Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Big Team WitP

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Big Team WitP Page: [1] 2   next >   >>
Login
Message << Older Topic   Newer Topic >>
Big Team WitP - 10/23/2007 2:49:03 PM   
Hoplosternum


Posts: 690
Joined: 6/12/2002
From: Romford, England
Status: offline
Game Idea

I have played a few WitP email games and participated in some team WitP games. I have always liked the idea of a team game where you get the esprit de corps of working as a team. The idea of strategy discussions, coordinating attacks, celebrating victories and softening defeats appeals. But it so often does not work out quite that way, especially after the first few turns. Often everyone has there own little empire and plays their own little game, but with only one third or one half of the assets. Plus there is the inevitable down time as one of the 4/6/8 of you vanishes for a few days or does not realise its their turn and the game gets slower and slower.

There is often no real difference in the game play of a team game compared to one v one usually. There is no overall commander or tension between the services. Any attempt at adding such realism tends to hinder your team compared to the other. Why introduce something that hinders your side?

So I want to try and run a team PBEM game which is different. It will have a different structure to most team games. There will be an overall commander who will input the orders for both sides (me). The orders for the units and the overall strategy of their side will be decided by the individual members of the two teams (you).

The individual members of the two sides won’t input your orders directly. Instead you will email them to me. Each one of you will have certain Task Forces and Air Groups that you are responsible for, but these can be in different areas so that you will need to cooperate and coordinate with your fellow commanders to be successful.

Working as a team the Commanders of each side will decide the overall strategy for your side. Once these have been agreed by the team it will be up to the individual commanders to carrying them out.

If there are enough people interested we can have two teams. But I hope each team will be fairly large. Otherwise each Commander will have too many units and so will be able to do too much on his own. So if we don’t get enough players then we can have just one team. The Japanese. And get one person to run the opposition to avoid the team having to play the AI.

While the game will be competitive the idea is to have fun. We don’t want any power gaming. There certainly won’t be from me and I will be responsible for certain areas of the game. There should be some friendly rivalry within the teams to get the most success and glory for your side as well as to beat the opposition. I will as far as possible record and publish the kills and successes, failures and defeats of individual Commanders and their units.

The Players

Your role will be as one of many individual Commanders (hopefully enough for both sides). The Commanders will control all the major fighting assets (LCUs, squadrons and warships). These commanders will also decide the overall strategy (via a thread for each side on the site) as a committee. But the individual commanders will retain control of their own assets.

The Strategic Command of both sides will be me. I will input all orders (or default orders for those that don’t return any) as faithfully as possible. I will also run the following areas – the Strategic Reserve (currently unallocated forces), reinforcements, replacements, builds and supplies. These will be released to the Commanders as required and requested. Forces won’t fight (except for Naval Search, ASW and CAP) while under my command. Plus any back areas that no one else is (Japan, Korea, West Coast etc.) and possibly ASW (at least close convoy escorts). Should any of these areas become ‘hot’ they will be handed over to the Commanders.

The Strategic Command will enforce any house rules (there will be some!) but otherwise not directly influence the course of the war. Or the strategy or tactics (obviously as I will know both sides) used by either side.

Advantages of this structure

Hopefully this structure will allow the game to progress fairly quickly.

It will also enable people to leave and join the game easily without much disruption.

It will enable and enforce genuine cooperation between the members of the team, as they will need the help of the other Commanders to succeed in all but the smallest operations.

We will also be able to create a division between the Commanders and the strategic command. The commanders will have to negotiate to receive the reinforcements, replacements and supplies they want.

Turn Mechanics

I will input all Japanese and then Allied orders that have reached me by a certain date and time. Then run the turn and send to everyone a copy of the turn & combat replay and the various text files. I will set the next deadline and both sides will then send in the next turn. So both sides can be working on their turns at the same time. All orders will need to be by email, i.e. written not input in to a game turn.

If enough Commanders from either side agree they can call a time out to pause the game while a particular strategy is discussed. I will let everyone know that the deadline has been reset and when the new one is.

