Telemecus -> RE: 2x3+ Person Team Game - THREAD FOR BOTH SIDES (9/21/2017 9:20:03 AM)
|
quote:
ORIGINAL: Neogodhobo killing and wounding over 200 persons. Only 200 - that is insulting our air force! quote:
ORIGINAL: Drakken To every Soviet player, make sure you are ALL shared access with the Dropbox. There is only one Dropbox for all players. Soviet team should remember to save all their gos to that one dropbox To All the Axis Team KenchiSulla, Crackaces, you may want to check the action on the boundaries works for you. In particular two of the pockets are on the command boundaries. KenchiSulla, in particular does the use of one of your motorised to ZOC the railway junction at Luninets fit in with your plan? All, I am leaving all air work to you as indicated. You will probably need to improvise and think of the others while you go in that case. For instance Crackaces has most if not all the tac air, if we do not tell him otherwise he can use it all as he sees best. Team Protocol Posted on our forum so that others can comment, improve or maybe use in future. This an update on the version for the Axis side in the other team game. There was a discussion there of why a set of "team rules" is needed - and why the game is not set up for a team side even if superficially it seems so. [Team - some typo corrections and additions made to Supreme Commander Go at start and end from the version you saw earlier] quote:
A fallback default process for co-ordinating a team rather than replacement of common sense and communication - and not meant to impede fun. More to empower each player to make decisions on their own knowing what they can do and what others will do rather than make every decision rely on Supreme Commander or committee. Definition of Command and Control Control - can move (but not air transfer airgroups), HQ Buildup, conduct attacks/missions, toggle day/night missions and toggle fighter/bomber missions Command - can reassign their command (air transfer for airgroups), 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 -Airgroups controlled by another which are on nights only cannot be used (i.e. night missions which might use it must manually select airgroups) -Airgroups controlled by another which are on days should be avoided from use where there is an option for manual selection, unless their controller/allocations say so -Airgroups controlled by another which are on days missions setting can be used where there is no option for manual selection (e.g. fighter interception) (An alternative to manually selecting airgroups for missions is changing the day/night settings for your others airgroups so they cannot be used in your air mission, conducting the air mission with automatic selection, and switching those day/night settings back again) -SUs cannot be assigned "To" a unit where that means an SU can be pulled down from OKH without allocations saying so -SUs can be assigned "From" an HQ/direct assignment in your command (as there is no possibility of assigning one from OKH HQ instead) 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, placing of airgroups on day/night missions at start, SUs, etc. 1.2 Supreme Commander allocates, in draft or final, to each 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, and other notes and intelligence If in draft then back to 1.1 After finalised, given new opportunities or emergencies, a contingency could be drawn on or a re-allocation made during the turn - but this might be impossible 1.3 Supreme Commander may also post on rail repair routes, long term strategy, force dispositions, and guidance - which may be referenced in this protocol 2 Supreme Commander Go at start 2.1 Supreme Commander may -make leader appointments -reassign units -send airgroups to reserve, disband or manual swap -set replacement/autoswap settings for airgroups -set day/night missions for airgroups -set fighter/bomber missions for fighter-bomber airgroups -set a default air doctrine 2.2 Supreme Commander may take on map actions which can include (unless house rule states otherwise) -air transfering airgroups -air operations -requests from other Commanders -strategic transport of arrivals -rail repair 3 Other Commanders Go Other Commanders take turns in the sequence given in allocations, or as agreed with team manager Ground commanders have the OBLIGATION to carry out the land operations of their command and -first switch to day/night missions their airgroups as they want for their go -last switch to day/night missions their airgroups as they want for others go -conduct air operations best done with land operations -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 Ground 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 -conduct auto night missions, and avoid auto day missions, which could include airgroups controlled by another Commander -select manually airgroups not in their control -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) Ground 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 manually selecting airgroups is not possible -re-assign any unit within their command to any where else in their command or to main 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 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 4 Supreme Commander