Re: Rule questions....
Better late than never eh? One major thing my regular group does is use our own war entry system. We ignore in game WE. I don't suggest that the new group use this system right away. I suggest we go with the basic exploit preventing rules to follow until such time as the gaming group is solidified.
House Rules:
These rules are based on a 2 alliance system. UK, France, USA and USSR are allied. Germany, Japan, Italy and Balkan minors are Axis. When possible, sides will always pit 4 human players against 4 human players.
1. No tech trades to human or non-human positions except as follows:
A) UK only to a HUMAN controlled CW minor. UK may send 2 techs of 20IC or greater value and 3 techs of under 20IC value per year. The CW country may NOT send any to the UK.
B) The Axis may send 2 techs (total) of any value per year to a HUMAN controlled axis minor. The minor may NOT send any techs back to the other Axis members.
2. We use base manpower levels (1.05c) except:
A) Germany is provided an additional 350mp points to give them a fighting chance against the USSR.
B) Any minor CW or Axis is provided an additional 250mp points.
NOTE: The MP changes and tech rules are there to make playing a minor a viable and somewhat enjoyable experience for the players having to play them.
3. Military Access through neutral nations is PROHIBITED. Players may not use it or ask for it from a neutral nation.
4. No more than 10 units may be given to a neutral nation as expeditionary forces by each individual player.
5. Supplies and resources may not be sent to non-allied countries. Exception is:
A) Countries may send supplies and resources to nations of like political alignment as long as both are peace or both are at war. Example: UK may send to a liberal democrat Poland but not to a paternal autocrat Argentina. A neutral USA could not send supplies to the UK if the UK was at war.
NOTE: This prohibits the democratic allies from sending a neutral communist USSR supplies and resources. Once both are at war, supplies may be sent.
6. The USA player will play France until France falls. The following restrictions will apply:
A) No more than 10 divisions & 5 air squadrons may be stationed outside of mainland French territory.
B) No fortifications may be built within France prior to France being at war. This includes the construction of AA. The Maginot Line provinces are exempt from this clause.
7. During times of peace, the game will be run at normal to above normal speed. When wars are being fought, the game will be run at slow speed. Increases or decreases in game speed require an agreement by all players. Player desired pauses are NOT PERMITTED except by majority vote. Exceptions:
A) If a player's forces should be sent on a stupid retreat (we all know what those are), the player may immediately pause the game and request a redirect of those forces to another valid province. The non-retreating combatant has the right to ask for a vote if he feels the redirection is improper (almost never happens).
NOTE: The enactment of this rule requires the player requesting the redirect to tell the host the name of the leader(s) and to which province they should be sent instead. Once this information is provided and any contests settled, everyone exits the game. The host will edit the save file (takes 2-3 minutes) and rehosts the game.
8. The ONLY valid player positions are:
A) France/USA
B) UK
C) USSR
D) Any CW minor (Canada, Australia, New Zealand or South Africa)
E) Germany
F) Japan
G) Italy
H) Balkan minors (Hungary, Romania or Bulgaria)
Expectations and Common Sense:
Players are expected to play their position regardless of the fortunes of war. If you are getting it handed to you, you are expected to continue playing. Everyone will get their turn in the barrel, so be a good sport.
Looking at the save file between sessions (other than looking at your own position with the game on pause) is considered cheating. Be a good sport and respect your fellow players.
Any disputes will be settled by a majority group vote. In the case of a tie, the group owner (TrainWreck) will have the final say.
I will host a ventrilo voice server with allied and axis channels during the session. Players may use this (the quality is great) as it saves a great deal of typing and speeds communication. In game communication between the axis and allied players must obviously still be typed. Get the ventrilo software at http://www.ventrilo.com/download.php . You want the client software.
TrainWreck, advise me if you have any questions on these. I'll be happy to explain and I may have forgotten something.
