Telemecus
Posts: 4689
Joined: 3/20/2016 Status: offline
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AXIS TEAM PROTOCOL To help the Axis team work together this protocol was created quote:
Definition of Command and Control Control - can move (but not air transfer airgroups), HQ Buildup, conduct attacks/missions, and toggle fighter/bomber missions Command - can reassign their command (air transfer for airgroups), change air group range settings, toggle day/night missions, change leaders, and, unless otherwise stated, control -Where an airbase contains airgroups under a different control or command, the airbase cannot be moved until the airgroup is air transfered out by it's commander or they decide not to do so, it's controller decides not to use it that turn, or the mission for which control or command has been reassigned is complete/ no longer applies -SUs cannot be assigned "To" a unit where that means an SU can be pulled down from an HQ not in their command without allocations saying so -SUs can be assigned "From" an HQ/direct assignment in your command -------------------- Sequence of Play 1 Before Turn Starts 1.1 Other Commanders notify, at their option, requests (and reasons). In particular they may want to indicate any HQ Buildups, need for air transport, setting of airgroup ranges at start, SUs, etc. 1.2 Chief of Staff allocates to each other Commander -Their go in the sequence for that turn, which can be altered by the team manager -Maximum points they can spend -Maximum rail cap they can use -Which units are in their command, can assign to their command, and which in their command they cannot reassign, must reassign or can disband -Which units in another command they can control -Instructions on specific units or leaders -Which airgroups in their command they cannot send to national reserve, do not control, or can swap equipment of -Which airgroups not in their command they can assign from national reserve, transfer to their command, or control -Which leaders not in their command they can appoint to within their command - as there are so many the list will not be exhaustive -Geographic boundaries between commands and any instructions to co-ordinate along it Allocations can also include instructions for all, other notes and intelligence Other Commanders can suggest alterations or additions 2 Chief of Staff Go at start or end 2.1 May -make leader appointments -reassign units -strategic transport of arrivals -move units not allocated to other commanders (e.g. rear area unassigned garrisons, arrivals) -move units allocated to other commanders at their request -rail repair -requests from other Commanders -set SU auto support level settings and locks, and remove SUs from direct assignment -adjust unit status to or from refit/reserve/ready -adjust units Max ToEs -set production settings 3 Air Commander Go near start or end 3.1 May -send airgroups to or from reserve, disband or manual swap -set replacement/autoswap settings for airgroups -set range settings for air groups -set day/night missions for airgroups -set fighter/bomber missions for fighter-bomber airgroups -set a default air doctrine at the start or the air doctrine for the opponents turn at the end 3.2 May take on map actions which can include (unless house rule states otherwise) -air transfering airgroups and moving airbases -air operations 3.3 May adjust allocations for air for other commanders 4 Ground Commanders Go Other Commanders take turns in the sequence given in allocations, or as agreed with team manager Other commanders have the OBLIGATION to carry out the operations of their command and -first change the range settings for their airgroups as they want or as instructed for their go -last change the range settings for their airgroups as they want or as instructed for others go -conduct air operations best done with land operations for their ground units -all actions to fulfill long term strategy and force dispositions at least cost and, within their geographic boundary, includes -rear operations such as garrisoning and anti partisan -protecting neighbouring commands flanks and boundary operations as per 1.2 -rail repair with FBDs under their control, following team directed routes if any Other Commanders are RESTRICTED to not -use units of another command without control handed to them by other Commander or in allocations -exceed allocations, or transfers from other Commanders -not to move airbases with an airgroup commanded or controlled by another Commander (see Command and Control above) -not to end a turn with on map units outside their boundary where the Commander for that area would be prevented from stacking the units they would want there (use common sense and warn others if you need a special spot for stacking) -reassign units in their Command to another without their say so (i.e no unexpected command penalties) Other Commanders CAN, at their option, do anything else including and also -adjust air doctrine, except city/ground/airfield attack (which cannot be adjusted back again), but must return to default setting at end of go -conduct long range air operations -auto missions using airgroups controlled or commanded by other Commanders where they left it with an airgroup range allowing for that -re-assign any unit within their command to any where else in their command or to any high command -assign any unit from main high command which they have assigned to main high command in the same turn -assign leaders from within own command or allocated -adjust settings such as max ToE, refit/reserve/ready, auto SU level support/ lock, airgroup replacement/autoswap/autoupgrade, but you must also notify Supreme Commander/Chief of Staff as they may otherwise adjust the setting without knowing you wanted it. The Supreme Commander has final say on these. -------------------- When commanders cannot complete their go because of real life or because they need another Commander to carry out some actions first they can give control of units to commanders who come sequentially after them with or without instructions for how to use them for that turn, or ask for a further go after another commander has taken their go if the Team Manager agrees
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