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PostPosted: Sun 15 Apr 2012 21:46 
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Sergeant First-Class

Joined: Fri 9 Mar 2012 19:24
Posts: 106
The Historical Society proudly presents....

Scrimmage III

Dear friends, sign up for Scrimmage III is officially open! We will not be attempting double-blind this time; if a second round is played, you'll stay with the same faction. One formal room, any backups and late showers will be organized into pickup games. People who played last time had a blast, so post if you can commit. We will probably be making an effort to get people out of their comfort zones, so if you've overwhelmingly played as one faction, start unlocking units for the other side!

Also, an AAR from Scrimmage II was finally posted - it can be found here: http://www.wargame-ee.com/forum/viewtopic.php?f=11&t=3981&start=140#p49671

DETAILS:

Date: Sunday, April 22nd
Time: 7pm (GMT)
Game: 4v4
Type: Timed (60 minutes)
TS Address: 78.157.97.10:25210

THE SCENARIO:

The map will be Fulda Gap, 60 minutes with similarly low starting points to Scrim II. The 'Flank Feeds' of Delta, Echo, Juliet and Mike will be disabled. The command imperative for each side will be to control the 'central group of towns' in Foxtrot, India and Kilo - these are key defensive points overlooking regional road junctions that will be necessary for future advances. The small towns in NATO/Pact start zones are not objectives. To control a town, station a couple infantry units in the buildings - contested towns at match end will be considered. If you can lock down a target zone with a CU as well as control a=the town(s) within, your level of control is considered to be increased. As a secondary objective, successful commanders are urged to gain functional control of the forested area in India to prevent counter attacks from hidden units - this doesn't have to be perfectly sterile, just general control. Important: Commanders are discouraged from using artillery heavily in built up areas - this will damage the transportation infrastructure. If you need artillery to take an important town, shell it - but doing this too much will hurt you in the eyes of command (basically we want to prevent a knee-jerk artillery blanket in reaction to a well managed town clearing operation).

UNIT LIMITATIONS:

This is a big deal. First, only limited divisional artillery assets from French and Czechoslovak units are in the area. Support players will be limited to adding the AuF1 and the DANA to their decks. Furthermore, each side may only have 4 guns on the field at any one time, individually or in a battery. These are excellent artillery units, but protect them well - you will only be able to call on 12 pieces throughout the battle!

Second, as this is a straightforward urban clearing operation, command will be withholding more advanced units for other engagements: all named prototype units and all units costing over 120 points are banned! Below is a list of banned units; we are going strictly with named prototypes and with cost over 120. If a full line is banned, obviously do not add it to your deck. if only parts of a line are banned, it is on your honor not to call the forbidden units in.

MI-26
OH-58D KIOWA Wr.
PT-85 + 90
AMX 32
BMP 685
CHALLENGER
Leo 2A1, LEO 2A4
M1A1 ABRAMS
M8 AGS
SUPER M60
MBT 70, KPz 70
T-64 BV
T-80 A, BV, U
AML 60, AML 90 LYNX (AML60 is forbidden due to artillery rules)
BTR-70 ZHALO
MARDER VTS-1
AH-64 APACHE
MI-28 HAVOC


CATEGORY LIMITATIONS:

4v4, open nation decks, no more than 2 categories per player. 2 players may run the infantry category, all others may only be used once. Support player limited to established artillery, all banned units above must be taken into account. COs/Teams decide category mixes within rules above.

General Rule for Scrimmage play: each team must have at least one CU alive at all times, and teams cannot arty/assault the last remaining home reinforcement zone of an enemy. This is to ensure full games and to give a team that's been battered a chance to bring in reinforcements and rally.



Image



NATO

Comrade
Guggy
DeuZerre
FLX

Warsaw Pact

Kovlovsky
Quigglebert
Generic_Guy13
Holoween


Last edited by Genosse on Sun 22 Apr 2012 00:17, edited 7 times in total.

