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unmerged(59514)

First Lieutenant
Aug 1, 2006
225
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Schlieffen said:
Well you wouldn't need amazing command skills or anything - I'm imagining orders would basically be which province to go to and a few cutoffs for when to stop the attack (when org gets so low, when their org is this much higher, etc). I'll probably have some "default" values thrown in there too and I'm sure that, if you pick a lower-level commander, you'll have some guy up top making vague plans for you to follow.
Like I said before, this is mostly about the AAR writing. There's also a nice little game in there where it's one side against the other, but the biggest part of this is to give writers a chance to do their writing thing. ;)

Also a reminder: You can have multiple characters. Although this also refers to commanders and the like, the idea here is that you can control a commander and still write about a foot soldier. The only restriction is that you have to play on only one side - no working for the other team! :p

+1 it would be funnier.
In your list a German v SU would be the best for game-play. And for just writing pleasure every one.
 

Schlieffen

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Well because of how long it will take to set up (and since it's the probable outcome anyways), I'm going to make an executive decision here: the scenario will be Barbarossa!

The AAR will be called "Iron and Steel" (and if a mod sees this and could change the thread's name it would be greatly appreciated), and will be between Germany (representing the entire Axis - I have plans on how to deal with outside events and such) and the Soviet Union. It will start with the opening moves of Barbarossa and will end... well, it will probably end so far down the line it's not even worth planning for now. :D

The following positions absolutely must be filled for each side if we're to continue:
Army-Group Commander (Four each, counting Finland)
Minister (Minimum of four each side)

Remember that you can control multiple characters, and you don't have to write an AAR for each character you control - I'm just trying to divide up powers a bit to avoid one player dominating the game.

  • 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
  • Minister of Security: Controls forces behind the frontlines (primarily for Germany & partisans)
  • Head of Intelligence: Controls research and, if included, spies.
  • Chief of Staff: Distributes what is built.
  • Chief of Army: Coordinates troop movements, planning, etc.
  • Chief of the Air Force: Coordinates air units and controls most of them (some may be reserved for Army-Groups).
(Defunct Ministries: Foreign Minister; Chief of the Navy)


Again, just because you take on a role doesn't mean you need to write an in-depth AAR for it, as long as you have a "primary" character getting AAR attention elsewhere. Don't volunteer for a position if you don't think you can fill it of course, but if we're a little short on players you can take an extra to fill in the gaps. Just sign on for one position at the moment so everyone has a decent shot at their first choice. If you don't get your first choice don't fret - this will go on for a while, so I'm sure you'll get a shot eventually. ;)
 

ReconUK

Second Lieutenant
Jul 18, 2006
156
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Minister Of security for the Axis, and a Common officer or Solider.
 

unmerged(59514)

First Lieutenant
Aug 1, 2006
225
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Ok, great! Hum... For me (keep in mind you can change my statut if you have any problem ;) ) I will prefer Army-Group Commander. The side Soviet, I suppose many would prefer Germans, if there's no Commissar behind me!! :p
 

Schlieffen

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Juste: you're going to have to be a little more specific than that. Maybe not down to specific division or anything (assuming you mean a sub-Army Group Commander), but at least a nation. ;)
Ok, added those who asked for positions. Let's get some more people in here - still plenty of openings. (Actually an infinite amount, but I mean for the big positions. :D )
 

Schlieffen

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Woah. The progenitor joins his proteges. :p

As Chief of the German Army you'll have an extra step (as will the German Army Group Commaners and any Subgroup Comanders that join before we start) - since Germany's attacking and, assumably, planned to do so, there's some distribution to do on the front. Nothing too complex - I'll give a list of how many panzer divisions etc. there are and you say how many go to each Group - but I think it'll make the opening moves a bit more fun. Well, more fun for the Germans - Soviets are still caught with their pants down. :D
 

unmerged(57086)

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May 16, 2006
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I'd prefer to be a sub-group army commander (a Lt. Gen?) with either side, but with the following traits: Engineer and Fortress Buster (and possibly Defensive Doctrine if you don't find it too gamey for a general to have three initial traits). I know, not the most popular ones, but I find them intriguing.
 

unmerged(59514)

First Lieutenant
Aug 1, 2006
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Maybe we could add « secret objectives ». I mean a point system and each team decide in secret their first target. For example, Soviet would decide to keep some cities and Germans to destroy Soviet armies to have a free hand on European Russia before Soviet Siberia troops come. The fact to keep secret the priority objectives could be only guess in observation of foe maneuvers.
 

