Wanting to try something new
Posted: Mon Jun 07, 2004 3:34 pm
Hi
There is currently a thread in the WITP forum about old PC and bord wargames. That reminds me something I have participated some ten years ago: playing wargames in teams. That is each side is divided into several commands and each player is responsible of his command and nothing else. That means that you are not onlmy fighting against your enemies, but also against your "allied" that are willing to use the same ressources as you.
At the time it was a boardgame and in clubs, but I think it is possible with UV. Example with 2 players on each side
1) Player IJN 1 gives orders and saves. He sends the turn to the Player IJN 2.
2) Player IJN 2 gives orders and ends IJN phase. He sends the turn to the Player USN 1.
3) Player USN 1 gives orders and saves. He sends the turn to the Player USN 2.
4) Player USN 2 gives orders and ends USN phase. He sends the turn to the Player IJN 1.
That means that the game is slower than usual.
From my experience and UV settings, the best team to play like that is to have a commander on each side, that will only give general strategy abd allocate ressources to one or the other commander and more important resolves conflicts. This should be an experienced player while the sub-commanders may be less experienced (and learn a lot, indeed, but also gives new bold ideas to the commander).
That will gives, for example, for the Allied:
1 high commander, 1 SOPAC commander, 1 SWPAC commander
and for the Japanese
1 high commander, 1 "New Guinea & Australia" commander, 1 "Solomons & islands" commander
or
1 high commander, 1 fleet commander, 1 land commander (planes & troops)
In the last Japanese case, the "land commander" will be given control of transports TF and escorting forces for operations.
It is also possible that the high commander has control of a part of the forces. But if he doesn't control anything and is contacted only it a conflict arises, the game will be faster.
The main benefit of this king of game is that all players are obliged to plan somewhat their operations, so sub-commanders can ask for more ressources. And there may be interesting strategical discussion as to what to do.
What do you think ? I think it could be done in a summer 1942 scenario.
There is currently a thread in the WITP forum about old PC and bord wargames. That reminds me something I have participated some ten years ago: playing wargames in teams. That is each side is divided into several commands and each player is responsible of his command and nothing else. That means that you are not onlmy fighting against your enemies, but also against your "allied" that are willing to use the same ressources as you.
At the time it was a boardgame and in clubs, but I think it is possible with UV. Example with 2 players on each side
1) Player IJN 1 gives orders and saves. He sends the turn to the Player IJN 2.
2) Player IJN 2 gives orders and ends IJN phase. He sends the turn to the Player USN 1.
3) Player USN 1 gives orders and saves. He sends the turn to the Player USN 2.
4) Player USN 2 gives orders and ends USN phase. He sends the turn to the Player IJN 1.
That means that the game is slower than usual.
From my experience and UV settings, the best team to play like that is to have a commander on each side, that will only give general strategy abd allocate ressources to one or the other commander and more important resolves conflicts. This should be an experienced player while the sub-commanders may be less experienced (and learn a lot, indeed, but also gives new bold ideas to the commander).
That will gives, for example, for the Allied:
1 high commander, 1 SOPAC commander, 1 SWPAC commander
and for the Japanese
1 high commander, 1 "New Guinea & Australia" commander, 1 "Solomons & islands" commander
or
1 high commander, 1 fleet commander, 1 land commander (planes & troops)
In the last Japanese case, the "land commander" will be given control of transports TF and escorting forces for operations.
It is also possible that the high commander has control of a part of the forces. But if he doesn't control anything and is contacted only it a conflict arises, the game will be faster.
The main benefit of this king of game is that all players are obliged to plan somewhat their operations, so sub-commanders can ask for more ressources. And there may be interesting strategical discussion as to what to do.
What do you think ? I think it could be done in a summer 1942 scenario.