House rules for PBEM

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Besmerello
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Joined: Fri Apr 15, 2022 6:43 pm

House rules for PBEM

Post by Besmerello »

Hi there,

Planning to start my first PBEM game soon and I would like to ask this, what are the must have house rules in your opinion to make the game a bit more realistic and fair for both sides? Thank you!
Panjack
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Location: Southern California

Re: House rules for PBEM

Post by Panjack »

The consensus on house rules is that opinions differ. ;)

You can search the forum for "house rules." One discussion, out of many, is: https://www.matrixgames.com/forums/view ... 3&t=362606
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btd64
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Re: House rules for PBEM

Post by btd64 »

Yeah, sorry but there's a lot of threads out there on this subject. I'm just mad at the world today 😒 🙄 😑....GP
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dr.hal
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Re: House rules for PBEM

Post by dr.hal »

I think the most foundational thing you can do in terms of "rules" is to find a player that is like minded in terms of the general thrust of your game. There's a continuum of "overarching" thought for how the game should be run. It spans a line from the completely true to history, to anything goes (that the game engine would allow). If you find someone compatible in this foundation concept, you won't need much in terms of "rules"! Once you have found your "soul (game) mate" you can tweak the "rules" from there. It is a continuation of the argument "if the game engine allows it, can it (or should it) be done?" Do you want to fight in terms of historical constraints, historically oriented with innovations, or with the "gloves" completely off. So, in short, it all depends upon how you want to conduct your game and matching that with a like minded opponent.
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Sardaukar
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Re: House rules for PBEM

Post by Sardaukar »

It really depends on opponents.

"Gamer" vs. "Historian" etc.

Playing for win or just having fun...there are lot of things to factor what rules if any to use.
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Uncivil Engineer
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Re: House rules for PBEM

Post by Uncivil Engineer »

In my opinion most house rules don't make or break the game. But one rule that I think is an absolute must-have is that paratroop units must be whole before they execute a jump. Neither side should be allowed to drop fragments of paratroopers all over the map. Now in most cases a parachute fragment is indefensible, but if it captures a base additional units can be flown in to make it defensible (and allow air assets to use the base). Therefore, once a unit drops on a base the rest of the unit must follow and not be allowed to drop on a different base. Or the first part must be withdrawn to recombine with the left behind fragment making the unit whole again.
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