Who controls what?

I will split the Japanese air forces in to separate (but unhistorical – this is for game play purposes) Hiko Dans and Kido Sentais. Each commander will control one or more of these. These are a mixture of all plane types in an area for the army (Hiko Dans) or navy (Kido Sentais).

On the allied side the split will be in to Fighter Groups, Bombardment Groups (bombers and recon), Transport Fleets and Patrol Groups. Usually these will contain only one nationality, but there can be some joint commands.

These groups can move around from theatre to theatre. The idea will be that certain groups are allocated to certain operations or areas but all units in that group should operate from the same base or group of bases. Initially they will only contain a few Squadrons/Daitai each.

I will split the major surface warships (CVs, BBs, CAs, CLs, CSs and AVs) into various divisions and task groups. These will be split amongst the Commanders. Except under exceptional circumstances divisions / task groups commanded by different Commanders cannot join the same Task force. But they may be in the same hex. Destroyers and other escorts will be divided between them on and ad hoc basis (so Strategic Command ‘owns’ these but they will be added to the Commanders TFs). Each commander will also have a flotilla of Submarines under his command.

For warships the Japanese warship divisions will usually be of one type of ship that operates together – e.g. a Cruiser Division or a Carrier Division. The allied forces will be divided into task groups that may include different types of major warships. But usually each task group will be small enough to operate a single Task Force.

Each commander will have some of the main LCUs (SNLF, NLF, Divisions, Regiments and Brigades etc.) and be responsible for them. Strategic Command will control most of the support units and it will be up to the commanders to agree where they go.

The commanders will need to request supply and transport forces (which Strategic Command will control but put under a Commanders orders while invading). I will organise some supply hubs in safer areas but it will be up to the Commanders to request when and where they need the supplies and fuel.

There will be default orders (which can be changed if the Commanders don't like them) regarding CAPs, ship moves and speeds etc. for when a Commander has either missed the deadline or given no orders for particular units.

There won’t be any transfer of authority of giving orders, as this would defeat the main object of the game (except via me for known absences etc.) So if three commanders are involved invading Midway they cannot decide that one will do all the orders.

I won't deliberately miss order. But there is of course a chance of misunderstanding and uncoordinated actions between the different commanders or with me.

House Rules / Game Ethos

The following are all up for discussion of course.

The main house rules should be (until '44) no more than 4 Japanese (or 3 Allied) CVs in a single none port Hex (each CVE and CVL count as half a CV). So KB must split straight after the Pearl Harbour attack so that it follows these rules. Hopefully this will encourage Coral Sea and Midway style fights and Guadalcanal style campaigns.

I think there should be a limit to the number of planes that can fly a single mission type from a single base. Something like no more than 100 2E, 50 4E or 100 Fighters are allowed on any individual mission (CAP, Naval attack, Airfield attack etc.) from one land base.

Standard anti gaminess rules will also be in such as limits on the number of PT boats, no Sub invasions or tiny landings designed to block retreats, no scouting AKs etc.

Although the Commanders will decide the strategies there will be certain limits. The Strategic Command will block certain extreme strategies. Strategies such as Fortress Singapore or an attempt at an early knock out of China and/or Russia won’t be allowed. There is nothing wrong with these strategies but they are far better done in a one v one game as they focus the game far too much in one area only. They also exploit the divided nature of the opposition and hence will be far more effective in a team game than they would be in a one v one.

Whether we use stock or a mod player defined upgrades will be on. Neither side will give new orders for the first turn except for KB and IJN submarines. So there will be no extra invasions that are not planned and executed by the teams.

Sign Up

Hopefully many of you will be interested in taking part. The individual Commanders duties should not very onerous. Just sending in orders every two or three days and taking part on the game thread. You don't even have to watch the combat replay or open the game turn I send you - although your orders may improve if you do!

Over time Commanders can come and go (but not swap sides!). And new ones can come in as replacements or we will scrape together some forces for them to control from somewhere.