Go at end 4.1 Supreme commander takes actions for any unit (unless house rule states otherwise) -not in any other command (e.g. rear area unassigned garrisons, arrivals) -in a command at their request -further air operations -makes final airbase moves which are i) preceded by further airgroups to reserve, disband or swap ii) together with any more airgroup air transfers iii) followed by assignments from national reserve 4.2 Supreme Commander finally may -make leader appointments -reassign units -adjust replacement/autoswap settings for airgroups -adjust day/night missions for airgroups -adjust fighter/bomber missions for fighter-bomber airgroups -adjust air doctrine -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 It is a work in progress and meant to be useful to all commanders. As such it will be simplified or added to as the need arises. Future Disposition of Forces As promised to the team a note on future disposition of forces. Comments and suggestions welcome from the team and others. This is to -give a record for future commandeers who join the team -avoid needless spending of points (e.g reassigning a unit this turn when it is going to be reassigned to another commander next turn etc). By knowing (probably) what will happen across commands in future this can be avoided. Ground commanders are in charge of their respective areas, the Supreme Commander will only get involved where something affects others or the whole team. It could be useful for ground commanders to know the Supreme Commander policies so that they can make their own plans fit in. Objective Aim is to give a chain of command with -no/few command penalties and/or battle penalties -maximum number of levels of command for each unit -HQs least distance from units on average -with least points used to do it As always because not everything is possible choices have to be made. Arrivals Allocation On Map arrivals will be allocated by Supreme Commander -not to where there are critical points - instead boundaries between Commands will be shifted allowing forces already at front to concentrate where needed -to where there is spare command capacity in corps and armies -units with a withdrawal date usually south -mountain/light units more often to the south -cavalry and sub-divisional units where they can best be used as i) reserve activators ii) garrisons (to avoid other German combat divisions as summer garrisons) iv) frontline RHG commanded combat (when there is little other command capacity) The German army in 1941 has twelve field armies/panzer groups that can command 144 divisions when not broken down without a command penalty - but there will be more than 144 divisions and it can be difficult to find a good slot for arrivals. There are two corps independent of army command which means an additional 8 divisions can be fielded without a battle penalty or command penalty. Assigning these to an army can be done for no points and give their units an extra level of command - but the German army overall will have fewer penalty free slots for their units. The RHGs, I think, can take sub-divisional or cavalry units as well as security - so they could be used too but there are other issues with them. By contrast the minor allies have enough HQs for their units plus spare slots in 1941. There is no reason not to assign German units to minor allied HQs. Finnish commanders for instance are very good, and even the worst southern axis ally commander can have better ratings checks than a very overloaded German commander. Ground commanders may also appreciate being able to mix minor allies with German units to avoid vulnerable concentrations of weaker units. And stacking minor allies with German units to give them victories is a way of "training" them and their commanders up. Ground commanders are responsible for the assignments within their command, but can indicate to Supreme Commander how they could most easily accomodate arrivals without penalties. Withdrawals Coming up to a withdrawal date there is the possibility of choking replacements to the unit. However there is a danger that units even on refit up to a withdrawal will have a ToE that is too low, and spend an extra turn being supplied and on refit in Germany to a much higher ToE level. Where this might happen the Supreme Commander might reassign a unit out of a command, or otherwise instruct on its location to avoid this happening. Timetable Good weather 1941 -Cities garrisoned where this reduces partisans -Security divisions in 101RHG and 102RHG are reassigned first to OKH before they are split up indefinitely to regiments (costs fewer points that way) -As German security on garrisons north of the Southern axis no move line get used up, German security units south of the line will be moved north - South Commander will be responsible for their garrisons and may, for instance, use minor allied units for the purpose Change of season 1941 -Units which will be withdrawn from the front for wintering will be used as garrisons, not sent to Poland/Germany. Some may be reassigned direct to OKH. -Summer garrisons which are replaced can be used in front/digging etc. during winter - they might get mauled in combat but they do have all of next summer to recover - any German