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War at Sea [CLOSED] - 3/22/2012 11:01:33 PM   
SailingGuy

 

Posts: 483
Joined: 2/11/2008
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Six player game. Two alliances of three players each...with a twist.

"War at Sea" highlights the necessity for different branches of the military to coordinate their actions.

Scenario set up:
XX Large World
6 Players in two Alliances
Water World
Use Resources
1 Town Start
Subtropic-Tropic
Fog of War
PBEM Protection
Passwords (write them down and share with your allies)

No Map Loop
No Shroud

Turn exchange via DropBox (PM me if you don't know how to use DropBox.)

After seeing the random initial set up, I will take position #1 and complete my first turn. I will determine which three positions are part of Alliance A and which three are part of Alliance B. Don't worry, I will be as fair as possible.

After determining the alliances, the other five players will be randomly assigned a position in the game. (Using my now famous dice server...make sure you PM me your actual email address.)

Each player will represent one branch of their alliance's military: army, navy, or air corps.

An individual player may build any unit he wishes, but he must give ships to the Navy player, aircraft to the Air Corps player, and ground forces to the Army player. (Except as noted below.)

A player (regardless of branch) may always produce and keep the following:
Army - any ground forces and cargo ships.
Navy - any ships, torpedo bombers, dive bombers, carrier fighters, staff, jeeps, and engineers. (May not keep ground based combat aircraft.)
Air Corp - any ground based combat aircraft (level bombers, dive bombers, fighters, strategic bombers), staff, jeeps, flak, and engineers. (May not keep naval aircraft: Torpedo bombers or carrier fighters.)

Note: Japanese Kamikazees may be kept by either the navy or the air corps. German V weapons may be kept only by the army.

The navy player is allowed to have three Divisions of marines. Each division may be no more than 100 stacking points. The name of the Divisions, when created by the navy player, should be noted as "1st Marine Division", "2nd Marine Division", and "3rd Marine Division". Marine Divisions may be composed of any type of land unit (exception: not V Weapons).

All players may expend production on resources and political points. All players may build and keep transport units: trains, trucks, horses, and air transports.

Example: The Navy commander builds ground based fighters to protect his newly built Shipyard. He creates a Divisional counter, transfers the fighters into that counter, and gives that counter to his Air Corps commander ally.

At the beginning of the game players will not know their role (army, navy, or air corps) within their alliance. Before the start of turn two, each alliance will need to determine among themselves which of their players will take each role within the alliance. This should be announced on this forum.

Signed up so far:
SailingGuy
Kraftwerk
hatemf90
derstralle
ironduke1955


Post here if you wish to join the game.

< Message edited by SailingGuy -- 3/28/2012 4:28:20 PM >


_____________________________

Phil
aka SailingGuy

To his dog, every man is Napoleon; hence the constant popularity of dogs.
~Aldous Huxley
Post #: 1
RE: War at Sea [RECRUITING] - 3/23/2012 2:22:52 AM   
Krafty

 

Posts: 395
Joined: 3/26/2010
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Im in, should be a quick moving game as there wont be much land. Ive been meaning to hone my naval skills!

(in reply to SailingGuy)
Post #: 2
RE: War at Sea [RECRUITING] - 3/23/2012 4:51:36 PM   
hatemf90

 

Posts: 305
Joined: 1/1/2009
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sign me up

(in reply to Krafty)
Post #: 3
RE: War at Sea [RECRUITING] - 3/23/2012 7:28:02 PM   
derstralle

 

Posts: 80
Joined: 12/27/2011
Status: offline

quote:

ORIGINAL: SailingGuy
A player (regardless of branch) may always produce and keep the following:
Army - any ground forces and cargo ships.
Navy - any ships, torpedo bombers, dive bombers, carrier fighters, staff, jeeps, and engineers. (May not keep ground based combat aircraft.)
Air Corp - any ground based combat aircraft (level bombers, dive bombers, fighters, strategic bombers), staff, jeeps, and engineers. (May not keep naval aircraft: Torpedo bombers or carrier fighters.)

I hope I understand this correctly, but to clarify: the "(regardless of branch)" seems misplaced here?

Anyway: a very nice idea. I would be happy to partake.

