Spartan Challenge Game
The two teams of 3 players each, will compete in two games.
In second game, the teams will switch sides, Allies become Axis and Axis become Allies.
After completing the two games, the best team of the two games claims victory (see rules, victory conditions).
Teams are allowed to switch team countries between their players, freely. If one player is annexed then he can join one of his human allies as an assistant. Otherwise remaining players continue on their own till the end.
If all human players of one team are annexed then the game finishes, otherwise the game finishes at default campaign end date.
If session is confirmed and team players are missing then leader of the team assigns a sub player or lets ai do the job.
Leader of each team is responsible to field his team in time for each session.
Gaming days and hours will be flexible. We will play any day and hour that is convenient. Minimum one session per week.
Minimum three hours per session.
In the end of each session the team's leader must be ready to inform about date and time of next session possible.
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Doomsday-Armageddon 1.1 (ENCW) edit the air stack maximum to 24.
Scenario: 1936 campaign.
Spartans:
Knupp
Kthnos
KostasL
The Triumvirate:
Outerlimits
Christian
Visser
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RULES
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1. Trading
1.1 Axis will trade first, on January 2, 1936.
1.2 Allies will trade second, on January 2, 1936.
1.3 Allies may not trade for rares with AI countries that are not allied to.
1.4 Trading divisions is forbidden.
2. Diplomacy & Intelligence
2.1 No DOW until Danzing Event, exception made to event wars(i.e. Italy to Albania, Japan in China).
2.2 Allies shall not influence any country until Danzig (August 30, 1939).
2.3 After Danzig, UK shall not ally any country except it is at war with the Axis, USSR is free to ally any country.
2.4 Axis shall not influence or ally any country until End of Czechoslovakia (March 15, 1939).
2.5 Guarantee of independence is forbidden.
2.6 Allying Spain (Nationalist or Republican) before Vichy or 1941 is forbidden.
2.7 Influencing of opponent player countries is forbidden.
2.8 Liberating a country is not allowed if purpose is to supply encircled armies. At the liberation time, there must be NO encirclement or even danger of encirclement.
2.9 Couping of opponent player countries is forbidden.
2.10 Fund partizans operations are forbidden.
2.11 Smear campaign operations against AI countries are forbidden.
2.12 USSR cannot grant(or be granted) military access to other players.
3. Events
3.1 Anschluss, Munich Treaty, End of Czechoslovakia, Memel, Danzig and Poland join Allies, should go historical.
3.2 Germany must declare war on Poland in the Danzig Event.
3.3 USSR must accept Bitter Peace if offered and respect peace time agreed by treaty. When peace treaty has expired, USSR is free to DOW.
4. Axis
4.1 Italy can join Axis at Jan 1, 1936 (war with Ethiopia must be over till April 1, 1936).
4.2 Italy must join Axis till January 1, 1942.
4.3 Japan can join Axis or DOW Allies in 1941 or Vichy Event or USA is in war, whatever comes first.
4.4 Japan must join Axis till January 1, 1942.
4.5 Japan, before joining Axis, can DOW Chinese countries only (not Tibet). Chinese wars must be over by end of 1939.
5. USA allowed to join Allies or DOW Axis or DOW any country (and only if sliders allow this) :
5.1 January 1, 1942.
5.2 3 months after Japan joined Axis or DOWed the Allies or USSR (NOT if Japan was DOWed by them).
5.3 1 month after UK has been invaded.
5.4 Immediately after Axis takes any province in American continent (Greenland is exception if Germany keeps it base-free).
5.5 Immediately after USSR has been invaded by the Axis and has lost 60% of its base ICs.
5.6 Before USA enters the war, all units stationed at USA provinces.
6. USSR and the Ribbentrop-Molotov pact
6.1 Germany chooses what is deal, Limited, Full or No Pact at all.
6.2 USSR can DOW Axis (or any country under initial German guarantee) after July 1, 1941 (Full Pact).
6.3 USSR can DOW Axis (or any country under initial German guarantee) after July 1, 1940 (Limited Pact).
6.4 Germany may break the R-M Pact anytime.
6.5 USSR can DOW only Baltics and Finland (Full Pact).
6.6 USSR can DOW only Baltics and Finland plus any other country with no initial German guarantee (Limited Pact).
6.7 USSR can DOW anyone, anytime (No Pact).
6.8 USSR must accept End of Finnish war event taking the demanded only territory (Full or Limited Pact).
7. General
7.1 No use of any exploits or cheating of any kind.
7.2 No 'phoney-wars', distant wars for saving consumer goods ICs only. Wars declared should be fought to a peace or annexation, without deliberately delaying for saving consumer goods ICs only.
7.3 Each country must supply all its forces (land,naval or air) in full, during peace time.
7.4 Expeditionary Force can be given to an AI ally only when supplying these units is impossible.
7.5 Expeditionary Force can be given to a human ally freely.
7.6 No more than 36 divisions may garrison an urban if it is the country's capital only (example Moscow maximum 36, Smolensk no limit).
7.7 Amphibious Landing Limit is 16 units.
7.8 No redeployment/disbanding of units about to be encircled/outflanked/destroyed.
7.9 No redeployment of units that are adjacent to enemy land units.
7.10 No redeployment of units that are being air-bombed.
7.11 Any capital surrounded must be taken without delay if defender asks it.
7.12 Free France must have no more than 3 infantries as initial land/air/naval forces. All others will be deleted by editing.
7.13 If Japan puppets Nationalist China, trade and tech embargo is revoked and leaders added, by editing.
7.14 Any player takes all the time he needs by pausing at will. No one can unpause except the one who paused.
7.15 Any player can report something wrong to the host so that he can consider it and edit if needed.
7.16 All players after ending each session save the game but also return immediately to the lobby in v-net to get the save from the host, who will be hosting for that purpose. It is also strongly recomended that all players get random saves during the game and keep all the saves safe till the game is over.
7.17 All players at the start of the game must confirm that they have read the rules and all is ok and clear. If there is any question during game the host will be happy to answer.
7.18 After each session, the leaders of the two teams send their saves to Cueball, who will be the referree if there is any matter of rules violations.
8. Victory Conditions
Total Victory claimed when one team has annexed all 3 opponent players by default end date of 1936 campaign.
Victory claimed by Victory Points if both teams have at least one player left by default end date of 1936 campaign.
If both teams achieve a Total Victory, earlier date/time of last opponent annexed, wins.
If both teams achieve a Victory, the more total Victory Points, win.
If one team achieves a Total Victory and other achieves a Victory, Total Victory, wins.
As most victories are likely to be decided by annexation of last opponent player, it is very important to fight till the end as even one more hour that one holds will decide if his team will win or loose.