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< Matches and Challenges ~ Khalkhin Gol v2.0 Rules (proposed SEOW Campaign) |
| =69.GIAP=TUSHKA |
Posted: Sat Dec 20, 2008 4:37 pm |
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Joined: 14 Jun 2008
Posts: 3221
Location: The Democratic People's Republic of Ohio
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Here is the latest draft of a rule set for an Amerika Nite SEOW Campaign designed by CZAPKA. We are seeking a squad to play the role of opponent. Whichever squad takes up the challenge will have choice of sides.
Any updates to these rules will be mirrored here.
This rule set is CZAPKA's 2.0 with a few additions and rearrangements by TUSHKA.
Khalkhin Gol, v2.0
Attempts have been made to keep this campaign as historically accurate as possible, though concessions have been made for the sake of fairness and game play. It is geared to be a fun and easily manageable with clear objectives in mind – annihilate your opponents! The aircraft and vehicles have been selected due to their close similarities/performances and have been adapted for this scenario.
MAP: Khalkhin Gol- 11 May 1939 (0600)- 13 May 1939 (2000)
1) This campaign will be objective oriented.
2) To win you must capture two or more of your opponent’s airfields and hold them at the close of operations on 13 May, i.e. at 2000.
3) Russian (RED) – Airfields; Kanchuermaio, Hailor, Chanchuang.
4) Japan (BLUE) – Airfields; Bain-Tumen, Tansang, Mutat-Somon.
5) Air missions will start on the first day of the campaign at 0600, and run every hour until 2000. At 2000 the clock will be advanced to the next day. This schedule is in effect for the successive day(s).
Territorial Control
Four vehicles of any type are required to control and hold terrain.
In case of a dispute, the admin always has the last say on this and any other matters.
Days and times
Start date: ???
Supply requests due: Sundays
Supply requests filled: Mondays
Mission planning completed: Thursdays
Mission built: Fridays
Missions flown on Fridays at 2100 EST
The Combatants
1) All tanks will commence the campaign in platoons of 4 vehicles. As they start getting destroyed, they will continue in whatever numbers.
2) Halftracks will commence the campaign as single units and represent the Engineers.
3) Two platoons of tanks (eight tanks) and two halftracks must commence the campaign at each of your airfields. These are your rear units. Once they have been placed in these positions you are free to move them wherever you want.
4) The rest may placed anywhere on the map on territory that is controlled by your side, but may be no closer than 10 km to the front line at 0800 on the first day of the campaign.
5) Resupplied Tanks can start as units of 4 or single vehicles.
6) Mobile troops represent your infantry fighting units and have been kept similar for both sides.
Engineers, Road Travel and Movement
Engineers will be used in this campaign and represented by a single vehicle.
Bridge repair time will be 3 hours.
Due to the lack of a road network we will be using the RELAXED ROAD feature on SEOW. It is like the "normal" model except off-road excursions are permitted at any waypoint, not just the first and last. Roads are used when possible, and river crossings must use bridges.
Ground unit movement will be truncated, put plainly; those units that have not completed their prescribed movement at the end of 90 minutes will stop where they’re at.
Resupply
• Three air resupply locations for each side will be created by the admin at equivalent (near maximal) distances from the initial front line.
• Each side will designate three ground resupply locations (these may be at an edge of the map near a road or at an airfield) to be created by the admin.
• Each side will have a base allowance of 200 supply points per mission after the initial mission, adjusted for losses and gains as described below, to be used to purchase reinforcements.
• Each airfield has a value of 20 supply points. If a side loses an airfield they lose (and the other side gains) 20 supply points in the next and subsequent turns unless and until the airfield is recaptured.
• A pilot's life will be valued at 5 supply points. Pilot losses (killed or captured) as reported by SEOW for a mission will be deducted from the supply allowances of the appropriate sides for the next mission.
• Each side is guaranteed at least 100 supply points after adjustments.
• Supply points are use-them-or-lose them. They do not carry over.
• Each side must inform the admin no later than Sunday of which type and style of units they are requesting, designating the resupply location where they would like each unit placed, and showing the calculation of the supply points earned and spent.
• If all is in order, the admin will place the units on the map at the designated resupply locations, and announce that planning for the next mission may begin.
Skins
If non-default skins are desired for either side, the appropriate commander will provide the admin a “skin pack” no later than one week prior to the campaign launch date. These skins will be zipped and provided to the pilots. It’s fairly important for each pilot to have these packs installed to control instances of lag and other hiccups.
Important
Duration of mission – 90min- max, any pilots not landed by then will be given 5 min to do so or admin will terminate the mission. This is will only be done in case of abuse.
* All aircraft must take off and land on the map, except for reinforcements (airstarts).
Missions & Movement
Air – 24 missions may be planned per turn.
Ground- 30 Missions per turn.
