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    Real Strategy Requires Cunning
Nov 13, 2005
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Game to commence 16/1/2011 1800CET if we get the numbers. CHECKSUM HOI2 ARMA 1.3b THVR Edit the db file to 8 Air stacks

We will probably use Game ranger for stability.

Feel free to sign up with preferences however, the big 3: UK, Germany, USSR will be filled with the most reliable players 1st. This way if we have no shows the game can continue as a 2v1 (though this should not be the case). None of these 3 players will be subbed, unless organised prior by that person with there consent.

Some topics are not covered in Aussie rules like excessive use of spys and allies whoring the planets resources prior to war. Aussie Rules have always been a guideline more then solid rules and what is expected of players is that the game is played like a real war.

The point of the game isn't to beat Germany in 1939. The point of the game is to have a war where all nations have a fair chance to win from the get go without artificial gangbangs/deprivation of resources or mass using of spys etc etc etc.

If your unsure confer with your team mates or the GM before doing something.


Sing up as you pls, rules below.
 
Last edited:
Nov 13, 2005
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-RULES-

1. Semi Historical game. All rule discussion must take place prior to a new game commencing and must be approved by all players in the group. A GM is also to be elected to resolve any arbitrary disputes and this person is expected to rule fairly.

Diplomacy and war entry guidelines

2. No war until Danzig unless via an event. ie. Japan and China.

3. No allying of minors prior to Danzig. (unless by event... Hungary)

4. Base USA & USSR war entry is 1st January 1942.

5. Any unhistorical DOW's or Alliances will result in USA and USSR increasing or decreasing there base war entry by 6 months.

6. Italy may ally Germany after Eithopia is annexed with the following restrictions:
a)No German, Axis Allies or Italian air, Ground or ships may be in each other countries until they are at Major war.

b)Once in the German alliance Italy may not leave prior to Major war.

7. Base Japanese War entry Date January 1st 1941, however should USA refuse to trade min 20 of each resource for 20 Supplies the Japanese may attack earlier unless agreement reached on another trade.

8. Neither Russia nor Japan may DOW each other until 1st January 1943. should Japan select to attack russia at khalkin Ghol the war must be finished in a time frame befitting a border skirmish. (3 months).

9. Russia must accept the Historical Molotov - Ribbontrop pact if offered and NAP must be honoured. If historical M/R pact is offered then Germany MAY NOT DOW Russia before 1st of January 1941. Extended NAP's are to be negotiated between the German and USSR player at their discretion.

10. Trading of military units:
a) USA is permitted to supply UK with escort fleets if Gibralter Falls.
b) A human controlled France must not trade away any military units.
c) Military sales between nations are prohibited until both nations are at war.
d) Starting units may be sold except for Capital Naval Units (USA, Japan).

11. No one may influence a Human controlled country without their permission.

12. No one may attempt to kill any ministers or leaders from a country they are not at war with.

13. Supply Exploits:
a) No Expeditioning of forces to Minors to save Supplys.
b) A capital may not be diliberately surrounded for the purpose of preventing supplies and convoys from being sent from such a province.
c) If a capital is left vacant it must be occupied immediately. The agressor will play fair. Any major dramas should be brought to everyones attention

14. Trading of resources, provinces & blueprints with other countries:
a) Any resource may be traded with any other country.
b) The Allies may not trade for rares in the first month of the game. They may accept any trade offered.
c) No restrictions on trading blueprints with Allies or stealing them.
d) No one may trade provinces for the purpose of preventing Annexation of a country.
e) Provinces may be bought and sold freely from and country. And in some instances can be edited.

15. Military access:
a) No one is permitted to allow military access to foreign troops unless they are at war with a common enemy.
b) The USA does receive military access to the UK through events but this may not be used until the USA is at war with Germany.
c) If you manage to gain Military access to a neutral minor your forces may pass though but may not launch attacks from such a country.

16. Surrounded armies may not be disbanded when totally surrounded to save manpower.

17. Air units that have been given a rebase command and keep retreating back to a base about to be captured must be permitted to leave such a province. To keep engaging them to prevent such a rebasing mission is not in the spirit of the game. The damage done to such units is more then enough penalty.

18. Province improvements:
a) USA may not build coastal forts until China Falls.
b) All airbases and Naval bases must be built in the province and not placed from build queue.

19. No country may change its starting land doctrine.

20. No SR from province that are adjacent to enemy units not in retreat.

21. HQ's are not light tanks, single HQ units should move with the army and not be used as 'overrunning' units... ie forcing the enemy to retreat and then moving a single HQ to beat the retreating units.


-Aussie rules are more then just rules they are a way of playing the game that keeps the spirit of competition alive. If axis annex spain, turkey etc etc then they should expect USA or USSR to enter the war early, same is true that if the Allies deprive Japan of resources then they should expect to be attacked early.

The rules are made this way so that peoples decision on what they do or don't do will always have repercussions and so that rules do not dictate the flow of the game. All actions have consequences.

