EwaldvonKleist -> RE: 8 die hards would be required. (2/15/2017 6:56:50 PM)
|
Very interesting idea. I have no real play experience, but this makes me a perfect early war soviet commander. I could join in around 3 weeks. Some thoughts: Soviets&Axis have each have 1 supreme commander. Axis: 1 commander per Army group=3 players Soviet: 3-4 players with some fronts each. Procedure: P1) The supreme commander opens. P2) The supreme commander manages reinforcements, sets the APs and airforce share for each army group. P3) The supreme commander gives short! orders to the Army Group/Front leaders. P4) The front leaders subsequently execute their orders. P5) The last AG/Front leader sends the turn back to the supreme commander. P6) The supreme commander makes screenshots for the AAR, checks how things worked and sends the turn to the other team. Communication: C1) The supreme commander gives short orders to every front commander. Like: Hold the current line/Fall back to the Dnepr/Rush for the industry in Charkov. But no details like "move 1st Pz. div to city/hex xyz, bomb this hex etc. No specific playtips too! C2) The AG/Front commander can reply back. Like asking for a HQ buildup, more airforce, units etc. C3) The AG/Front commander can communicate with other AG/Front commanders, but very limited. Communication limits: One should consider a limit. Like 500 characters for C1, 400 for C2, and 200 for C3 to mirror "Auftragstaktik" (order tactics) and cooperation and C&C problems. Commander pool: The commanders can and will be cycled. The supreme commander can put his "Zhukov" to the critical spots or exchange players between the AG/Front and the Commanders reserve. Dismissal: The AG/Front leaders are free to move their subordinate units at will, so they can ignore orders if they wish to do so. If they fail to accomplish the goals or if the show signs of insubordination, the supreme commander is free to dismiss them and give the command to one of the reserve players (so many people can participate). Map information: The supreme commander can view, but not move any unit and all details. The AG/Front commander can view the entire map, but must only watch the detail windows of their own AG/Front. Cooperation: In some cases one AG/Front commander is allowed to command units from the other AG/Front, like for a joint attack. But this must be limited and their need to be rules. The game requires gentlemenlike behaviour of all participants. Roleplay&fun, not winning, must be the Nr. 1 priority. What do you think??? (It looks like I volunteered with this post to write the rulebook for this match [:)] ) Off-topic: "Can you imagine Pelton trying to explain to his subordinates it's their fault they're not in Kharkov yet! err wait, that might be a bad example to sell this...but you get the idea." A typical Pelton rant in april-may 1945 would generate a very realistic/historic feeling for his subordinates.
|
|
|
|