Loadouts
No rockets will be used in this campaign.
Drop tanks are banned from this campaign and may not be used at any time.
Gun packs, extra ammo and gun pods are forbidden for this campaign.
Bailing out/ Staying in game
Any pilot that is forced to bail out or killed MUST LEAVE THE MISSION as soon as your pilot or plane hits the ground! There is no reason for anyone to stay ‘IN GAME’ after they have been shot down, apart from the fact that they can give unfair information to his team. Pilots on both sides must refrain from this and leave within 1 min, officers on both sides will enforce this rule.
Miscellaneous game parameters and rules
1. Aircraft placement on airfields will be at 50%.
2. The fuel feature will not be used.
3. Trains will not be used in this campaign.
4. The entire campaign will be played on version 4.09b1m, without mods or hacks. Any player found using such mods will be kicked from the game, and placed in his commander’s hands for discipline.
5. If a newer version of the game is released, the older version will still be used until the mutual consent of both squadron commanders.
6. The minimum number of aircraft each side will have for any mission will be equal to the number of pilots that turned up for the previous mission. In the event of serious aircraft losses the side that requires it will be given obsolete planes to make up the difference, Cr42 for the Blue, and I-153M62 for the Red. These aircraft can carry nothing other than internal armaments and ammo.
7. SEOW isn’t perfect, even under the best conditions it makes mistakes. Therefore after planning is complete the admin will check the routes of the ground units to ensure they are in compliance with the rules, e.g. no tanks swimming rivers.
8. Recording .ntrks or using any other program (i.e. Il2 MLR) or device that record the relative positions of aircraft, whether friendly or enemy is expressly forbidden. Any pilot caught doing so will be dealt by his/her commander.
Punctuality & restarts
Everyone is responsible for punctuality. Some pilots have time constraints - waiting 5 minutes more for that last player may mean you lose one or two other players who have been waiting for a half hour. Each game will start loading at 2100 (EST), the server will launch approximately at 2130 (EST).
We try to limit restarts, if both Commanders (or their representatives) can agree, a restart will be initiated. However, once the mission has been in progress for 5 minutes a restart will not be conducted. We will restart in the case of a catastrophic technical problem knocking out multiple players.
Finally and most importantly, lets all use common sense. Cheating will not be tolerated. If either sides believes that this has occurred please bring to the attention of the appropriate Commander, and give that Commander an opportunity to deal with the situation. |
Last edited by =69.GIAP=TUSHKA on Tue Jan 06, 2009 8:58 pm; edited 6 times in total |
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| =69.GIAP=OZABO |
Posted: Sat Dec 20, 2008 5:09 pm |
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Joined: 30 Jun 2008
Posts: 1165
Location: The Peoples Commonwealth of Virigineeyah
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| I just looked over everything and it seems clear. I also know we want to make it easy. But I still like the thought of loosing points for pilot losses, just like we are doing for Kiev. We get 200 point per mission for resupply, but loose 5 or 10 points per pilot KIA or captured. It is just more incentive to get back alive. |
_________________ S!
In War, Mediocrity is Fatal!
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| =69.GIAP=STENKA |
Posted: Sat Dec 20, 2008 6:51 pm |
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Joined: 16 Jun 2008
Posts: 1712
Location: Paris
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| Important decision here Ozabo concerning front line. Please pich up with me on private thx |
_________________ Baaaaaaaaagh!
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| =69.GIAP=CZAPKA |
Posted: Tue Dec 23, 2008 11:56 pm |
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Joined: 25 Jun 2008
Posts: 240
Location: In the trenches at the 1st Trans-Pennsylvanian Front
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I will add a rule for 5 points for each KIA/capture, 20 points for loss of an airfield. Lowest total for supply is 100.
I'll also fix a typo or two and call it 2.0 (who needs 1.9?) |
_________________ S!
Speak softly, and carry a big stick.
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| =69.GIAP=RATNIK |
Posted: Wed Dec 24, 2008 6:18 am |
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Joined: 20 Oct 2008
Posts: 1170
Location: Johannesburg, South Africa
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Silly question:
If the mission runs every hour, why do we actually run 90 min missions? We fly 30 minutes more each mission than what we should be doing if we kept to the SEOW time scale. Why?
Does this not confuse SEOW? |
_________________ S!
"... Grunting with the strain I turned so tight that I almost collided with myself ..."
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| =69.GIAP=REDVO |
Posted: Wed Dec 24, 2008 7:59 am |
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Joined: 26 Jun 2008
Posts: 4464
Location: Lost in Burma!
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SALUTE
Seow has been told to do it's stuff in 1 hr intervals.
We plan everything for 1 hr/ 1hr 15 min. We just let the thing keep going for an extra 30 min, so we can fly more.
.Seow is responsible for the creation/merging of the mission at the beginning.
