a multi-player game that is intended to introduce new or intermediate level players to some of the more complex and poorly documented, but crucial elements of this game. The game is also intended to produce a detailed AAR that will be a resource for the community and help introduce a wider audience to our shared passion. I'm open to anybody joining the game, though as the rules state, the role of Chief of Staff is intended for more experienced players and the field commander jobs are for relative newbies.
I'm taking a break from active play through the winter holidays, but expect to get the game up by mid-January.
Here's a set of proposed game rules: I'm open to suggestions about any of these.
Proposed rules for a multi-player learning game of War in the East
Purpose of the game:
First of all, the purpose is to have fun playing a game we all enjoy. One thing about this game is that it rewards understanding the poorly documented, but crucial, things that make units and positions strong. Another goal, then, is to have a game where new or relatively inexperienced players can learn these skills from more experienced players. Finally, we want to pass on what we have learned to the rest of the gaming community through an AAR that we will write cooperatively and post on the Matrix/Slytherine forums for all to see.
This game is intended to be played by two teams each consisting of one experienced player as Chief of Staff and two to four players at the beginner to intermediate level.
The Chief of Staff is responsible for allocating resources – AP, reinforcements, air units, support units - among the players on his team. He can move units behind the lines but no closer than ten hexes from the front. He can conduct recon and air supply air missions but no combat missions. His principal function is to advise his team members on strategies and tactics.
Another team role is the Team Manager. The Chief of Staff can also be Manager or the role can be assigned to one of the other players. The Manager makes sure players take their goes in a timely fashion. The Manager coordinates with the other team’s Manager to ensure handover of game files and any other coordination needed between the teams. The Manager is principally responsible for communicating with the other team and the outside world, though other team members may post on forums or in Discord if they wish, of course. The Manager can also coordinate the AAR, though optionally this duty can be assigned to another player if desired.
The front line commanders are responsible for all moves and attacks. They could have regional or functional responsibilities (air or armored force commander, for example). Each team must have at least two front line commanders, but more are possible.
Teams are responsible for their own composition, but recruitment of new players must be reported to the other side. As a matter of courtesy, if teams are considering recruiting a new member, their Team Manager should consult the other team to ensure there will be no objection to a particular person’s participation in advance of making an offer to that prospective team member.
Players will collectively choose a Mediator who will not be eligible to play in the game. The Mediator will have the passwords for both sides and will arbitrate any disputes that may arise. The Mediator’s decision is final. The Mediator may also prepare a neutral party AAR. At game end, the Mediator will provide each team’s password to the other team.
As stated in the duties of the Team Manager, he is responsible for all official communication between his team and the other team and the larger community, unless the role of AAR author is delegated to another member of the team. Players other than the manager are encouraged to join and participate in a common Discord channel, but such participation is not mandatory.
Communication within each team is the responsibility of the Team Manager, and he can require any communication system within his team that he feels best suited to achieve the goal of team coordination and timely play.
Producing a good AAR is a key goal of this game. Each side will designate an individual responsible for producing their AAR, either the Team Manager or some other player. Normally, that person will consult with his teammates during the turn and will naturally be aware of their planning, but he should solicit contributions for the AAR immediately after turning over the turn to the other team and the AAR should be drafted before the next turn comes back. AAR’s will be posted to a common forum four turns after the turn to which they refer, i.e., the turn 1 German AAR will be posted after they receive their turn 5 from the Soviets. AAR's should contain a reasonably detailed summary of the team's perceptions of its adversary's capabilities and intentions, and of their own capabilities and intentions for the turn, followed by a summary of how their plan worked out. Combat summaries for important battles, loss and numbers deployed statistics, and other critical details showing the impact of team moves are important pieces of information that should be included in any AAR.
Our goal is to complete one turn a week. This speed of play is not always going to be possible due to the constraints of real life. However, when a turn is forwarded to one side, if that team’s Manager realizes that his team will not be able to complete their turn within four days, he should inform the other team and give an estimate of how long he thinks the turn will take. The other team’s Manager has the right to ask that team to reassign duties temporarily to players who can take their go in a timely fashion.
Duration of game:
Our goal is to play through until Berlin falls! Or Baku and the Volga cities. That is, this game is only going to end when one side is defeated. However, no individual player is obliged to continue for all this time. If you can commit to only a few turns, you are welcome in the game, though you should be up front with your team manager and teammates about what you can do.
- Campaign 1941-45
- +1 Soviet attack bonus
- Full Blizzard
- Random weather
- German Logistic level 120
- Better CV math, Art 1, Sup 1
- House rule: No German units may be transferred to another HQ on turns 1 or 2, nor may any units of AGC or AGN operate south of hexrow 70 (the southern edge of the Pripyat Marshes) before turn 3
< Message edited by thedoctorking -- 12/20/2018 8:45:20 PM >