So if you are interested please sign up on this thread in the Opponents wanted section:
http://www.matrixgames.com/forums/tm.asp?m=1595380&mpage=1&key=�

Please let me know what you think of the idea and any recommendations you have to improve it or simply make it work. And please ask any questions you don't think are covered.

Cheers.
Post #: 1
RE: Big Team WitP - 10/23/2007 3:45:24 PM   
Feinder


Posts: 6589
Joined: 9/4/2002
From: Land o' Lakes, FL
Status: offline
I would probably be in interested in participating.  Given that my team game is on "hiatus" (I think you've got a gave vs. LtFightr as well GenH), I can probably squeaze out a little bit of time for team game.  The don't take -as much- time as a 1v1, and it sounds like players will have smaller responsibilities (less time), I'm game. 

However, I haven't actually read the entire post - need coffee first.

In my team game with Knavey (vs. KBullard and LtFightr), Knavey and I squawk like a bunch of old ladies.  Speaking of which, Knavey -might- be interested.

I'd recommend two, or even 3-day turns to, esp considering you're talking about passing a turn among several people.  Micro-managing (1-day turns) is fine with a 1v1, but esp if you're going to pass a turn around for a week before running it, I'd recommend going 3-day turns (altho under -no- other circumstances would I recommend them).  At the very least, 2-day turns.

-F-

_____________________________

"It is obvious that you have greatly over-estimated my regard for your opinion." - Me


(in reply to Hoplosternum)
Post #: 2
RE: Big Team WitP - 10/23/2007 3:56:58 PM   
Nomad


Posts: 5905
Joined: 9/5/2001
From: West Yellowstone, Montana
Status: offline
Actually, since the concept is that the orders are done by one person, it shouldn't take that long to do the turns. I am concerned somewhat that the Stategic Command may be doing a lot of work.

_____________________________


(in reply to Feinder)
Post #: 3
RE: Big Team WitP - 10/23/2007 5:24:30 PM   
Hoplosternum


Posts: 690
Joined: 6/12/2002
From: Romford, England
Status: offline

quote:

ORIGINAL: Feinder

I would probably be in interested in participating.  Given that my team game is on "hiatus" (I think you've got a gave vs. LtFightr as well GenH), I can probably squeaze out a little bit of time for team game.  The don't take -as much- time as a 1v1, and it sounds like players will have smaller responsibilities (less time), I'm game. 

However, I haven't actually read the entire post - need coffee first.

In my team game with Knavey (vs. KBullard and LtFightr), Knavey and I squawk like a bunch of old ladies.  Speaking of which, Knavey -might- be interested.

I'd recommend two, or even 3-day turns to, esp considering you're talking about passing a turn among several people.  Micro-managing (1-day turns) is fine with a 1v1, but esp if you're going to pass a turn around for a week before running it, I'd recommend going 3-day turns (altho under -no- other circumstances would I recommend them).  At the very least, 2-day turns.

-F-


I have a game going against LtFightr, do you know how he is? I am not sure about GenH because of course peoples email names are usually very different from their forum name. Except mine One of my opponents was using an email account of Susan for years

Anyway Nomad has it correct. All orders should come to me by email not entered in to the game directly. So only I enter orders. And I can gather the allied orders at the same time as the Japanese.


(in reply to Feinder)
Post #: 4
RE: Big Team WitP - 10/23/2007 5:26:52 PM   
Hoplosternum


Posts: 690
Joined: 6/12/2002
From: Romford, England
Status: offline

quote:

ORIGINAL: Nomad

Actually, since the concept is that the orders are done by one person, it shouldn't take that long to do the turns. I am concerned somewhat that the Stategic Command may be doing a lot of work.


The amount of work is a concern to me too But most of it will be at the beginning when I am especially enthusiastic Once I have my spreadsheets and various game aids set up they won’t take that much maintenance.

