Hi all.
I am proposing a new way for the Aussie group to operate for those that want to play. It has become clear of late the structure of our group and resolution of disputes has really fallen down to what it used to be. Perhaps it due to we have more players now and varied opinions on what or how things should happen.
I am going to attempt to put this new structure in place so that it is well beded down come Hoi3. First big task is to resolve disputes and although we have a number of rules for this it seems they are never followed, no point having rules if they are simply ignored, means they dont work.
Group Structure.
Group moderator.
The group moderator is selected at the start of the game not by a group vote but by a set roster that will rotate with each game to the next in line player. Much how the European Union works its presidency. Everyone has a turn so its fair for all, and we all see how other people handle the decisions. The group moderator will call for a group discussion which they will mediate. If the dispute involves the GM then they will select a person not involved in this dispute to mediate it. If no easy solution is found after talking about it. A group vote is called. The group vote must be of even numbers from each team. So if the Axis have 5 players and allies only 4 then it is 4 votes from each side. If a tie results then the GM will have the final say.
The GM decision is final. If a player disagrees with the final decisions after a discussion, group vote then a GM ruling they should have a look at them selves and perhaps find another group to play with.
GM Roster.
Will work in a simple list of named players. Each player is number from 1 through to the amount for the game. 1. Is the GM for this game. In the next game the GM will rotate to number 2, and so on. So each game is a new GM. Only the players who played in the last game can be considered for GM of the next game, no brand new players can be a GM. Nice and simple.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
Nation Selection and game Balance.
For every Human played nation there must be a Human player on the opposite team. If we have 7 or 9 players then that player picks a minor nation of there choice and it put to a group vote to decide if that is fair or not. Nation choices are selected at the start of game and not changed unless ofcourse your natty spain or china as you cant play your nation till there formed. Human France must stay France after vinchy or play another nation in the CW.
Eg. Human Germany you need Human USSR.
Human Japan you need a Human USA
Human Italy you need Human UK
Human France you need a Human Spain/Hungary/Romania
Human Brazil you need a Human Natty China
You get the idea.
Nation choice will be the same Via a simple list. If your one nation for this game next game you will move to the opposite team and play a nation on that side. If a player does not want that nation they can pass on it or swap with another play if both players agree.
Axis. Allies
1. Germany --Mike-- 1. Allied Minor --Vacant--
2. Japan --Sgt Bakkus-- 2. UK --Geo?--
3. Italy --Angry-- 3. USA --SE?--
4. Axis minor --Vacant-- 4. USSR --Tonic--
This list works as follows. If you play Germany one game the next game you will play an allied Minor which is on your same line. After 2 games of playing Germany then an allied minor you then move to line two under Axis again and play Japan, then the UK. You can swap if two players agree to it, however if its your turn your expected to play that nation so the group can play. If you refuse a group vote and discussion will be held to resolve the issue.
RULES:
Any area not covered in these rules can be raised and dicussed as a group under the disputes resolution process with the GM. These rules by no means cover all aspects of the game and not all players will honestly remember all rules or how there implied, or even the implied mechanics of how our games run. If a group vote or GM modies or allows a rule for the game it can be implemented part way through a game. All edits if required need apporval of the group or GM to do.
Semi Historical game. All rule discussion must take place prior to a new game commencing and must be approved by all players in the group.
Diplomacy and war entry guidelines
1. Human France must select vinchy event when it fires.
2. No war until Danzig unless via an event. ie. Japan and China.
3. No allying of minors prior to Danzig.
4. Base USA & USSR war entry is 1st January 1942.
5. Any unhistorical DOW's or Alliances will result in USA and USSR increasing or decreasing there base war entry by 6 months.
6. If Allies choose France Human player. Italy may ally post ethiopian war, otherwise they cannot join until after Vichy event.
If Axis choose Nat Spain as Human player they cannot enter until after vichy, Brazil Human player may ally post vichy otherwise USA war entry is decreased as per rule 5. No German, Axis Allies or Italian air, Ground or ships may be in each other countries until they are at Major war.
b)Once in the German alliance Italy may not leave prior to Major war.
7. Base Japanese War entry Date January 1st 1941, however should USA refuse to trade min 20 of each resource for 20 Supplies the Japanese may attack earlier unless agreement reached on another trade.
8. Neither Russia nor Japan may DOW each other until 1st January 1943. should Japan select to attack russia at khalkin Ghol the war must be finished in a time frame befitting a border skirmish. (3 months).
9. Russia must accept the Historical Molotov - Ribbontrop pact if offered and NAP must be honoured. If historical M/R pact is offered then Germany MAY NOT DOW Russia before 1st of January 1941. Extended NAP's are to be negotiated between the German and USSR player at their discretion.