(in reply to SailingGuy)
Post #: 4
RE: War at Sea [RECRUITING] - 3/23/2012 7:47:40 PM   
SailingGuy

 

Posts: 483
Joined: 2/11/2008
Status: offline
quote:

ORIGINAL: derstralle


quote:

ORIGINAL: SailingGuy
A player (regardless of branch) may always produce and keep the following:
Army - any ground forces and cargo ships.
Navy - any ships, torpedo bombers, dive bombers, carrier fighters, staff, jeeps, and engineers. (May not keep ground based combat aircraft.)
Air Corp - any ground based combat aircraft (level bombers, dive bombers, fighters, strategic bombers), staff, jeeps, and engineers. (May not keep naval aircraft: Torpedo bombers or carrier fighters.)

I hope I understand this correctly, but to clarify: the "(regardless of branch)" seems misplaced here?

Anyway: a very nice idea. I would be happy to partake.


To clarify. A player will be part of an alliance of three players. He will control one branch of that alliance's military: army, navy, or air corps.

Any player can produce land, naval, and air units. But if you are the "army" player and produce a battleship, you must give that ship to the "navy" player.

I hope this helps.



_____________________________

Phil
aka SailingGuy

To his dog, every man is Napoleon; hence the constant popularity of dogs.
~Aldous Huxley

(in reply to derstralle)
Post #: 5
RE: War at Sea [RECRUITING] - 3/23/2012 11:55:32 PM   
ironduke1955


Posts: 2037
Joined: 5/17/2006
From: UK
Status: offline
I have dropbox and know how use it. prefer Navy or Airforce Army have to get there boots muddy. Joking not concerned with branch allocated



(in reply to SailingGuy)
Post #: 6
RE: War at Sea [RECRUITING] - 3/24/2012 11:46:25 AM   
derstralle

 

Posts: 80
Joined: 12/27/2011
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@ SailingGuy: That's how I understood it. Was just a little confused by the fact that you started a list of branch-specific units with "regardless of branch".
Nevermind!

(in reply to ironduke1955)
Post #: 7
RE: War at Sea [RECRUITING] - 3/24/2012 8:14:24 PM   
Krafty

 

Posts: 395
Joined: 3/26/2010
Status: offline
I assume there can be a small amount of aircraft sharing amongst the forces, for carrier aircraft, and transport planes for the army.


edit:

Oh I noticed the limits posted.


I have a question or two still. What about AA guns for the airforce/navy, transport planes for the army, and stationing of torpedo and carrier fighters at land bases for range, or for training (as I personally let things XP go up a turn or two before using them in battle)

I guess also for artillery/coastal guns for the navy, also who gets paratroopers, and marines?


< Message edited by Kraftwerk -- 3/24/2012 8:22:28 PM >

(in reply to derstralle)
Post #: 8
RE: War at Sea [RECRUITING] - 3/24/2012 10:37:42 PM   
ironduke1955


Posts: 2037
Joined: 5/17/2006
From: UK
Status: offline
Flak Units for the Airforce ?

(in reply to Krafty)
Post #: 9
RE: War at Sea [RECRUITING] - 3/24/2012 10:40:42 PM   
Krafty

 

Posts: 395
Joined: 3/26/2010
Status: offline
Protect your airfields?



edit, maybe this is something the players can argue about like in real life haha, I mean I just immediately assume that production, which can be hit by bombs, falls directly under the air forces jurisdiction, not to mention preventing the cratering and attacks against their airfields.



< Message edited by Kraftwerk -- 3/24/2012 10:43:29 PM >

(in reply to ironduke1955)
Post #: 10
RE: War at Sea [RECRUITING] - 3/25/2012 2:08:57 PM   
SailingGuy

 

Posts: 483
Joined: 2/11/2008
Status: offline
quote:

ORIGINAL: Kraftwerk
Protect your airfields?


I added flak to the game description as an allowable unit for the Air Corp player. I think the rest are covered.

Shore batteries/coastal defense fall under the purview of the army.

We need our 6th player!


