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macgregor2150

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Aug 24, 2011
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3 teams historic

Basics:
AoD vanilla 1936, 1938 or 1939
Speed: Very Slow to Normal
Ideal time: around 12 noon Monday or Friday EST(Florida)or potentially any night after 7pm.
3 teams; axis/allies/commintern -at least 2 players per team. The idea is to have teams that can privately share strategy and info, as well as maintain trusted substitutes(hopefully) if they can't play. Players are free to play any country of their team's side and can change according to the circumstances. The guy who played Romania last session may play Germany the following session as a substitute.


I realize after several failed attempts at an enjoyable experience, that GameRanger is a huge crowded stadium full of players of all variety; age, time zone, maturity-civility level, as well as understanding of the game and history. Nobody's necessarily wrong or right, but everyone is angling to play the game their own way.

This is the game I want to play. I want 6 or more players in order to form 3 teams; Axis -Allies -Commintern, and I want at least 2 players on each team. I'm open to 1939 or 1936 and I'm willing to play as any country. I do want to play until the scenario ends. I'm 52, a veteran, and a history buff. I'm chill and relaxed. I'm in no rush to prove anything. i don't care what age you are if you can respect everyone and act like an adult.

I see this as a strategy game. Just because it's called 'realtime' -it's not a first person shooter. I want everyone to have plenty of time to create their own forces and strategies. I come from the 'World in Flames' 'Op art of War' turn-based crowd. If the caliber of player is mature and sociable, the more truly is the merrier. But sometimes it only takes one person to disturb the experience for everyone. I'll do my best to prevent that.

If the idea of a game like this sounds interesting, please either post, pm me your email, or just join a session on GameRanger. Once I have enough players, I'll organize a start time.
 
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I'm posting these as a guideline, I haven't read them all, but I want to make the game fair and somewhat historic.


1. 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. A GM is also to be elected to resolve any arbitrary disputes and this person is expected to rule fairly.

Diplomacy and war entry guidelines

2. No war until Danzig unless via an event. ie. Japan and China.

3. No allying of minors prior to Danzig. (unless by event... Hungary)

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. Italy may ally Germany after Eithopia is annexed with the following restrictions:
a)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) 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. No SR from province that are adjacent to enemy units not in retreat.

21. HQ's are not light tanks, single HQ units should move with the army and not be used as 'overrunning' units... ie forcing the enemy to retreat and then moving a single HQ to beat the retreating units.
 
it sounds very interesting, count me in, if it's ever gonna start. i vote for '36 'cos in 107 that is the only balanced scen. i'm registered on wpo also.
i don't really see how can 2 players play in the commintern. noone wants to play tannu tuva :) a shared ussr is not really a good idea either.
but axis can definitely use 3players (if u consider japan as axis)!
ger-su-uk-jap-usa-ita-allothers used to be the right priority of country selection.
 
Welcome aboard -and I'm glad you asked that question. 2 players as the commintern leaves one to play PRC, and probably wont be very exciting in WW2. But they then will fight for control of China, and of course in Korea. I'm considering using the cold war extension so that the rest of the cold war can play out, though not unless I know when it starts and finishes. PRC is certainly a major player in today's world. I wouldn't mind playing them, though they'd be ideal for a noob to learn the game with. If i am to play USSR I would want someone to discuss strategy with. The idea of 3 different axis of power vying for control is closer to reality than two. 3 for the Axis would be ideal. 3 for the Allies would leave someone as ROC I think -though France early on perhaps.

Oh and BTW I have 3 other reliable people who are learning the game who will play this game.
 
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