Posted June 06, 2011
PLAYER'S MANUAL
Each side starts with 5 players: 4 captains in the operational zone and one Intelligence officer, safe in the fleet headquarters.
At the beginning of the game, each side is assigned a mission, the nature of this mission will be kept secret for the USSR side to keep things interesting and NATO's mission will be to intercept and neutralize USSR task force before it is able to perform it's mission .
Each side will have 1 primary and 1 or more secondary objectives which will be stated in the mission orders.
At the beginning of the game, each team must choose it's intelligence officer which will then be granted a total of 100 intel points he or she must use to buy various upgrades for the team or forfeit them in order to add them to the grand total of the team in order to boost chances of winning the game.
Upgrades are unique to each side and reflect each side's doctrine of war and technological capabilities. The upgrade list will also be kept secret from the general forum to keep things interesting.
Intel officer must order the team to move to a certain spot, attack a certain enemy/group/base and use special upgrades/abilities obtained for the team to help other team members. Also, only intel officer receives intel data which they might or might not share with the rest of the team. Intel officers cannot be killed unless the C&C HQ they are in is destroyed by a direct nuclear attack. But who would use such a thing to win a war, eh?
Captains on the other hand are in charge of surface ships and must perform orders they receive, attack enemy groups/bases/planes and use their brains to solve various problems they will be tasked with. For the realism sake, we will have 1 hour delay in communication (1 turn) with the intel officer so they need to rely on their wit and help of other captains in the field to solve some problems that may arise.
Each player will receive a "character sheet" with the stats of his vessel(s) which will include a cute picture of the ship, data about how big they are, maximum speed, maximum range and type of sensors and what weapons they have in stores, how many missiles/shells/torpedoes and at what range they can use them.
At the beginning of each turn all player declare their intent during two phases of the turn:
- during the attack phase, they tell me what are their actions if some enemy unexpectedly appears and how many missiles/shells they intend to use in battle. Also, this is the phase they may use their active sensors to scan for enemies.
- during the defensive phase, they declare their intent on how many missiles/shells they intend to use to destroy any incoming missiles if somebody unexpectedly attacks them.
Player intentions are declared to the team's intel officer and he transmits them to me and turn play out.
Turns are done simultaneously, time required for a turn will decrease if two sides start getting closer to each other to reflect the speed of modern combat.
After all this snks in, I will continue with player's manual
Any comments/questions so far?
Each side starts with 5 players: 4 captains in the operational zone and one Intelligence officer, safe in the fleet headquarters.
At the beginning of the game, each side is assigned a mission, the nature of this mission will be kept secret for the USSR side to keep things interesting and NATO's mission will be to intercept and neutralize USSR task force before it is able to perform it's mission .
Each side will have 1 primary and 1 or more secondary objectives which will be stated in the mission orders.
At the beginning of the game, each team must choose it's intelligence officer which will then be granted a total of 100 intel points he or she must use to buy various upgrades for the team or forfeit them in order to add them to the grand total of the team in order to boost chances of winning the game.
Upgrades are unique to each side and reflect each side's doctrine of war and technological capabilities. The upgrade list will also be kept secret from the general forum to keep things interesting.
Intel officer must order the team to move to a certain spot, attack a certain enemy/group/base and use special upgrades/abilities obtained for the team to help other team members. Also, only intel officer receives intel data which they might or might not share with the rest of the team. Intel officers cannot be killed unless the C&C HQ they are in is destroyed by a direct nuclear attack. But who would use such a thing to win a war, eh?
Captains on the other hand are in charge of surface ships and must perform orders they receive, attack enemy groups/bases/planes and use their brains to solve various problems they will be tasked with. For the realism sake, we will have 1 hour delay in communication (1 turn) with the intel officer so they need to rely on their wit and help of other captains in the field to solve some problems that may arise.
Each player will receive a "character sheet" with the stats of his vessel(s) which will include a cute picture of the ship, data about how big they are, maximum speed, maximum range and type of sensors and what weapons they have in stores, how many missiles/shells/torpedoes and at what range they can use them.
At the beginning of each turn all player declare their intent during two phases of the turn:
- during the attack phase, they tell me what are their actions if some enemy unexpectedly appears and how many missiles/shells they intend to use in battle. Also, this is the phase they may use their active sensors to scan for enemies.
- during the defensive phase, they declare their intent on how many missiles/shells they intend to use to destroy any incoming missiles if somebody unexpectedly attacks them.
Player intentions are declared to the team's intel officer and he transmits them to me and turn play out.
Turns are done simultaneously, time required for a turn will decrease if two sides start getting closer to each other to reflect the speed of modern combat.
After all this snks in, I will continue with player's manual
Any comments/questions so far?