I am aiming to keep up a pace of about one turn every couple of days. That’s slower than a standard one on one but should not be so slow that the game crawls along and everone loses interest. Especially as both the allies and Japanese will be making their turn at the same time. I can send a ‘beginning of the day’ turn to both the allies and the Japanese straight after I run the turn so both sides can start immediately. The allies will lose a bit of intel this way but the speed gain should be worth it. It will also mean I get some evenings off as well as the players.

If it ever becomes too much for me then there is always the possibility of me sharing the SC duties with another (one turn on, one turn off etc) or handing over the running of the game completely. But I have been playing WitP since it came out and show no signs of stopping just yet

(in reply to Nomad)
Post #: 5
RE: Big Team WitP - 10/23/2007 5:29:07 PM   
Rainerle

 

Posts: 463
Joined: 7/24/2002
From: Burghausen/Bavaria
Status: offline
I would be interested. But I've to say that I never ventured into the world of PBEM before (only in Steel Panthers to kick italian butt with mighty matildas).
Question: Does one get more than one command? (...of not connected units that is like sub squadron in the south pacific, navy float planes in the aleuts, base force on formosa and an AA unit in Manchuko ?; What about the production system? Does one get to run factories ?)

_____________________________


Image brought to you by courtesy of Subchaser!

(in reply to Hoplosternum)
Post #: 6
RE: Big Team WitP - 10/23/2007 7:08:49 PM   
Hoplosternum


Posts: 690
Joined: 6/12/2002
From: Romford, England
Status: offline
No PBEM experience required

The idea is that each player has a number of commands. And that these commands won’t necessarily be in the same area. Each command will act together and be strong enough to do something.

So for example you may be a Japanese player and get to control a Battleship division (usually 2 Battleships) which with escorts will get allocated to an area, say the Solomon Isles to cover the invasion there. Then gets transferred to the Marshalls to cover the invasion of the Gilberts. The player may also have a Cruiser Division (containing say 3 CAs) that with escorts is hunting down allied vessels in the DEI then transfers to the Indian Ocean.

The commander also has control of a Hiko Dan (Group of Army plane Daitai) which are perhaps tasked with supporting the army’s advance in to Burma and a Kido Sentai (group of Naval aircraft Daitai) that is supporting the invasion of Borneo then gets sent to protecting the Marshalls.

So each force will be strong enough to be at the heart of it’s own Task force (or more than one) or act on its own or with others. So you and you alone will be able to give orders to your force. But your force is unlikely to be able to achieve much unless you coordinate its actions with other commanders forces in its area.

The different forces given to you are likely to be in different areas usually so that you don’t have your own private empire and need to cooperate with others. If your BBs need LCAP then you will likely need to speak to the 'local' Kido Sentai commander and arrange it. Your Kido sentai's fighters are likely to be elsewhere.

You won’t be allocated the third destroyer escorting KB (if not controlling KB) nor the Seaplane Chutai on the CA Mogami unless you also control that CA and the others with her. You would not be able to give any meaningful orders to those units if we did that.

(in reply to Rainerle)
Post #: 7
RE: Big Team WitP - 10/23/2007 8:20:16 PM   
Barb


Posts: 2503
Joined: 2/27/2007
From: Bratislava, Slovakia
Status: offline
I think it is a bit complicated.
If i should made a proposal(for Japanese side)
Overal command - 1 person (holding resources, reserves, ...)+running directli HI+manchukuo
Area commanders - china, Malaya+Burma+India, DEI command, SouthSeas, 4th Fleet,
Each area commander will have to give orders for all units under his command (Land, Sea, Air).
for US side this could be: North Pacific(running directli under Overal commander), Central Pacific, South Pacific, SWPac+Australia+DEI, Malaya+India+Burma, China

This will allow:
Overal commanders to give strategic orders, to assign or deassign forces, supplies, assets.
Area commanders to control their area of responsibility, to command operations, and also to cooperate between commands
There could also be two different Overal commanders. One of an army branch, and the other for the navy. this will a bit complicate the things and may create situations like division ready to combat with no ships to sail it where it is needed :o)


_____________________________


(in reply to Hoplosternum)
Post #: 8
RE: Big Team WitP - 10/23/2007 9:05:06 PM   
Halsey

 

Posts: 5069
Joined: 2/7/2004
Status: offline
What scenario, map and, or mod?