Originally posted by TrainWreck
Well, I suppose these are good ideas....although I do not know when they are SUPPOSED to occur. Will need some help here (DAW...?).
Better late than never eh? One major thing my regular group does is use our own war entry system. We ignore in game WE. I don't suggest that the new group use this system right away. I suggest we go with the basic exploit preventing rules to follow until such time as the gaming group is solidified.
House Rules:
These rules are based on a 2 alliance system. UK, France, USA and USSR are allied. Germany, Japan, Italy and Balkan minors are Axis. When possible, sides will always pit 4 human players against 4 human players.
1. No tech trades to human or non-human positions except as follows:
A) UK only to a HUMAN controlled CW minor. UK may send 2 techs of 20IC or greater value and 3 techs of under 20IC value per year. The CW country may NOT send any to the UK.
B) The Axis may send 2 techs (total) of any value per year to a HUMAN controlled axis minor. The minor may NOT send any techs back to the other Axis members.
2. We use base manpower levels (1.05c) except:
A) Germany is provided an additional 350mp points to give them a fighting chance against the USSR.
B) Any minor CW or Axis is provided an additional 250mp points.
NOTE: The MP changes and tech rules are there to make playing a minor a viable and somewhat enjoyable experience for the players having to play them.
3. Military Access through neutral nations is PROHIBITED. Players may not use it or ask for it from a neutral nation.
4. No more than 10 units may be given to a neutral nation as expeditionary forces by each individual player.
5. Supplies and resources may not be sent to non-allied countries. Exception is:
A) Countries may send supplies and resources to nations of like political alignment as long as both are peace or both are at war. Example: UK may send to a liberal democrat Poland but not to a paternal autocrat Argentina. A neutral USA could not send supplies to the UK if the UK was at war.
NOTE: This prohibits the democratic allies from sending a neutral communist USSR supplies and resources. Once both are at war, supplies may be sent.
6. The USA player will play France until France falls. The following restrictions will apply:
A) No more than 10 divisions & 5 air squadrons may be stationed outside of mainland French territory.
B) No fortifications may be built within France prior to France being at war. This includes the construction of AA. The Maginot Line provinces are exempt from this clause.
7. During times of peace, the game will be run at normal to above normal speed. When wars are being fought, the game will be run at slow speed. Increases or decreases in game speed require an agreement by all players. Player desired pauses are NOT PERMITTED except by majority vote. Exceptions:
A) If a player's forces should be sent on a stupid retreat (we all know what those are), the player may immediately pause the game and request a redirect of those forces to another valid province. The non-retreating combatant has the right to ask for a vote if he feels the redirection is improper (almost never happens).
NOTE: The enactment of this rule requires the player requesting the redirect to tell the host the name of the leader(s) and to which province they should be sent instead. Once this information is provided and any contests settled, everyone exits the game. The host will edit the save file (takes 2-3 minutes) and rehosts the game.
8. The ONLY valid player positions are:
A) France/USA
B) UK
C) USSR
D) Any CW minor (Canada, Australia, New Zealand or South Africa)
E) Germany
F) Japan
G) Italy
H) Balkan minors (Hungary, Romania or Bulgaria)
Expectations and Common Sense:
Players are expected to play their position regardless of the fortunes of war. If you are getting it handed to you, you are expected to continue playing. Everyone will get their turn in the barrel, so be a good sport.
Looking at the save file between sessions (other than looking at your own position with the game on pause) is considered cheating. Be a good sport and respect your fellow players.
Any disputes will be settled by a majority group vote. In the case of a tie, the group owner (TrainWreck) will have the final say.
I will host a ventrilo voice server with allied and axis channels during the session. Players may use this (the quality is great) as it saves a great deal of typing and speeds communication. In game communication between the axis and allied players must obviously still be typed. Get the ventrilo software at http://www.ventrilo.com/download.php . You want the client software.
TrainWreck, advise me if you have any questions on these. I'll be happy to explain and I may have forgotten something.