These rules are not exclusively written by me and have been adjusted over the last 8 years by dozens of players over quite literally hundreds of games. If you disagree with a rule present a valid reason for your concerns for the group to discuss and the GM to decide upon.
 
Last edited:
Nov 13, 2005
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I will put my name down for 1 of the main 3. However im not an inflexible guy, if we get enough regular players then im happy to take another nation if others wish to have these.

As i said above the Big 3, will be given to the most regular/reliable players.

For convenience sake we shall consider me the GM until we have a few sign ups and have elected a GM for this game.

Im also open to which day we play on however, (Tuesday and saturday im not available). For now Sunday sounds good unless we have a better proposition for a different day.
 

Pepsi_max

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I sign up for one of the three majors.
 

Zardnaar

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What time zone is he game going to be run in? I have Sundays free but I live in New Zealand. Also I haven't played multiplayer before. With rule 5 how does it apply with things like Hungary, Bulgaria and Romania entering the Axis early to gain blueprints? I'm not to fussed about playing them or Manchukuo. Is it unhistorical if those countrys DoW after Sep1 39 and if they are in the Axis- ie early annexations of Yugoslavia/Greece etc but after the war breaks out.
 
Nov 13, 2005
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What time zone is he game going to be run in? I have Sundays free but I live in New Zealand. Also I haven't played multiplayer before. With rule 5 how does it apply with things like Hungary, Bulgaria and Romania entering the Axis early to gain blueprints? I'm not to fussed about playing them or Manchukuo. Is it unhistorical if those countrys DoW after Sep1 39 and if they are in the Axis- ie early annexations of Yugoslavia/Greece etc but after the war breaks out.
Probably in CET time.

1800CET - 2200 CET most likely.

which would be 6am - 10am NZ time monday morning.

USA/USSR is not effected by Axis Minors joining Germany earlier then they Historically did. However Rule 3.....

3. No allying of minors prior to Danzig. (unless by event... Hungary)


Only nations like sweeden, spain turkey are going to really effect when USA or USSR join the war. No one will bat an eyelid at switzerland getting unhistorically annexed or allied.
 
Last edited:

Zardnaar

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Well I thought I would clear the air about any plans if I played and if I ended up as one of those nations. A smallish nation like one of those joining early is mostly for the blue prints as Axis lapdog isn't much fun. 6am Sunday is early but not totally out of the question. Basically no early war to grab Persia/Turkey/Spain type countries which have obvious geographic advantages and implications. I wouldn't mind playing a major (anything apart from USSR which I find boring) or Canada/Aussie/Romania/Hungary/Manchukuo. Any country with enough IC to not totally suck and reasonable tech teams will do. I would like an early Axis entry if its an historical Axis country or to be unpuppeted if Manchukuo- happy to remain allied to Japan though. I also don't mind trading resources as an Allied country with the Axis/Japan as that is a historical outcome prewar (apart from German/Soviet trading which happened after MR pact).

Is rule 19 OK to break if you are a minor nation? I understand its importance with the majors such as USA or USSR going down the Blitzkrieg path or the UK switching to base strike. Its just that Aussie has good base strike and blitzkrieg teams and Romania is beter going down the British/Japanese path. I'm availabale all Sundays as well unless somehting unexpected comes up and I'm away Sunday week (23/01/11)

What version of the game is it? basic, DD arm and what patch? Might have to uninstall the game and redo it.
 
Last edited:

unmerged(207586)

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Well I'd liek to play Germany if possible but could play soembody else. I also need to knwo time as sunday i may have soemthing else happenign but if a time can be agreed on that serves us all It'd be great.
 
Nov 13, 2005
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For the record game time my time actual is 3am. Queensland Australia Time. CET is more convenient though to be honest as the bulk of players are Euro.

As for the changing of land doctrines by a minor this would be a topic to mention once we have a full play list, There have been numerous games with both options. GM' will have the final say in any event.

CHECKSUM HOI2 ARMA 1.3b THVR Edit the db file to 8 Air stacks
 

Zardnaar

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I think I'll sit this one out. I would have to unmod all my stuff, lose my save games and I'm not sure how to tweak the file in any event.
 

unmerged(35801)

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yea whatever.....suppose ill host
 

unmerged(35801)

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I think I'll sit this one out. I would have to unmod all my stuff, lose my save games and I'm not sure how to tweak the file in any event.
simple stuff really.......and mighty g is a certified noob teacher!
 

Zardnaar

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Nov 13, 2005
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Its easy peasy.

Open you db folder. Inside you will see a file called 'misc.txt'

Open it, Scroll down about 3/4 of the way and you''ll see any entry saying.

"Maximum size of Air stacks" It will be set to 4.

Change it to 8 and Save.

Done.
 

Zardnaar

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I see. I'll have to uninstall everything and reinstall and repatch to Arm 1.3.
 

Zardnaar

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Oops. I needed to clean it up anyway. Had save games that don't load as I have since modded etc and I had around 6 German save games of various campaign and strategies.