.when we fly, we fly an il2 coop, nothing to do with seow, this is the game itself.
.at the end mission is analised by seow.
seow has taken the end of the mission & will produce a new ground situation/frontline/stats. We could have flown for 5 hours. It will still not care, it will analize the new situation & stick it in 1 hr intervals which is what it's been told to do.
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_________________ Bits of his body flew past my cockpit....then i saw his ugly face....it was the Cossak!!
S!
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| =69.GIAP=CZAPKA |
Posted: Tue Dec 30, 2008 12:25 am |
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Joined: 25 Jun 2008
Posts: 240
Location: In the trenches at the 1st Trans-Pennsylvanian Front
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| Any luck with this Tushka? |
_________________ S!
Speak softly, and carry a big stick.
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| =69.GIAP=TUSHKA |
Posted: Tue Dec 30, 2008 1:53 am |
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Joined: 14 Jun 2008
Posts: 3221
Location: The Democratic People's Republic of Ohio
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Luck? Luck with what?
Redvo has it right. SEOW advances hour by hour no matter how long the mission lasts. That is the way the system is designed.
Clock advances can be used to speed up the process, but each clock advance shows in the stats as an unflown mission.
I actually like changing lighting and seeing sunrises and sunsets, so clock advances are not ananthama to me, but finding a schedule that doesn't lock one in to a simple repeat of previously played hours is more difficult than it first appears. The only approach that avoids a "strong attractor" (think chaos theory) involves a random element which seems to be distasteful to some pilots (Redvo being one example).
We went through this debate for the Kurland Aces campaign. |
_________________ C!
Tushka
Flying isn't dangerous. Crashing is what's dangerous.
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| =69.GIAP=CZAPKA |
Posted: Tue Dec 30, 2008 2:17 am |
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Joined: 25 Jun 2008
Posts: 240
Location: In the trenches at the 1st Trans-Pennsylvanian Front
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No, I meant finding a competitor.
Sorry for the confusion. |
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Speak softly, and carry a big stick.
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| =69.GIAP=TUSHKA |
Posted: Tue Dec 30, 2008 4:22 am |
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Joined: 14 Jun 2008
Posts: 3221
Location: The Democratic People's Republic of Ohio
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| Still working on it. Anyone in the squad speak Portuguese? |
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Tushka
Flying isn't dangerous. Crashing is what's dangerous.
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| =69.GIAP=CZAPKA |
Posted: Tue Dec 30, 2008 11:31 am |
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Joined: 25 Jun 2008
Posts: 240
Location: In the trenches at the 1st Trans-Pennsylvanian Front
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I thought that may be a stumbling block.  |
_________________ S!
Speak softly, and carry a big stick.
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| =69.GIAP=REDVO |
Posted: Tue Dec 30, 2008 11:40 am |
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Joined: 26 Jun 2008
Posts: 4464
Location: Lost in Burma!
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SALUTE
Hi tushka, feel free to do with the timings as you see fit...i am a keen advocate of simplicity (as everything is so bloody complex anyway lol) but i havenoothing to do with this campaign....please complicate it as much as you have to
however just do something simple like in korea we've had dawns, sunsets ,days & nights.....  |
_________________ Bits of his body flew past my cockpit....then i saw his ugly face....it was the Cossak!!
S!
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| =69.GIAP=CZAPKA |
Posted: Tue Jan 06, 2009 4:35 pm |
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Joined: 25 Jun 2008
Posts: 240
Location: In the trenches at the 1st Trans-Pennsylvanian Front
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Tushka, would it help if I get the rules translated to Portuguese?  |
_________________ S!
Speak softly, and carry a big stick.
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| =69.GIAP=REDVO |
Posted: Tue Jan 06, 2009 4:45 pm |
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Joined: 26 Jun 2008
Posts: 4464
Location: Lost in Burma!
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SALUTE
You still dealing with this?
Czapka pls see if you can pass this through a portuguesino translator.
Give me link to this portugese lot & there leader.
I will do my best.
2 weeks
Czapka or Tushka since you have all this fresh in your head just update me with the important bits.  |
_________________ Bits of his body flew past my cockpit....then i saw his ugly face....it was the Cossak!!
S!
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| =69.GIAP=TUSHKA |
Posted: Tue Jan 06, 2009 4:57 pm |
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Joined: 14 Jun 2008
Posts: 3221
Location: The Democratic People's Republic of Ohio
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The Brazilian Squad is "Harpia Clube", Link: http://www.harpiaclube.com/phpBB3/
See the "Harpia's Babel Lounge" forum.
Leader is Harpia_Buono.
I'm also talking with MCVG2_Hitcher about possibly doing this campaign with them, but in English.  |
_________________ C!
Tushka
Flying isn't dangerous. Crashing is what's dangerous.
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