10. Trading of military units:
a) USA is permitted to supply UK with escort fleets if Gibralter Falls.
b) A human controlled France must not trade away any military units.
c) Military sales between nations are prohibited until both nations are at war.
d) Starting units may be sold except for Capital Naval Units (USA, Japan).
11. No one may influence a Human controlled country without their permission.
12. No one may attempt to kill any ministers or leaders from a country they are not at war with.
13. Supply Exploits:
a) No Expeditioning of forces to Minors to save Supplys.
b) A capital may not be diliberately surrounded for the purpose of preventing supplies and convoys from being sent from such a province.
c) If a capital is left vacant it must be occupied immediately. The agressor will play fair. Any major dramas should be brought to everyones attention
14. Trading of resources, provinces & blueprints with other countries:
a) Any resource may be traded with any other country.
b) The Allies may not trade for rares in the first month of the game. They may accept any trade offered.
c) No restrictions on trading blueprints with Allies or stealing them.
d) No one may trade provinces for the purpose of preventing Annexation of a country.
e) Provinces may be bought and sold freely from and country. And in some instances can be edited.
15. Military access:
a) No one is permitted to allow military access to foreign troops unless they are at war with a common enemy.
b) The USA does receive military access to the UK through events but this may not be used until the USA is at war with Germany.
c) If you manage to gain Military access to a neutral minor your forces may pass though but may not launch attacks from such a country.
16. Surrounded armies may not be disbanded when totally surrounded to save manpower.
17. Air units that have been given a rebase command and keep retreating back to a base about to be captured must be permitted to leave such a province. To keep engaging them to prevent such a rebasing mission is not in the spirit of the game. The damage done to such units is more then enough penalty.
18. Province improvements:
a) USA may not build coastal forts until China Falls.
b) No other country may build forts past level 5; exceptions are Gibraltar and Malta.
c) All airbases and Naval bases must be built in the province and not placed from build queue.
19. No country may change its starting land doctrine.
20. All games to be played until a group vote decides otherwise. A tie means the game will continue. Players must abide by the vote if they wish to continue playing in the Aussie group.
21. No SR from province that is adjacent enemy units not in retreat.
22. Maximum city stacking limited of 36. If forced by retreat and totally surrounded opponent may vacant a province so the stacking limit can be corrected.
Please raise any issues or ideas you might have on how to improve this. Im looking at a long term strucutre here to keep for many years into Hoi3, not only for hoi2.
Please give me your prefernces of nations. Myself since I was robbed of playing Germany, would like another shot at it, but happen to play anything.
I am proposing a new way for the Aussie group to operate for those that want to play. It has become clear of late the structure of our group and resolution of disputes has really fallen down to what it used to be. Perhaps it due to we have more players now and varied opinions on what or how things should happen.
I am going to attempt to put this new structure in place so that it is well beded down come Hoi3. First big task is to resolve disputes and although we have a number of rules for this it seems they are never followed, no point having rules if they are simply ignored, means they dont work.
Group Structure.
Group moderator.
The group moderator is selected at the start of the game not by a group vote but by a set roster that will rotate with each game to the next in line player. Much how the European Union works its presidency. Everyone has a turn so its fair for all, and we all see how other people handle the decisions. The group moderator will call for a group discussion which they will mediate. If the dispute involves the GM then they will select a person not involved in this dispute to mediate it. If no easy solution is found after talking about it. A group vote is called. The group vote must be of even numbers from each team. So if the Axis have 5 players and allies only 4 then it is 4 votes from each side. If a tie results then the GM will have the final say.
The GM decision is final. If a player disagrees with the final decisions after a discussion, group vote then a GM ruling they should have a look at them selves and perhaps find another group to play with.
GM Roster.
Will work in a simple list of named players. Each player is number from 1 through to the amount for the game. 1. Is the GM for this game. In the next game the GM will rotate to number 2, and so on. So each game is a new GM. Only the players who played in the last game can be considered for GM of the next game, no brand new players can be a GM. Nice and simple.
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
Nation Selection and game Balance.
For every Human played nation there must be a Human player on the opposite team. If we have 7 or 9 players then that player picks a minor nation of there choice and it put to a group vote to decide if that is fair or not. Nation choices are selected at the start of game and not changed unless ofcourse your natty spain or china as you cant play your nation till there formed. Human France must stay France after vinchy or play another nation in the CW.
Eg. Human Germany you need Human USSR.
Human Japan you need a Human USA
Human Italy you need Human UK
Human France you need a Human Spain/Hungary/Romania
Human Brazil you need a Human Natty China
You get the idea.
Nation choice will be the same Via a simple list. If your one nation for this game next game you will move to the opposite team and play a nation on that side. If a player does not want that nation they can pass on it or swap with another play if both players agree.