_____________________________


(in reply to Hoplosternum)
Post #: 9
RE: Big Team WitP - 10/23/2007 10:17:16 PM   
Hoplosternum


Posts: 690
Joined: 6/12/2002
From: Romford, England
Status: offline

quote:

ORIGINAL: Halsey

What scenario, map and, or mod?


Well I was hoping people would suggest one. Definitely a full campaign one. We could just play stock as the game won't be the same as a usual game anyway. And it would have the advantage of not needing people to add an extra installation with different maps and art files.

But if the players have a preference for a different mod t hen thats fine to. I already have three installs on my PC. Another one won't matter


(in reply to Halsey)
Post #: 10
RE: Big Team WitP - 10/23/2007 10:33:25 PM   
FeurerKrieg


Posts: 3397
Joined: 6/15/2005
From: Denver, CO
Status: offline
Hi Barb - I am playing a team game like you describe below and I don't think that outcome is what the original poster is after. There is very little communication in the 'area' division of command. You might think there would be more, but I can tell you after the first couple weeks it dies down to almost nil. At least in my experience.


quote:

ORIGINAL: Barb

I think it is a bit complicated.
If i should made a proposal(for Japanese side)
Overal command - 1 person (holding resources, reserves, ...)+running directli HI+manchukuo
Area commanders - china, Malaya+Burma+India, DEI command, SouthSeas, 4th Fleet,
Each area commander will have to give orders for all units under his command (Land, Sea, Air).
for US side this could be: North Pacific(running directli under Overal commander), Central Pacific, South Pacific, SWPac+Australia+DEI, Malaya+India+Burma, China

This will allow:
Overal commanders to give strategic orders, to assign or deassign forces, supplies, assets.
Area commanders to control their area of responsibility, to command operations, and also to cooperate between commands
There could also be two different Overal commanders. One of an army branch, and the other for the navy. this will a bit complicate the things and may create situations like division ready to combat with no ships to sail it where it is needed :o)




_____________________________


Upper portion used with permission of www.subart.net, copyright John Meeks

(in reply to Barb)
Post #: 11
RE: Big Team WitP - 10/23/2007 10:47:34 PM   
Hoplosternum


Posts: 690
Joined: 6/12/2002
From: Romford, England
Status: offline
Hi Barb,

Your plan may work but I think it would have two main problems.

It's lonely at the top If you're the overall commander you have little to do other than give out the initial orders and plans. You're going to get all the flak if it goes wrong and you have little to do other than drop back in every month or so and check everything is going well. Your commanders won't have that much faith in your plans if things start going wrong as they were not part of them.

Secondly by splitting the forces by area you don't encourage any cooperation between them. This has the same effects as most standard team games. You each play your own little game. If all you are involved in is fighting over the Solomons area why not simply play a smaller scenario of that area or UV?

I know my idea sounds complicated. But it should be fairly straight forward.

1) You and your team mates plan an overall strategy.
2) You all jointly asign forces to take or hold your objectives.
3) In cooperation with the other commanders with the same objective you try and carry it out. You have various commands so you are involved with most aspects of the plan.

So you are involved in all aspects of the game but don't control any one of them.

(in reply to Barb)
Post #: 12
RE: Big Team WitP - 10/24/2007 3:31:06 AM   
marky


Posts: 5780
Joined: 3/8/2004
From: Wisconsin
Status: offline
count me in! 

_____________________________


(in reply to Hoplosternum)
Post #: 13
RE: Big Team WitP - 10/24/2007 6:43:58 AM   
rogueusmc


Posts: 4583
Joined: 2/8/2004
From: Texas...what country are YOU from?
Status: offline
If I may make a suggestion (not interested in playing personally)...