_____________________________

Phil
aka SailingGuy

To his dog, every man is Napoleon; hence the constant popularity of dogs.
~Aldous Huxley

(in reply to Krafty)
Post #: 11
RE: War at Sea [RECRUITING] - 3/26/2012 2:28:17 PM   
hatemf90

 

Posts: 305
Joined: 1/1/2009
Status: offline
still waiting for the 6th? lol..

(in reply to SailingGuy)
Post #: 12
RE: War at Sea [RECRUITING] - 3/26/2012 3:55:05 PM   
SailingGuy

 

Posts: 483
Joined: 2/11/2008
Status: offline
quote:

ORIGINAL: hatemf90
still waiting for the 6th? lol..


If that doesn't happen soon, maybe we start the game as a five player with no alliances.

_____________________________

Phil
aka SailingGuy

To his dog, every man is Napoleon; hence the constant popularity of dogs.
~Aldous Huxley

(in reply to hatemf90)
Post #: 13
RE: War at Sea [RECRUITING] - 3/28/2012 1:06:35 PM   
SailingGuy

 

Posts: 483
Joined: 2/11/2008
Status: offline
I'm beginning to think we are not going to get that sixth player.

What do you think about starting with five? Same parameters. Free-for-all. No alliances allowed. Fight to the last man standing.

_____________________________

Phil
aka SailingGuy

To his dog, every man is Napoleon; hence the constant popularity of dogs.
~Aldous Huxley

(in reply to SailingGuy)
Post #: 14
RE: War at Sea [RECRUITING] - 3/28/2012 2:06:10 PM   
ironduke1955


Posts: 2037
Joined: 5/17/2006
From: UK
Status: offline
Sounds good to me lets get it started.

(in reply to SailingGuy)
Post #: 15
RE: War at Sea [RECRUITING] - 3/28/2012 3:05:16 PM   
derstralle

 

Posts: 80
Joined: 12/27/2011
Status: offline
Not as interesting as the initial idea but still good.

(in reply to ironduke1955)
Post #: 16
RE: War at Sea [RECRUITING] - 3/28/2012 3:32:31 PM   
Krafty

 

Posts: 395
Joined: 3/26/2010
Status: offline
Yeah sounds good, we'll give the "branch" idea another go when this games completed, maybe have some better luck.

(in reply to derstralle)
Post #: 17
RE: War at Sea [RECRUITING] - 3/28/2012 3:45:33 PM   
SailingGuy

 

Posts: 483
Joined: 2/11/2008
Status: offline
OK. I'm going to get the random numbers from the dice server to set up our turn order.

_____________________________

Phil
aka SailingGuy

To his dog, every man is Napoleon; hence the constant popularity of dogs.
~Aldous Huxley

(in reply to Krafty)
Post #: 18
RE: War at Sea [RECRUITING] - 3/28/2012 3:50:44 PM   
SailingGuy

 

Posts: 483
Joined: 2/11/2008
Status: offline
Dice results...

"SailingGuy" philfry@juno.com, first listing = 925
"derstralle" marcel244@gmx.net, second listing = 467
"hatemf90" coldfire_tow@hotmail.com, third listing = 888
"Kraftwerk" war_in_84@comcast.net, fourth listing = 266
"ironduke1955", fifth listing = 205

Turn order as follows:
SailingGuy
hatemf90
derstralle
Kraftwerk
ironduke1955

_____________________________

Phil
aka SailingGuy

To his dog, every man is Napoleon; hence the constant popularity of dogs.
~Aldous Huxley

(in reply to SailingGuy)
Post #: 19
RE: War at Sea [RECRUITING] - 3/28/2012 3:52:28 PM   
SailingGuy

 

Posts: 483
Joined: 2/11/2008
Status: offline
OK. I will set up the game and open up the DropBox for us to use.

_____________________________

Phil
aka SailingGuy

To his dog, every man is Napoleon; hence the constant popularity of dogs.
~Aldous Huxley

(in reply to SailingGuy)
Post #: 20
RE: War at Sea [RECRUITING] - 3/28/2012 3:56:36 PM   
SailingGuy

 

Posts: 483
Joined: 2/11/2008
Status: offline
Note: This game will be a free-for-all. No alliances allowed at any point. This one will go down to the last man standing.

