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#p49671DETAILS:
Date: Sunday, April 22nd
Time: 7pm (GMT)
Type: Timed (60 minutes)
TS Address: 18.104.22.168:25210THE 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
Leo 2A1, LEO 2A4
MBT 70, KPz 70
T-80 A, BV, U
AML 60, AML 90 LYNX (AML60 is forbidden due to artillery rules)
MI-28 HAVOCCATEGORY 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.NATO