If you are planing on processing the turn every couple of days or so, you could run the tur, then send the replay out...

Allies would get back to you on the next odd day and the Japanese get theirs in on the even day or something like that...the sides alternating days.

Would you be running the game itself as a hotseat game and sending the replays out? The reason I ask is that I think the hotseat is like the AI game in as much as you get the reinforcement messages that you don't see in a PBEM game when both sides share the replay.

Semper Fi,
Lee

_____________________________

There are only two kinds of people that understand Marines: Marines and the enemy. Everyone else has a second-hand opinion.

Gen. William Thornson, U.S. Army


(in reply to Hoplosternum)
Post #: 14
RE: Big Team WitP - 10/24/2007 9:13:55 AM   
FeurerKrieg


Posts: 3397
Joined: 6/15/2005
From: Denver, CO
Status: offline
Hi H - I assume you have no day job to want to take on this project?

_____________________________


Upper portion used with permission of www.subart.net, copyright John Meeks

(in reply to rogueusmc)
Post #: 15
RE: Big Team WitP - 10/24/2007 11:09:54 AM   
Hoplosternum


Posts: 690
Joined: 6/12/2002
From: Romford, England
Status: offline
Sadly I do.

But occasionally I can sneak on to the web while I'm there. Like now

(in reply to FeurerKrieg)
Post #: 16
RE: Big Team WitP - 10/24/2007 10:48:56 PM   
Barb


Posts: 2503
Joined: 2/27/2007
From: Bratislava, Slovakia
Status: offline
So there may be another division:
as all of us know there are two main branches - Army and Navy. Army consist of LCU, and Army air force, and the navy of marines, ships and naval air force(Land based).
This mean 5 branches. if you can get 5 players then make each of them head of Army LCU in one area, AAF in another, Navy in another one and so one.
You will get 5 people in each area forced to cooperate + everyone will have to command each type of units (thus in diferent areas).

To split commands to Ship divisions, Infantry divisions(or corpses), and Fighter/Bomber Groups(hiko dans and kido senatais) seems not the best to me. If you want the smaller "Units" under one command than use TFs, Corpses, Air fleets/armies.

< Message edited by Barb -- 10/24/2007 10:55:57 PM >


_____________________________


(in reply to Hoplosternum)
Post #: 17
RE: Big Team WitP - 10/25/2007 1:54:14 PM   
Rainerle

 

Posts: 463
Joined: 7/24/2002
From: Burghausen/Bavaria
Status: offline
Hi,

as for scenario selection. If the opposite (allied) side is human as well (either multiplayer or single-player) I would suggest not playing a stock but an improved one (whatever that would be). As for the command structure:
1.) You are high command (and are answerable to no one) - right ?
2.) Area commanders (by player - sets obejectives which have to be achieved by other players ) - right ?
3.)(multiple)-unit commanders make happen what the area commander decrees by mutual cooperation. - right ?

So I might be area commander here and unit commander in another area - right ?
This sounds more and more interesting !!

_____________________________


Image brought to you by courtesy of Subchaser!

(in reply to Barb)
Post #: 18
RE: Big Team WitP - 10/25/2007 2:32:55 PM   
Hoplosternum


Posts: 690
Joined: 6/12/2002
From: Romford, England
Status: offline

quote:

ORIGINAL: Rainerle

Hi,

as for scenario selection. If the opposite (allied) side is human as well (either multiplayer or single-player) I would suggest not playing a stock but an improved one (whatever that would be). As for the command structure:
1.) You are high command (and are answerable to no one) - right ?
2.) Area commanders (by player - sets obejectives which have to be achieved by other players ) - right ?
3.)(multiple)-unit commanders make happen what the area commander decrees by mutual cooperation. - right ?

So I might be area commander here and unit commander in another area - right ?
This sounds more and more interesting !!