Schlieffen

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mk11 said:
I'd prefer to be a sub-group army commander (a Lt. Gen?) with either side...
General or Field Marshall I'd assume - you essentially have control over several divisions (more than a single leader could control most likely). You do need to be more specific about your nation, though. ;)
mk11 said:
...but with the following traits: Engineer and Fortress Buster (and possibly Defensive Doctrine if you don't find it too gamey for a general to have three initial traits). I know, not the most popular ones, but I find them intriguing.
Traits are iffy, but it will be something like this - when a player signs on as commander and lists his desired traits & such, I'll replace one of the historical commanders that was about that good to avoid sides becoming horifically unbalanced. There are plenty of fours and fives (well, plenty of threes on the Soviet side :p ), so I don't think there will be a huge problem.

R. 2 la R. Team said:
Maybe we could add « secret objectives ». I mean a point system and each team decide in secret their first target. For example, Soviet would decide to keep some cities and Germans to destroy Soviet armies to have a free hand on European Russia before Soviet Siberia troops come. The fact to keep secret the priority objectives could be only guess in observation of foe maneuvers.
Well this would already be there - it just isn't official at all. :D
If you want something like this than I might add it. As is I'm planning to spread VPs all over the map (as opposed to the current lumped in five spots model :p ) and I'll probably graph victory progress throughout the game, but the primary idea is the AAR - if it gets down to desperately holding on to Berlin, I still want to see writing. ;)
 

unmerged(59514)

First Lieutenant
Aug 1, 2006
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Schlieffen said:
General or Field Marshall I'd assume - you essentially have control over several divisions (more than a single leader could control most likely). You do need to be more specific about your nation, though. ;)

Traits are iffy, but it will be something like this - when a player signs on as commander and lists his desired traits & such, I'll replace one of the historical commanders that was about that good to avoid sides becoming horifically unbalanced. There are plenty of fours and fives (well, plenty of threes on the Soviet side :p ), so I don't think there will be a huge problem.


Well this would already be there - it just isn't official at all. :D
If you want something like this than I might add it. As is I'm planning to spread VPs all over the map (as opposed to the current lumped in five spots model :p ) and I'll probably graph victory progress throughout the game, but the primary idea is the AAR - if it gets down to desperately holding on to Berlin, I still want to see writing. ;)

Ok, I'm fine with all these. I'm just waiting your command! Sir, yes sir! :D
 

VILenin

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I volunteer for the Soviet CoA or, that failing, Army Group Centre. If both are unavailable I'll pick something else.
 

unmerged(49083)

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Oct 2, 2005
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May I suggest rolling a die for the 'skill' level, and then with the skills give each one a number and if you get that on the die, that's the one you have. Also, could I be Chief of Staff for germany please (Achtung, germany fanboy!)
 

ReconUK

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Its coming along nicely.
 

Schlieffen

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All of you signed up (as well as R. 2 la R. Team, since there was only the one position left for Soviet Army Group Commander).

Walter Model said:
May I suggest rolling a die for the 'skill' level, and then with the skills give each one a number and if you get that on the die, that's the one you have.
Well the problem with that is it's kind of out of the players' control. I'm thinking of a system that might involve a little die rolling, but we'll see.


Anyways, for the German Chief of the Army (Windowmaker), here are the forces to deploy on the frontlines. Just send a PM about how many go to each group (North, Center and South only - Finland's empty of German divisions for the time being), and the commanders can place them in specific provinces:

  • Infantry: 102 Divisions
  • Cavalry: 1
  • Motorized: 15
  • L. Armor: 6
  • M. Armor: 11
  • Mountain: 4
  • Para: 2
  • HQ: 7

  • Artillery: 34
  • Self-Propelled Art: 10
  • Rocket Artillery: 1
  • Antitank: 8
  • SP Antitank: 10
  • Anti-Air: 10
  • Engineer: 10
  • Armored Car: 8
  • Military Police: 15

  • Fighter: 9
  • Tactical Bomber: 9
  • Close Air Support: 3
  • Escorts (for TBs): 2
  • Transport: 1

Remember that these are only German forces. Hungary, Romania, etc. all have forces that will be deployed at their original starting positions (so Army Group South won't need as much as the other two, at least for the opening moves). There are also a bunch of German forces that aren't listed here, but can't be moved until the actual game starts - Reserve Forces, if you will - as well as a bunch of inf on the Western Front. It's basically a standard '41 scenario setup if you want to see where everything else is.