Iron and Steel - Comments and Sign Up Thread
"Two Nations, Many Players" isn't the name of course, but I can't change the name without a mod.
It's been discussed a bit in the main AAR forum, and it looks like it'll have enough people to at least get a minor battlescenario going on, so here's the official thread to sign up in. The basic idea is two-sides against eachother, with the participants serving as the personallities within it, from the Marshals (and Ministers, if a non-battlescenario is used) to the common soldier. The idea was originally proposed by Sir Monty after reading Windowmaker's "War Stories from the Great Patriotic War", the primary point being the analysis of moves by individual characters, debates concerning plans, etc., although I seem to have kind of taken over a bit (sorry Sir Monty!
o ).
The plan itself is this: the players send me orders as to what their characters do, assuming they have command roles. I set up a multiplayer game with whatever player is available, taking whatever nation he's not from (so a Barabarossa scenario with a Soviet player, I'd command Germany for that session). Their orders are implimented and the game started, both me and the other player taking detailed notes as to what's going on to aid the writing of any AARs (the AAR being the actual point of this whole thing). The moment a decision has to be made or an opportunity becomes available, we pause, save, and post what happened, waiting for orders for the next "turn".
The main purpose for this is the AAR. I'm not going to require huge, verbose novels or anything, but I'd appreciate it if a few words on strategy or results were put in there. (Note you don't have to say what you'll do, but what some of the possibilities are - wouldn't want to give your plans away to the enemy.
) Your characters can be anything from the highest commander to the lowest soldier, but you have to pick a specific formation to command, if only to avoid conflicts in orders. Likewise you can control more than one character, but understand that if you have multiple characters and someone else joins, he'll have the option of taking one of them (you can reserve one as a "primary", of course, but you can't monopolise every Minister for example).
(NOTE: Click on the nation's name to be taken to their discussion thread in Off-Topic)
If not played, Subgroup Commanders are made and controlled by their AGC. If a new player takes control of that subgroup he may either keep the existing leader or make one of his own.
Every non-played leader without a command (ie, not an Army Group Commander or Subgroup Commander) starts with a skill determined by his nation: Germany 3, Soviets, Hungary & Finland 2, and those other states 0. The majority of these NPC leaders will be Lt. Generals, although there may be some Generals for the minor Axis nations.
Iron & Steel
A collaborative AAR with two nations, but many players
"Two Nations, Many Players" isn't the name of course, but I can't change the name without a mod.
It's been discussed a bit in the main AAR forum, and it looks like it'll have enough people to at least get a minor battlescenario going on, so here's the official thread to sign up in. The basic idea is two-sides against eachother, with the participants serving as the personallities within it, from the Marshals (and Ministers, if a non-battlescenario is used) to the common soldier. The idea was originally proposed by Sir Monty after reading Windowmaker's "War Stories from the Great Patriotic War", the primary point being the analysis of moves by individual characters, debates concerning plans, etc., although I seem to have kind of taken over a bit (sorry Sir Monty!
The plan itself is this: the players send me orders as to what their characters do, assuming they have command roles. I set up a multiplayer game with whatever player is available, taking whatever nation he's not from (so a Barabarossa scenario with a Soviet player, I'd command Germany for that session). Their orders are implimented and the game started, both me and the other player taking detailed notes as to what's going on to aid the writing of any AARs (the AAR being the actual point of this whole thing). The moment a decision has to be made or an opportunity becomes available, we pause, save, and post what happened, waiting for orders for the next "turn".
The main purpose for this is the AAR. I'm not going to require huge, verbose novels or anything, but I'd appreciate it if a few words on strategy or results were put in there. (Note you don't have to say what you'll do, but what some of the possibilities are - wouldn't want to give your plans away to the enemy.
- Army-Group Commander: Coordinates the actions of the units under his command. This can also be broken down further with sub-group commanders to give other players a decent command role, but he'll always have a sub-group of his own to command directly.
- HoS & HoG: Coordinates the actions of the different Ministers.
- Armaments Minister: Controls what is built and how many resources are made available for offensives
- Minister of Security: Controls anti-Partisan forces behind the frontlines (Germany Only)
- Head of Intelligence: Controls research and, if included, spies.
- Chief of Army: Coordinates troop movements, planning, etc. Distributes constructed units and supply for offensives given by the Armaments Minister.
(NOTE: Click on the nation's name to be taken to their discussion thread in Off-Topic)
Cabinet
Head of State: Anarhco Liberal (Adolph Hitler)
Minister of Security: Sir Monty
Armaments Minister:
Head of Intelligence: El Jefe (Reinhard Heydrich)
Chief of Army: Windowmaker (Walther von Brauchitsch)
Head of State: Anarhco Liberal (Adolph Hitler)
Minister of Security: Sir Monty
Armaments Minister:
Head of Intelligence: El Jefe (Reinhard Heydrich)
Chief of Army: Windowmaker (Walther von Brauchitsch)
Army Group Commanders
Finland: Noobie_Toby (von Mannerheim)
North: El Jefe (Eric von Manstein)
Center: Sir Monty (Günther Blumentritt)
South: Walter Model (Walter Model)
Finland: Noobie_Toby (von Mannerheim)
North: El Jefe (Eric von Manstein)
Center: Sir Monty (Günther Blumentritt)
South: Walter Model (Walter Model)
Subgroup Commanders
Other Commanders
Cabinet
Head of State:
Head of Intelligence: Juste (Rodion Raskolnikoff)
Chief of Staff: Thistletooth (Mikhail N. Thistletoothskij)
Chief of Army: VILenin (Georgiy K. Zhukov)
Head of State:
Head of Intelligence: Juste (Rodion Raskolnikoff)
Chief of Staff: Thistletooth (Mikhail N. Thistletoothskij)
Chief of Army: VILenin (Georgiy K. Zhukov)
Army Group Commanders
Finland: Juste (General Justekov)
North: Rzeczpospolita
Center: R. 2 la R. Team (Field Marshal Raspoutinov)
South: Blodwen
Finland: Juste (General Justekov)
North: Rzeczpospolita
Center: R. 2 la R. Team (Field Marshal Raspoutinov)
South: Blodwen
Subgroup Commanders
Ärjylä (Lt.General Pavel Ärjytmistrov, Army Group Center)
mk11 (General Kinyakin, Army Group South)
Ärjylä (Lt.General Pavel Ärjytmistrov, Army Group Center)
mk11 (General Kinyakin, Army Group South)
Other Commanders
Rules for Creating Leaders
Every played leader starts with a skill of 5. He gains traits by subtracting one point from either his skill or his rank (so adding a trait will either reduce his rank by one level, or his skill by one point). The starting rank is Field Marshal for Army Group Commanders (AGCs) and General for Subgroup Commanders (SGCs).If not played, Subgroup Commanders are made and controlled by their AGC. If a new player takes control of that subgroup he may either keep the existing leader or make one of his own.
Every non-played leader without a command (ie, not an Army Group Commander or Subgroup Commander) starts with a skill determined by his nation: Germany 3, Soviets, Hungary & Finland 2, and those other states 0. The majority of these NPC leaders will be Lt. Generals, although there may be some Generals for the minor Axis nations.
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