_____________________________

Phil
aka SailingGuy

To his dog, every man is Napoleon; hence the constant popularity of dogs.
~Aldous Huxley

(in reply to SailingGuy)
Post #: 21
RE: War at Sea [RECRUITING] - 3/28/2012 4:27:30 PM   
SailingGuy

 

Posts: 483
Joined: 2/11/2008
Status: offline
Turn to hatemf90.

I have set up the file naming convention as follows...
SAIL-HATE-DERS-KRFT-IRON-001a to HATE.at2

Obviously the "001a to name" will change as we process each turn.

To clarify...no "official" alliances are allowed through the game software. Unofficial alliances and non-aggression pacts are allowed and encouraged.

_____________________________

Phil
aka SailingGuy

To his dog, every man is Napoleon; hence the constant popularity of dogs.
~Aldous Huxley

(in reply to SailingGuy)
Post #: 22
RE: War at Sea [RECRUITING] - 3/28/2012 10:16:04 PM   
hatemf90

 

Posts: 305
Joined: 1/1/2009
Status: offline
According to the file name Im second, but I think some one played their turn and im now 3rd. I opened the file and I was the faction in the south-east corner, but then file changed and new one opens in the north faction.

I dont mind ofcourse but better change the name so we dont get confused ;). turn sent...

(in reply to SailingGuy)
Post #: 23
RE: War at Sea [RECRUITING] - 3/28/2012 10:39:55 PM   
Krafty

 

Posts: 395
Joined: 3/26/2010
Status: offline
Someone just poke me when its meh turn :)

(in reply to hatemf90)
Post #: 24
RE: War at Sea [RECRUITING] - 3/28/2012 11:36:17 PM   
derstralle

 

Posts: 80
Joined: 12/27/2011
Status: offline

quote:

ORIGINAL: Kraftwerk

Someone just poke me when its meh turn :)

*poke*

That's a really nice chunk of landmass with a huge load of german cities near Germanias capital.

(in reply to Krafty)
Post #: 25
RE: War at Sea [RECRUITING] - 3/28/2012 11:42:46 PM   
SailingGuy

 

Posts: 483
Joined: 2/11/2008
Status: offline

quote:

ORIGINAL: derstralle


quote:

ORIGINAL: Kraftwerk

Someone just poke me when its meh turn :)

*poke*

That's a really nice chunk of landmass with a huge load of german cities near Germanias capital.

Agreed. Which is why it may important to enter temporary, non-binding alliances.

_____________________________

Phil
aka SailingGuy

To his dog, every man is Napoleon; hence the constant popularity of dogs.
~Aldous Huxley

(in reply to derstralle)
Post #: 26
RE: War at Sea [RECRUITING] - 3/29/2012 12:04:26 AM   
Krafty

 

Posts: 395
Joined: 3/26/2010
Status: offline
Yeah thats crazy. After some quick math we all have about the same potential production, but man if Germania doesnt have an easy time getting to all of it!

Though they have a silly exposed capital.

I have my cities broken up on 5 different islands so at least im spread out.

Doing turn

(in reply to SailingGuy)
Post #: 27
RE: War at Sea [RECRUITING] - 3/29/2012 12:06:52 AM   
Krafty

 

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Joined: 3/26/2010
Status: offline
No map loop makes me very happy. For a second there I thought I was gonna be 12 hexes from Germania's giant island lol

(in reply to Krafty)
Post #: 28
RE: War at Sea [RECRUITING] - 3/29/2012 12:10:33 AM   
Krafty

 

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Joined: 3/26/2010
Status: offline
Turn to Ironduke

(in reply to Krafty)
Post #: 29
RE: War at Sea [RECRUITING] - 3/29/2012 12:30:52 AM   
SailingGuy

 

Posts: 483
Joined: 2/11/2008
Status: offline
quote:

ORIGINAL: Kraftwerk

No map loop makes me very happy. For a second there I thought I was gonna be 12 hexes from Germania's giant island lol

My original goal was to have the map represent something akin to the Pacific Theater during WW2.

_____________________________

Phil
aka SailingGuy

To his dog, every man is Napoleon; hence the constant popularity of dogs.
~Aldous Huxley

(in reply to Krafty)
Post #: 30
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