Mehring -> RE: GPW v6a (8/3/2008 3:25:54 PM)
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Everybody's in who wants to be, Marc, but the details have yet to be finalised. I had a look at how the six player game version works, and this is what I find- It divides the war into three seperate battles, which means you can't transfer units or re-allocate supply bases/factories from one front to another as the situation demands. Because every Front/Army Group is a seperate "regime," you could only take over ground from a neighboring AG/Front... by attacking it. Hmmmm. So, unless I've overlooked something, I think we could play a better six or eight player game, but using the two player version. Simply move the units assigned to your Front, save, and email the file to another player on your side until all three have played, then the other side does the same etc. In a six player game we could do this having decided on a senior player on each side to control boundaries, logistics, and inter-front unit transfers, or.... ...if we could find the players and everyone agrees, I'd like to try an eight player game in which there are two levels of command. In this, each side would have three front commanders and a Stavka/OKW high command player who fights no battles and moves only strategic reserves/supplies and reinforcements, but has overall command of production, strategy and Army Group/Front boundaries. So, rather than three more or less unconnected battles on the same map, the game would be integrated, with a command structure and distinct strategic/operational levels. With such a set up, a turn would begin with the high command player analysing the strategic situation and condition of the front, then allocating resources and orders to the three Army groups/Fronts. They would have to notify the subordinate of their objectives, boundaries with neighboring formations, reinforcements and supply from production as well as units transferred to and from other parts of the front. Also of command transfers. Subordinate commanders would then have to execute their orders to the best of their abilities and lobby High Command for type and quantity of resources, ie. "build me some *#%*^ing medium tanks, I'm getting creamed here, and can I borrow some of AG Centre's air support this week to disrupt the enemy concentration in hex 45,35?" or suchlike. Subordinate commanders could also submit suggestions and operational plans to high command, so a real two way management structure exists. I hope that doesn't sound too involved, as it would probably make for an interresting game by replacing some player omnipotence with command structure relationships. The only drawback, and I hope this fear is irrelevant, is that with four players using the same file, clearly the PBEM anti-cheat mechanisms wouldn't work. Any thoughts?
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