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Axis players wanted for multiplayer 1942 campaign

 
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Axis players wanted for multiplayer 1942 campaign - 5/4/2019 7:04:15 PM   
thedoctorking


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Joined: 4/29/2017
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The 2by3+ multiplayer game appears to have died. The Soviet team (despite the awful thumping the Axis laid down in that game) are up for another game. We would like to start with the 1942 campaign, because most of us have rarely, if ever, been in a game of this that lasted that long and the 2by3+ game ended on turn 37, just as the 1942 campaign was about to start.

I've drafted proposed rules for a multi player game, which for some reason I can't upload as a .zip file so I will just copy/paste them here.

Proposed rules for a multi-player game of War in the East

Roles:

This game is intended to be played by two teams each consisting of one player as Chief of Staff and two to four field commanders.

The team Chief of Staff role should be taken by an experienced player. Teams should collectively decide on resource allocation, strategic direction, areas of operation for their forces, etc., with the Chief of Staff presenting his ideas and discussing the allocation with the other members of his team. The Chief will break ties if necessary but should strive for consensus. The Chief of Staff should also prepare any intelligence briefings that the team wants and give any tactical/operational advice to field commanders that they want/need.

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 field commanders are responsible for all moves and attacks. They must move any ground unit that is in contact with the enemy (the Chief of Staff is allowed to move ground units behind the front, i.e., replacement units moving up to the front, rear-area garrisons and fort line construction units). Field commanders could have regional or functional responsibilities (air or armored force commander, for example). Each team must have at least two field 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 or comment on AARs produced by both sides (with the understanding that he will refrain from revealing secret information). At game end, the Mediator will provide each team’s password to the other team.

Communication:

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.

Timeliness:

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. In this case, the Chief of Staff can temporarily take control of an absent field commander's units and move them even if in contact with the enemy. In any case, if a temporary replacement is made, the opposing team should be informed.

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.

Game Options:
- Campaign 1942-45
- (Soviet attack bonus and blizzard are meaningless, we should set those options to default)
- Random weather
- Better CV math
Post #: 1
RE: Axis players wanted for multiplayer 1942 campaign - 5/4/2019 9:24:18 PM   
Guilev

 

Posts: 17
Joined: 4/9/2014
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Hi thedoctorking, I just signed the enlistment form in the Wehrmacht. I am interested to play as Army Group North or Center commander.

(in reply to thedoctorking)
Post #: 2
RE: Axis players wanted for multiplayer 1942 campaign - 5/4/2019 10:53:36 PM   
thedoctorking


Posts: 2297
Joined: 4/29/2017
Status: offline
Armatrading has also expressed interest. When we get three or four, you guys should get together, set up a Discord channel or some similar way of communicating, and pick your jobs.

Good luck!

(in reply to Guilev)
Post #: 3
RE: Axis players wanted for multiplayer 1942 campaign - 5/5/2019 10:38:57 PM   
thedoctorking


Posts: 2297
Joined: 4/29/2017
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OK, Guliev, we have three other players to join you, Armatrading, beria, and Colbert. I have sent them PM's. PM me with your email and I will send you all invites to a common Discord channel, which we will use to keep save game files and exchange information (or boasting) about the game. You guys can create your own Discord channel for in-team communication (that you won't invite us to).

(in reply to thedoctorking)
Post #: 4
RE: Axis players wanted for multiplayer 1942 campaign - 5/11/2019 8:56:04 AM   
Jericoh

 

Posts: 7
Joined: 5/10/2019
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Are there still places in this game? What level of experience do you need?

(in reply to thedoctorking)
Post #: 5
RE: Axis players wanted for multiplayer 1942 campaign - 5/11/2019 9:26:43 AM   
chaos45

 

Posts: 1889
Joined: 1/22/2001
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just a quick comment on 1942---with almost the entire soviet army starting in Static mode it is very hard to unlock the massive amount of soviet units in the scenario. Which gives the germans a huge advantage as they can basically just activate their armor and trash you wherever they want while you will struggle to get the soviet army useable again.

Also if the German Southern player plans their turn well----unlike historical they will encircle and destroy all the soviet units in the south which will be only ones you can actually move without spending AP...makes the Scenario kinda snowball. Think a lot of the rule changes that buffed the Germans in the 1941 have kinda super buffed the German 1942 scenario start. The Soviet army looks huge been then you realize it will take 6 months just to remove it from static mode lol.

(in reply to Jericoh)
Post #: 6
RE: Axis players wanted for multiplayer 1942 campaign - 5/11/2019 4:14:00 PM   
thedoctorking


Posts: 2297
Joined: 4/29/2017
Status: offline
A good point, Chaos45. We'll see how that works out. I also noticed that the Soviets have a very small number of vehicles.

Jericoh, we have a number of players at beginning or low intermediate level. A couple of us are at the intermediate level. There's no highly experienced players. We could still use at least one more player. I'll send you a Discord link via PM if you're interested.

(in reply to chaos45)
Post #: 7
RE: Axis players wanted for multiplayer 1942 campaign - 5/11/2019 8:55:41 PM   
chaos45

 

Posts: 1889
Joined: 1/22/2001
Status: offline
yes and that small number of vehicles gets smaller as you remove units from static mode.

The problem is they have changed massive amounts in the game and the 1942 scenario hasn't been updated I don't think to work well with all the changes made.

(in reply to thedoctorking)
Post #: 8
RE: Axis players wanted for multiplayer 1942 campaign - 5/15/2019 8:19:26 AM   
Jericoh

 

Posts: 7
Joined: 5/10/2019
Status: offline
PM sent

< Message edited by Jericoh -- 5/15/2019 8:31:50 AM >

(in reply to thedoctorking)
Post #: 9
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