The World In Your Hands
Would you like to react to this message? Create an account in a few clicks or log in to continue.

Wargame Wars

2 posters

Go down

Wargame Wars Empty Wargame Wars

Post by The Cobbler Sat Sep 13, 2014 3:30 pm

NOTE: This system is completely optional for those who want more control over their forces during battle. If you don't want to use this, its absolutely fine

Right. So, first off. You want a simulated battle rather than a traditional GM report. What does that mean? Well, at first, you'll have to choose out of these options:

1.) Play Wargame yourself, which you own
2.) Borrow someone else's Wargame, and still play
3.) Let someone else (of your choice) play Wargame for you

Now, how does this work? First off, a battlefield resembling the zone in the RP as closely as possible is chosen. Secondly, you send a mod your army, and based on it, he will assemble a deck for you, using units roughly the same strength as your army. You can pick a nationality if you wish to, and can request certain units or give tips as to which you'd like. Hell, if you want, you could even make a deck yourself, although it might see heavy mod editing if you choose to use it.

Now, we have the pre-battle things check... but wait, there's more! You see, we need a way to keep numbers in check. After all, a defender might have small numbers of a large variety of units, and Wargame would still give you a large variety of units but also large numbers, which would be unfair. That is why, at game start, both players can send their command vehicles out to capture their half of the command points, while they are not allowed to go on the attack. Next, they can build their army to the specific numbers provided by the mod. All units should be sent to the ''main'' command point, and can not leave it.

So, we're done now, right? No, not quite. The mod will tell you the specifics of the battle. Is it a surprise attack? A naval invasion? A turtled defensive? This will all have an impact on the battle, and so, the specific scenario must be decided on first on a case-by-case basis.

Examples: Cobblerland is invading Dogonistan, and doing so in a (ground-based) Pearl Harbour-type setting. That would mean the mod'd allow Cobblerland to send out his aircraft /before/ Dogonistan has completely sent out its units, and the attackers could also be allowed to set up its units before the defender is ready! (Normally, the opposite would be true, and the defender would be allowed to place units first)

EQUIPMENT MUST BE FROM BEFORE 1980 (FOR NOW)
The Cobbler
The Cobbler

Posts : 512
Join date : 2014-05-23
Age : 26
Location : Netherlands

Back to top Go down

Wargame Wars Empty Re: Wargame Wars

Post by cziken20 Sun Sep 14, 2014 10:35 am

Just going to say one thing. The entire tech date is kinda stupid. We have Internet, mails, and lot of quite advanced things, that didnt exist in 1970's. I would say that people could use 1980's and later weaponry if they researched it. And people who didnt yet research it are suing like1950's weaponry and stuff.
cziken20
cziken20

Posts : 563
Join date : 2014-05-23
Location : Pomorskie, Poland (happily not even close to the hell which is sonsowiec, yay!)

Back to top Go down

Wargame Wars Empty Re: Wargame Wars

Post by The Cobbler Sun Sep 14, 2014 12:49 pm

I make the decks. Its much easier to pair units if you only use the pre 1980 ones, as it limits my choices and means I dont have 6 aircraft to choose from on both sides.


In other words, its more fair
The Cobbler
The Cobbler

Posts : 512
Join date : 2014-05-23
Age : 26
Location : Netherlands

Back to top Go down

Wargame Wars Empty Re: Wargame Wars

Post by Sponsored content


Sponsored content


Back to top Go down

Back to top

- Similar topics

 
Permissions in this forum:
You cannot reply to topics in this forum