Not decided on s mod yet. If there is a more realistic one that uses the basic map and art files that is probably the one to use. Is there a CHS one like that? Or a NikMod or a Big B one? I know RHS now doesn't use the stock maps. There does not seem to be lots of the players calling for a particular mod and so I don't want to make people change their maps / art files just to play. Stock should be OK though as the worst excesses of stock can be stopped by me. Whatever mod we play I shall make a minor adjustment or two before we begin. Like increasing my Political Points.

To answer your 3 points:

1) I am the high command and I am answerable to no one

2) Initially the idea is that the whole of each team will direct strategy. I imagine that they would come up with an over all plan for the first months of the war. Plus some immeadiate objectives and allocate Commanders units to these. Such as Players A & B's air units help Player C's Land units take Malaya with Player D's ships in support. Player E's air units are acting as a reserve for this and the invasion of Borneo etc. This is agreed by the players themselves before they start. My worry is that an area commander will boss the players making the moves too much. I had imagined that the players controlling the troops would be following an overall plan but have operational control of their forces. But as the game progresses it may make more sense to appoint area commanders. The game may be too chaotic without them so we may have to bring them in.

3) Exactly, except it is the teams plan initially rather than an area commanders.


(in reply to Rainerle)
Post #: 19
RE: Big Team WitP - 10/25/2007 6:45:14 PM   
Roger Neilson II


Posts: 1517
Joined: 7/16/2006
From: Newcastle upon Tyne. England
Status: offline
I could have sworn I posted something this morning, but can't see it here - must have been dreaming?

I suggest the two sides start up a shared Google document each, free and very useful in capturing ideas and allowing discussion when you aren't necessarily in the same time zone.... or even awake at the same time.

I'm happy with stock or CHS, though my experience of Nikmod (albeit limited to one game) is that I'm finding it very slow going.(that probably reflects its accuracy but makes it a less interesting game)

Roger

_____________________________


(in reply to Hoplosternum)
Post #: 20
RE: Big Team WitP - 10/25/2007 6:56:59 PM   
Roger Neilson II


Posts: 1517
Joined: 7/16/2006
From: Newcastle upon Tyne. England
Status: offline
Oops, it was in the other thread!

And I wasn't dreaming!

For those who don't know about shared documents in Google I will set one up and a shared spreadsheet example and if you email me I'll 'share it with you to show you how useful it could be. The shared spreadsheet concept could be fantastic for record keeping if you are into that area.

Roger

< Message edited by Roger Neilson II -- 10/25/2007 7:25:25 PM >


_____________________________


(in reply to Roger Neilson II)
Post #: 21
RE: Big Team WitP - 10/25/2007 7:04:23 PM   
Hoplosternum


Posts: 690
Joined: 6/12/2002
From: Romford, England
Status: offline
Hi Roger,

I am very interested as it will help me a lot if I can put my spreadsheets or transfer my data to a shared area where everyone can see them. Although we might need two - one for each side

I think you have my email address.

(in reply to Roger Neilson II)
Post #: 22
RE: Big Team WitP - 10/25/2007 7:28:34 PM   
Roger Neilson II


Posts: 1517
Joined: 7/16/2006
From: Newcastle upon Tyne. England
Status: offline
Have sent you invites to have a look.

Roger

_____________________________


(in reply to Hoplosternum)
Post #: 23
RE: Big Team WitP - 10/26/2007 10:27:18 PM   
hvymtl13


Posts: 214
Joined: 8/29/2007
Status: offline

quote:

ORIGINAL: Hoplosternum

Hi Barb,

Your plan may work but I think it would have two main problems.

It's lonely at the top If you're the overall commander you have little to do other than give out the initial orders and plans. You're going to get all the flak if it goes wrong and you have little to do other than drop back in every month or so and check everything is going well. Your commanders won't have that much faith in your plans if things start going wrong as they were not part of them.

Secondly by splitting the forces by area you don't encourage any cooperation between them. This has the same effects as most standard team games. You each play your own little game. If all you are involved in is fighting over the Solomons area why not simply play a smaller scenario of that area or UV?

