Mehring
Posts: 2179
Joined: 1/25/2007 Status: offline
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If you'd be kind enough to wait for me until I get back from holiday, and we get two more players, we could start in 2 weeks+ but... I think everyone should have some practice with the command system before we start, me too. So I'd recommend that you organise 4 player practice games, against the AI or whatever, just to get the feel of/improve, the experimental system and see if it works. There are bound to be hiccups and oversights. Taking the outline turn structure below, it would be helpful to start fleshing out what might be included- 1. HQ issues orders and sends current file to all players. What should orders include? Should the subordinate HQ have an idea of the strategic objective of their font as well as the current operational one? Top HQ will have to think to what degree they will manage their subordinates, loose directives vs micro-management. This may vary according to personal characteristics as well as experience and the situation. Micro-management will doubtless annoy a subordinate who feels he can do the job without interference. Trusting them to do their own thing might not get the job done- or they might do it better than top HQ. Commanders' dilemas! 2. AGs/Fronts request strategic support (if centrally managed) and any special unit/supply allocation. You're going to have to justify your requests for resources as Top HQ will often have more requests than resources. Cry wolf too often and you might not get resources when you REALLY need them. Make do and those resources will probably tend to go elsewhere. 3. Having consulted all concerned, HQ allocates strategic support, authorises inter-front transfers (if any) and detemines that turn's order of play (movement/combat resolution) among the Fronts/AGs. Top HQ has to balance operational priorities while maintaining good relations with subordinates if possible. If it happens anywhere, I suspect this is where sub-HQs get to throw a hissy. Few people are going to like having their troops taken away and given to someone else or see the attack they'd been tasked with and then planned with two airfleets in support actually recieve only one squadon. What do you do? Sulk, get on with it, or both? 4. Last AG/Front returns file to HQ. All make turn report to HQ. This report is going to help Top HQ allocate resources, and, if the enemy doesn't turn the front upside down in their turn, help the Top HQ determine realistic objectives for the next turn. Top HQ has various tools in Statistics, like OOB and Totals but the latter gives stats for the whole front, not an individual AG/Front and there are a lot of units to look through in OOB so if your units are in bad shape, here's another opportunity to tell Top HQ. And having got your recce planes out and looked behind the enemy front, pinpoint enemy concentrations to Top HQ or draw attention to weakly defended areas. put yourself in Top HQs shoes and think what they's need to know to make your own job easier. 5. HQ replenishes frontline lower HQs/units from production and forms new units. 6. HQ sends file to other side. Please add to/subtract from/disagree with any or all of the above. If you try it out, let us know how it goes.
< Message edited by Mehring -- 8/7/2008 11:27:06 AM >
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