Axis. Allies
1. Germany --Mike-- 1. Allied Minor --Vacant--
2. Japan --Sgt Bakkus-- 2. UK --Geo?--
3. Italy --Angry-- 3. USA --SE?--
4. Axis minor --Vacant-- 4. USSR --Tonic--
This list works as follows. If you play Germany one game the next game you will play an allied Minor which is on your same line. After 2 games of playing Germany then an allied minor you then move to line two under Axis again and play Japan, then the UK. You can swap if two players agree to it, however if its your turn your expected to play that nation so the group can play. If you refuse a group vote and discussion will be held to resolve the issue.
RULES:
Any area not covered in these rules can be raised and dicussed as a group under the disputes resolution process with the GM. These rules by no means cover all aspects of the game and not all players will honestly remember all rules or how there implied, or even the implied mechanics of how our games run. If a group vote or GM modies or allows a rule for the game it can be implemented part way through a game. All edits if required need apporval of the group or GM to do.
Semi Historical game. All rule discussion must take place prior to a new game commencing and must be approved by all players in the group.
Diplomacy and war entry guidelines
1. Human France must select vinchy event when it fires.
2. No war until Danzig unless via an event. ie. Japan and China.
3. No allying of minors prior to Danzig.
4. Base USA & USSR war entry is 1st January 1942.
5. Any unhistorical DOW's or Alliances will result in USA and USSR increasing or decreasing there base war entry by 6 months.
6. If Allies choose France Human player. Italy may ally post ethiopian war, otherwise they cannot join until after Vichy event.
If Axis choose Nat Spain as Human player they cannot enter until after vichy, Brazil Human player may ally post vichy otherwise USA war entry is decreased as per rule 5. No German, Axis Allies or Italian air, Ground or ships may be in each other countries until they are at Major war.
b)Once in the German alliance Italy may not leave prior to Major war.
7. Base Japanese War entry Date January 1st 1941, however should USA refuse to trade min 20 of each resource for 20 Supplies the Japanese may attack earlier unless agreement reached on another trade.
8. Neither Russia nor Japan may DOW each other until 1st January 1943. should Japan select to attack russia at khalkin Ghol the war must be finished in a time frame befitting a border skirmish. (3 months).
9. Russia must accept the Historical Molotov - Ribbontrop pact if offered and NAP must be honoured. If historical M/R pact is offered then Germany MAY NOT DOW Russia before 1st of January 1941. Extended NAP's are to be negotiated between the German and USSR player at their discretion.
10. Trading of military units:
a) USA is permitted to supply UK with escort fleets if Gibralter Falls.
b) A human controlled France must not trade away any military units.
c) Military sales between nations are prohibited until both nations are at war.
d) Starting units may be sold except for Capital Naval Units (USA, Japan).
11. No one may influence a Human controlled country without their permission.
12. No one may attempt to kill any ministers or leaders from a country they are not at war with.
13. Supply Exploits:
a) No Expeditioning of forces to Minors to save Supplys.
b) A capital may not be diliberately surrounded for the purpose of preventing supplies and convoys from being sent from such a province.
c) If a capital is left vacant it must be occupied immediately. The agressor will play fair. Any major dramas should be brought to everyones attention
14. Trading of resources, provinces & blueprints with other countries:
a) Any resource may be traded with any other country.
b) The Allies may not trade for rares in the first month of the game. They may accept any trade offered.
c) No restrictions on trading blueprints with Allies or stealing them.
d) No one may trade provinces for the purpose of preventing Annexation of a country.
e) Provinces may be bought and sold freely from and country. And in some instances can be edited.
15. Military access:
a) No one is permitted to allow military access to foreign troops unless they are at war with a common enemy.
b) The USA does receive military access to the UK through events but this may not be used until the USA is at war with Germany.
c) If you manage to gain Military access to a neutral minor your forces may pass though but may not launch attacks from such a country.
16. Surrounded armies may not be disbanded when totally surrounded to save manpower.
17. Air units that have been given a rebase command and keep retreating back to a base about to be captured must be permitted to leave such a province. To keep engaging them to prevent such a rebasing mission is not in the spirit of the game. The damage done to such units is more then enough penalty.
18. Province improvements:
a) USA may not build coastal forts until China Falls.
b) No other country may build forts past level 5; exceptions are Gibraltar and Malta.
c) All airbases and Naval bases must be built in the province and not placed from build queue.
19. No country may change its starting land doctrine.
20. All games to be played until a group vote decides otherwise. A tie means the game will continue. Players must abide by the vote if they wish to continue playing in the Aussie group.
21. No SR from province that is adjacent enemy units not in retreat.
22. Maximum city stacking limited of 36. If forced by retreat and totally surrounded opponent may vacant a province so the stacking limit can be corrected.
Please raise any issues or ideas you might have on how to improve this. Im looking at a long term strucutre here to keep for many years into Hoi3, not only for hoi2.
Please give me your prefernces of nations. Myself since I was robbed of playing Germany, would like another shot at it, but happen to play anything.
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