security unit can be assigned to 103RHG if it is just to get rid of a battle penalty -Fronts with less future potential can go static e.g far North -An army is transfered from AGC to AGN - and with 102RHG empty of units then AGC leader ratings are effective so they can get a good leader (points allowing) Spring 1941 -Security etc return to garrison, winter garrison return to front/ assigned to commands etc. AGS split -103 RHG remains assigned to OKH, rest assigned to AGA/AGB (if this is how version 1.11 still does it) -Rumanian armies into southern of the two groups, Hungarian armies into the northern one of the two groups -AGA and AGB get good leaders Later -8th army arrives and is assigned to North/Centre (replaces 2pz?) -12 army/Army Grp E etc arrives - God only knows if we get to that! Manpower ToEs/Refits will usually be set to prioritise manpower to where they will be most experienced and to onmap units rather than SUs. The aim for the bad weather at the end of 1941 is to have as few on map units depleted/unready as possible by the new campaigning season. Support Units Ground Commanders can reassign SUs in their command, and, for most turns and for most types of SUs, allocations for them will also be made for those in OKH HQ as well. However the Supreme Commander still has final say on SU support levels and locks, and can (rarely) remove SUs from direct assignment to ensure the best distribution between all commands of SUs. SU locks and levels Generally the Supreme Commander will leave HQs unlocked and support levels set so that SUs travel up to High Command. This means i) SUs will aggregate in High Command HQs such as OKH (which will be left on rails). The transport costs of these can easily reach 100,000+ - more than a field army, and will not need to be supplied far from the railhead or moved over ground. Ideally ground commanders should try to assign down SUs in their army commands which are not on rails first which means doing that "from" those army HQs rather than "to" the units which prioritises the highest levels (i.e. OKH) first. ii) There are stochastic economies as the chances you can assign the SU you need are higher if they are pooled in one place accessible to all iii) There is no need to make a split between different commands of all but a few classes of specialist SUs - there will be more than enough ordinary artillery, say, for every commander with a surplus left over (at least to begin with) iv) Ground commanders can assign SUs only before any combat in which SUs could be committed or at the end if they are likely to be attacked by Soviet units. This would mean only those that will potentially be used are assigned down, and fewer vehicles are used to transport SUs. [Ground Commanders do not need to assign SUs down to all their HQs at the start of each turn - assigning them "just in time" works just as well, even though that magical teleportation system of the game does not reflect historical reality.] However this does mean more micromanagement as SUs that are wanted have to be assigned down to each HQ each turn. If ground commanders do not want this they can ask Supreme Command either to leave the HQs they want locked, or Supreme Command to assign down SUs to that HQ at the start of the turn in line with that commanders request. Construction and Pioneer SUs However HQ support level will be locked to keep out or in construction units or pioneers e.g. -turn 1 until construction units go "on map": any corps with less than 2 construction units or army with less than 3 will be locked to keep construction in army groups/high commands where they can be used for rail repair. RHG commands when empty of security units may be used to hold construction SUs for localised auto rail repair. -when fort construction by units becomes a priority: lowest level HQs in critical areas will be locked when they have more than 2/3 construction etc. Points may have to be used to reassign construction units/pioneers. Direct Assignment Motorised SUs should be prioritised over non-motorised of the same type for direct assignment to motorised units in order to economise on vehicle use Withdrawing SUs SUs that withdraw should be used first. The Supreme Commander may assign these down at the start of every turn, or else Ground commanders can assign these first. Manpower Further guidance for other commanders Ground commanders can choose which units should be on refit or have their ToEs choked - but should tell the Supreme Commander as those settings may be copied over without noticing. Supreme Commander though has final say to give the best manpower allocation across the team. Generally the following will be prioritised for refit -Motorised, mountain and cavalry divisions -High morale or elite infantry -Units more than 10 hexes from an enemy unit -Units with morale higher than experience but if the unit has a withdrawal date coming up, or is in contact with or may be in contact with the enemy this may mean it will not receive a refit Generally the following will have their ToEs choked -Units with a withdrawal coming up -Units with morale below national morale -Units with experience above their morale -offmap units where replacements will reduce the readiness or leave depleted onmap units
|
|
|
|