I know my idea sounds complicated. But it should be fairly straight forward.

1) You and your team mates plan an overall strategy.
2) You all jointly asign forces to take or hold your objectives.
3) In cooperation with the other commanders with the same objective you try and carry it out. You have various commands so you are involved with most aspects of the plan.

So you are involved in all aspects of the game but don't control any one of them.

Not sure about Japanese but Allied overall command should be played by Central Pacific and should allow that commander to also participate in that Area of Operations.
I read where some players don't communicate or become atonomous. As an area Commander my communications would possibly border on the spam level. :D With requests for assets, approvals for this or that change in op-orders etc.
I would enjoy such a game. Very interesting.




_____________________________


(in reply to Hoplosternum)
Post #: 24
RE: Big Team WitP - 10/26/2007 11:24:24 PM   
Hoplosternum


Posts: 690
Joined: 6/12/2002
From: Romford, England
Status: offline
Hi Hvymtl13,

The game is about to start and its closed to new joiners I'm afraid. But you should be able to follow the game via the board. And I am sure some vacancies will come up later if you are interested.

Cheers.

(in reply to hvymtl13)
Post #: 25
RE: Big Team WitP - 10/29/2007 7:39:23 PM   
Nomad


Posts: 5905
Joined: 9/5/2001
From: West Yellowstone, Montana
Status: offline
This is an interesting idea but it doesn't seem to be working out well. Having trouble getting all the Japanese players on the same page.

bottom line is, if someone wants a position, you can have mine.

< Message edited by Nomad -- 10/29/2007 7:40:23 PM >


_____________________________


(in reply to Hoplosternum)
Post #: 26
RE: Big Team WitP - 10/29/2007 10:56:37 PM   
Roger Neilson II


Posts: 1517
Joined: 7/16/2006
From: Newcastle upon Tyne. England
Status: offline
Sorry to hear that, Allies are getting sorted apart from some people who shall remain nameless whose computer seems to have died on them.

Roger

_____________________________


(in reply to Nomad)
Post #: 27
RE: Big Team WitP - 10/30/2007 12:45:27 AM   
Nomad


Posts: 5905
Joined: 9/5/2001
From: West Yellowstone, Montana
Status: offline
Please understand, I am still active and will try playing, but if someone wants a postition, I am willing to give mine up. The responses from the members of the Japanese team are spotty right now. I am very concerned about the fragmented control of units requiring extensive communication and I am not seeing much communication from the members.

BTW, excellent idea of using the gmail document - we do have one.

_____________________________


(in reply to Roger Neilson II)
Post #: 28
RE: Big Team WitP - 10/30/2007 12:55:32 AM   
Roger Neilson II


Posts: 1517
Joined: 7/16/2006
From: Newcastle upon Tyne. England
Status: offline
Glad you like the Google mail document system. I take it you have also explored the spreadsheet module?

I use it for lots of work stuff too. Strangely a lot of places block it - crazy.

Web 2.0 is the way to go.

Roger

< Message edited by Roger Neilson II -- 10/30/2007 12:56:00 AM >


_____________________________


(in reply to Nomad)
Post #: 29
RE: Big Team WitP - 10/30/2007 2:01:38 AM   
Hoplosternum


Posts: 690
Joined: 6/12/2002
From: Romford, England
Status: offline
Yeah well google is a bit demanding. I can't log in to google docs unless I essentially allow everything through on my settings which is not great. And the software I use/support at work - a financial package - doesn't like a lot of googles addins. The 'toolbar' stops it from opening at all and it is one of the first things I look for when the users complain the programme won't start.

After advising them to call me back after they have turned their PC off and back on again of course

(in reply to Roger Neilson II)
Post #: 30
Page:   [1] 2   next >   >>
All Forums >> [Current Games From Matrix.] >> [World War II] >> War In The Pacific - Struggle Against Japan 1941 - 1945 >> Big Team WitP Page: [1] 2   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

3.141