Campaign Infos - rules
Posted: Sat Feb 02, 2013 5:52 am
Please, DOWNLOAD HERE the first version of the rules.
You are asked:
- to choose one side
(please split on the two sides according with your skill - look at the planeset in the rules doc - regardless your mother squadron);
- to join the PQ16Allies or PQ16Axis usergroup to access the dedicated forum;
Admin could move players across sides to balance forces before campaign starting.
Rules editing log:
Addition 1:
All Artillery objects cannot be loaded into transporting objects; they must move by themselves (4 horses objects are properly set for this goal)
Addition 2:
All industrial Targets active
Addition 3:
You have few tanks on both side at campaign start.
Don't set productions of Tanks as this kind of reinforcements are not allowed into the resupply points, except T-26Early at one RP that must be loaded on train anyway to be carried on the war operations area.
Some US light tanks are loaded on the convoy, of course, and they could change the course of the war if successfully unloaded.
This is why historically this was mainly infantries and artillery war.
Addition 4:
Propaganda launches allowed along the campaign: 1 drop per 10km x 10km square
Clarification:
Since we must still test the map, no more than 25 human players actually allowed. Also 25 AI are allowed (mainly for the resupplies just before the second stage starting).
If all will run fine with 50 players, I'll do to allow other 10 human players
III stage
Additional rules
- the new convoy does not have a prefined disembarkation point and optionally can be splitted into two groups. Disembarkations are allowed only at any friendly harbours.
- playability is set 50/50. The main reinforcements will enter the map by an AI mission, but available slots can be used during any mission. reinforcements will arrive periodically by admin.
- Single Factories are switched to factory plates located in 4 big industrial areas (2 each side); No repairing.
- Ships radar is enabled. Only CV, BB, CA and some DD are equipped.
Addition 20th may
- Seaplanes can land over the sea but they must ordered to come back home at the next mission
-we should not go over 80 overall players, so it's good either 50/30 and 40/40. That's only for playability problems, so we could even try to fly 45/45 but I dont know what can happen.
Map is heavy, we have 80 ships, artilleries firing and a lot of ground objects, about 100 moving. I would be happy to have 50/50 humans, so keep that in mind while planning
You are asked:
- to choose one side
(please split on the two sides according with your skill - look at the planeset in the rules doc - regardless your mother squadron);
- to join the PQ16Allies or PQ16Axis usergroup to access the dedicated forum;
Admin could move players across sides to balance forces before campaign starting.
Rules editing log:
Addition 1:
All Artillery objects cannot be loaded into transporting objects; they must move by themselves (4 horses objects are properly set for this goal)
Addition 2:
All industrial Targets active
Addition 3:
You have few tanks on both side at campaign start.
Don't set productions of Tanks as this kind of reinforcements are not allowed into the resupply points, except T-26Early at one RP that must be loaded on train anyway to be carried on the war operations area.
Some US light tanks are loaded on the convoy, of course, and they could change the course of the war if successfully unloaded.
This is why historically this was mainly infantries and artillery war.
Addition 4:
Propaganda launches allowed along the campaign: 1 drop per 10km x 10km square
Clarification:
Since we must still test the map, no more than 25 human players actually allowed. Also 25 AI are allowed (mainly for the resupplies just before the second stage starting).
If all will run fine with 50 players, I'll do to allow other 10 human players
III stage
Additional rules
- the new convoy does not have a prefined disembarkation point and optionally can be splitted into two groups. Disembarkations are allowed only at any friendly harbours.
- playability is set 50/50. The main reinforcements will enter the map by an AI mission, but available slots can be used during any mission. reinforcements will arrive periodically by admin.
- Single Factories are switched to factory plates located in 4 big industrial areas (2 each side); No repairing.
- Ships radar is enabled. Only CV, BB, CA and some DD are equipped.
Addition 20th may
- Seaplanes can land over the sea but they must ordered to come back home at the next mission
-we should not go over 80 overall players, so it's good either 50/30 and 40/40. That's only for playability problems, so we could even try to fly 45/45 but I dont know what can happen.
Map is heavy, we have 80 ships, artilleries firing and a lot of ground objects, about 100 moving. I would be happy to have 50/50 humans, so keep that in mind while planning