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Re: WinSPMBT "house rules"
The people I play with, house rules go in one ear and out the other, so the way I see it "all's fair in love and war". But then again, there are cheaters, so "all's not fair in love and war." On the the other hand Steel Panthers isn't war, or is it? You really have to love the game to make house rules work the way they were meant to. Congrats go out to gamers who play with house rules. Personally, I Don't like'em, unless I make'em. Really hard to enforce them.
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Re: WinSPMBT "house rules"
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I usually don't use them all, but its a guide for things to discuss before a battle, and of course everything is is negotiable. Mechanics 1. WinSPWW2 - CD version 4.5 2. Slot XXX 3. Points: 2000 (core force points if Campaign) 4. Turns: 20 (Short battles help preserve core forces in a campaign) 5. Turn rate: At least 7 to 10 turns per week (I am located in the XXX time zone) Setting 6. Nations: German vs. British (I will play as...) 7. Campaign from: June 1944, to July 1944 (Normandy) 8. Battles: 6 (No obligation to play every battle, only to finish each battle that’s started) 9. Meeting engagement 10. Map: custom map XXX, size: 140x120 11. Visibility: 15-30 (No dust trails) 12. V-hexes customized to more realistic terrain/building objectives (subject to approval) 13. No V-hexes in map centre (10 hex wide ‘no mans land’) 14. Place 10 V-hexes on each side of map on realistic objectives, in 3 to 5 clumps a side 15. V-hex values all set to 100 points each. Scoring 16. Use the Blitz scoring system 17. Report the results of each battle to The Blitz Ladder (but not the final campaign result) Reasonably Realistic Battalions (limits on zero sized units) 18. No more than 1 sniper per Infantry Company 19. No more than 1 MMG or HMG platoon per Infantry Company (unless co. came with more) 20. No more than 2 Anti-Tank guns per Company 21. No more than 2 Infantry Anti-Tank teams per Company (unless co. came with more) 22. No more than 2 Explosives (Booby Traps, Fougasses, Demolition Charges) per Engineer pl. Artillery 23. Max. 10% artillery (not including AAA, ATk guns, aircraft or direct-fire light mortars) 24. Onboard arty only (unless otherwise agree) 25. No assigning artillery until your first move turn 26. Fast Artillery: OFF 27. No re-supply of rockets, by ammo dumps/trucks/canisters Other Preferences 28. All realism preferences ON (settings at 100%) 29. Aircraft Availability: Random 30. Gliders or Paratroops must be deployed in the first half of the battle 31. Gliders or Paratroops enter the map from one of the three friendly directions 32. No spotter planes or helicopters 33. No excessive use of Z-fire (area fire). Each unit can only use non-LOS z-fire once per turn 34. No capture of V hexes on last turn (as last move replay unavailable in PBEM campaign) 35. No purchase of allies equipment without agreement 36. Captured equipment: You may purchase an enemy vehicle or crewed gun that surrendered, was abandoned or immobilized, and ended a previous battle undestroyed and overrun (in PBEM campaigns). --- Quote:
The two clubs I know of that have WinSP ladders are: The Blitz http://www.theblitz.org/message_boar...lay.php?fid=14 World at War http://worldatwar.eu/index.php?&lang...location=intro Cross |
Re: WinSPMBT "house rules"
I personally prefer more general rules. One might think of points in general. For example:
1) Map (size, terrain, visibility ...) 2) Point of purchase units 3) Restriction of units (size zero, air points, armor .....) 4) Location of VPs Interestingly suggesting Cross, but it seems very detailed. I think the less rules the imagination flies. I also think that in war there are no rules.:re: :fire: If players want to recreate a special field for battle if it can create more detailed rules. Greetings |
Re: WinSPMBT "house rules"
CrosS:
Interesting, that you want to limit off map artillery, for me i prefer on map artillery to be more effective. But this might be different in world at war 2 vs winspmbt ? |
Re: WinSPMBT "house rules"
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And I disagree ;) war does have rules of engagement. I play battles with almost no rules, and some with detailed agreements. If I was to play against you, we may agree to have no rules.:D Cross Quote:
It's not that I'm trying to limit off-map artillery, but rather I like that on-map artillery is vulnerable to armoured breakthroughs. It forces players to protect their front line, or more importantly their rear, to keep their arty units safe. You have think a little more strategically. If you succeed in getting to your opponents rear area it could be a hollow victory if there's nothing there, but on-map arty provides a prize for successsful breakthroughs. Cross |
Re: WinSPMBT "house rules"
I go with Cross's preferences pretty much myself,
But now days keeping Arty within 5% and tanks and armour no more than 25% for a single battle. When playing a campaign, I am starting with keeping starting pt.s very low "preferably" only a coy of infrantry for each side,, a sniper a a scout and one mmg additonal,regardless of pt.s allowed,and no tanks allowed for the starting core,but can be added later,say a section for 2 coy of infrantry and a platoon for a Bn of infrantry. All dedicated arty is to be bought from auxillery and always kept within the 5% range,excluding support arty which comes with infrantry,and no other auxillery units ever bought,except trucks. This keeps the buying of new units from support pts available when the going gets too tough for the core. Then the campaign should be set at hard or better the hardest levels to reflect the limited ablities to repair or heal units,from one battle to the next. |
Re: WinSPMBT "house rules"
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Re: WinSPMBT "house rules"
I generally like to ban cluster munitions. Having been on the receiving end of them to the point where I was basically defeated only by massive CM being dropped everywhere I tried it out on an opponent only to kill the fun for him as it killed the fun for me. So it quickly became banned in my book. Though sometimes allowing it from air units is Ok'd...
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