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PostPosted: Sun 15 Apr 2012 23:43 
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Chief Warrant Officer
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Joined: Fri 2 Mar 2012 17:45
Posts: 512
I'll sign up for this, Nato prefered faction

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PostPosted: Mon 16 Apr 2012 02:06 
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Second-Lieutenant

Joined: Sat 25 Feb 2012 06:18
Posts: 797
Location: Québec
This time, I make the great jump, I have been mobilised as an NVA reservist and I'm up to serve the SED and my DDR nation against the evil western fascists and imperialists for the greater glory of the working class! Arise western workers, your brothers from the east come to rescue you from the capitalist pigs!

P. S. my Pact deck is much better than my NATO one. On the NATO side, I'm pretty much limited to german units and some american and french units. On the Pact side, I have a pretty good deck, but some key systems aren't unlocked yet.


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PostPosted: Mon 16 Apr 2012 02:14 
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Colonel

Joined: Thu 17 Nov 2011 01:53
Posts: 2526
I'll be available to play as whoever :) With the Star reset function, can flesh out any deck as needed :P

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PostPosted: Mon 16 Apr 2012 05:16 
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General
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Joined: Mon 27 Feb 2012 22:17
Posts: 5084
Location: Universe, Galaxy, Solar System, Earth, Ground, Eurasian Continent, Main Landmass.
Should be all right, if my train isn't late: It's the first day of the elections in France, and I'll be going back to my native village to vote.

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PostPosted: Mon 16 Apr 2012 05:21 
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Second-Lieutenant

Joined: Sat 25 Feb 2012 06:18
Posts: 797
Location: Québec
DeuZerre wrote:
Should be all right, if my train isn't late: It's the first day of the elections in France, and I'll be going back to my native village to vote.


You can't vote in the area you are living right now?


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PostPosted: Mon 16 Apr 2012 05:31 
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General
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Joined: Mon 27 Feb 2012 22:17
Posts: 5084
Location: Universe, Galaxy, Solar System, Earth, Ground, Eurasian Continent, Main Landmass.
Nope. too late to change! I'll be voting early mornoing, and going early afternoon, two hours train, 4 hours margin.

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PostPosted: Mon 16 Apr 2012 05:32 
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Brigadier
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Joined: Sun 26 Feb 2012 18:52
Posts: 3232
Location: Ottawa, Canada
I wont be able to commit until later in the week...WAY too many good hockey games on right now!

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PostPosted: Mon 16 Apr 2012 08:06 
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Major
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Joined: Fri 16 Mar 2012 09:43
Posts: 1964
Location: Paris
Same as DeuZerre, I'm in but I might be a bit late (15min max) because I vote in the city where my parents live and take the train. (maybe I'll take the previous one we'll see)
NATO or PACT whatever, I have every units unlocked anyway.


For the scenario, I have an idea : On three miles island, every bridges have been sabotaged but the plant itself is untouched. Both faction have the objective to size the central island and the plant with minimal damage to the structure.

Specific rules for this game :
- players can start wherever they want.
- It is forbidden to cross any bridge with ground vehicles since they are destroyed.
- Infantry can cross bridges on foot as they can swim among the rubble of the bridges.
- It is totaly forbidden to shoot with heavy weapons inside the surrounding wall of the plant. No arty, flammes, rockets tank shell, frag grenades etc... = Only small arms fire and contusive grenades allowed.

How points are calculated :
* At the end of the timer every team earn 2 point for each infantry squad they have on the central island. 3 points is the squad is inside the power plant surrounding wall.
* Every time an unauthorised weapon is used toward the inside of the plant's surrounding wall you lose 2 points. (watch out spetz !)
* The team with the most points win.


No chopper could fly last time, this time they will have a big role. What do you think ?

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PostPosted: Mon 16 Apr 2012 09:28 
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Command Sergeant Major

Joined: Mon 13 Feb 2012 18:29
Posts: 341
Sign me up please!

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