• Blitz Shadow Player
  • Caius
  • redboot
  • Rules
  • Chain of Command
  • Members
  • Supported Ladders & Games
  • Downloads


Last Man Standing - Round 2
07-08-2011, 06:57 AM, (This post was last modified: 07-12-2011, 07:19 AM by GUNSLNGR.)
#1
b_Exclamation Mark  Last Man Standing - Round 2
My apologies for the lengthy delay in getting this round up and running, but here we go...

I've attempted to address some of the bigger issues related to this tournament - mainly the arty issue and map size.

For this round I've picked a little bigger map - that is a bit challenging (#122, Northern European Farmland). It is a little bigger and has a lot of different terrain features on it. Plenty of places to hide.

The arty issue has been the most contentious, so here is what I propose to keep with the spirit of the tourney.

1) Self Propelled arty is limited to 200 pts.
2) crewed arty, not including mortars, is limited to 200 points
3) mortars can only be purchased as part of a greater unit, i.e. a company or special weapons group, and not individually.
4) ammo resupply remains unlimited
5) No indirect fire can be plotted to land before turn 5. You can z-fire at any point, but you can't plot anything to land before turn 5.
6) Arty can only be plotted on contiguous (touching hexes). Meaining that if you have 5 arty units, you can only plot them to hit hexes that touch each other.


This should accomplish several things: A) limit the overwhelming effect of arty units B) give player two some room to manuver before a huge turn 1 barrage paralyzes his troops, and C) forces players to more carefully plot fire missions, rather than a helter skelter style barrage.

All other rules remain in effect from Round One.

Round Two Roster:

Roman v. JadPanther
Vesku v. OldRocky
brm_3k v. Greybeard
Keepitloki v. Ratel

Please contact each other directly and establish player 1 and player 2. Once you complete the set-up, start your games...just PLEASE notify me when turn 1 havs begun.

Here are the set-up rules for Round 2:

FOLLOWING IS DONE BY PLAYER ONE:

1) From Main Menu click "Battle" Button
2) On Battle Page select the following:
a) Meeting Engagement
b) Player 1 RED flag
c) Player 2 BLUE flag
d) Visibility to 50
c) Select "Human" for both players
d) Select "Custom" for map
e) Battle date should be "January 1945"
3) On Battle Page click "Preferences"
a) On Preferences Page click Traning to "OFF"
b) set "Troop Quality" to 70 - which is usualy the default
c) set "Battle Points" to 10,000 for both player one and player two
d) exit back to Battle Page
4) "Continue" from Battle Page to Custom Map Selection Screen
a) scroll to and select map # 122
5) From the Purchase Menu click "View Map"
a) click "change game length" button (stop watch)
b) set game length to 40 turns
c) click "Edit Victory Objectives" button (two flags)
d) relocate one red flag and one blue flag to opposite map corners, not in the grey border but on the map. Move all other flags to grey border.
c) click red arrow to get back to purchase menu

FOLLOWING IS DONE BY BOTH PLAYER ONE AND PLAYER TWO

6) From Purchase Menu click "Allies" button
a) click "Set Captured" button - this will make all unit flags RED or BLUE
b) click the flag of the country you wish to purchase weapons from
c) Return to Purchase Menu and purchase units as normal
d) Must repeat a - c for each different country you wish to purchase from
7) Set "Basic Security" (PLAYER ONE) and password
8) Deploy
9) Kill each other...

The big thing here is to be sure to CLICK SET CAPTURED BUTTON so that the flags of the unit will represent your RED or BLUE. If both players failed to do this and select identical units, it will be difficult to tell who is who...plus it will just look bad. Also, it is very important that a RED and a BLUE VH Flag be relocated onto the map corners, but still on the map. This will prevent the game ending prematurely. The hexes containing these flags are OFF LIMITS and OUT OF BOUNDS. Don't capture any flags.

Again - the goal here is to devestate your opponent. Not just to survive (though it may get to that for the losing player). If the game ends because all your opponents forces are destroyed or completely routed - you win. If neither player has been destroyed before the end of turn 40, then the game is scored by adding the total points for the units still on the board for each player (subtracting or not counting size 0 units). The player closest to 10,000 wins.

This Round should result in 4 victors - who will move on to Round 3. Please shoot me an email with any questions.

Good Luck

Nick S.


GUNSLNGR

"A man will be imprisoned in a room with a door that's unlocked and opens inwards; as long as it does not occur to him to pull rather than push."

Quote this message in a reply


Messages In This Thread
Last Man Standing - Round 2 - by GUNSLNGR - 07-08-2011, 06:57 AM
RE: Last Man Standing - Round 2 - by Vesku - 07-10-2011, 03:20 PM
RE: Last Man Standing - Round 2 - by GUNSLNGR - 07-12-2011, 07:16 AM
RE: Last Man Standing - Round 2 - by Vesku - 07-12-2011, 06:53 PM
RE: Last Man Standing - Round 2 - by GUNSLNGR - 07-13-2011, 12:57 PM
RE: Last Man Standing - Round 2 - by Ratel - 07-18-2011, 09:37 PM

Forum Jump:


Users browsing this thread: 3 Guest(s)