Quote:
Originally Posted by ColonelKlutz
My father and I recently started a PBEM campaign but are having some difficulties coming to an agreement on troop compositions.
I remember reading a thread on house rules used when purchasing troops for PBEM but am having some trouble finding it. Could someone point me in the right direction or maybe just list some common rules used for PBEM games?
Thanks in advance!
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There was a thread about force composition here:
http://forum.shrapnelgames.com/showthread.php?t=44344
But when you say "house rules" maybe you are talking about PBEM preferences which often includes 'force composition' agreements?
Wargaming clubs like 'The Blitz' have some 'house rules', that are more like common preferences that are optional. For example: a 10% limit on artillery, and using the Blitz scoring system, which makes draws a lot less common.
Here's a sample of a PBEM campaign agreement that I've used:
SPWW2 PBEM Campaign Preferences
(negotiable)
Mechanics
1. WinSPWW2 - CD version 4.0 (Original OOB Only)
2. Slot 008
3. Points: 2000 core force
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 USA, EST zone)
Setting
6. PBEM Campaign: German vs. British (I will play as the British)
7. Campaign from: July 1943, to Oct 1944 (Sicily, Italy, France, Holland)
8. Battles: 6 (No obligation to play every battle, only to finish each battle that’s started)
9. Map: generated or custom maps
10. Visibility: 15-30 (No dust trails)
11. V-hexes customized to more realistic terrain/building objectives (subject to approval)
12. No V-hexes in map centre (10 hex wide ‘no mans land’) Place 10 on each side of map.
Scoring
13. Use the Blitz scoring system for each battle, but built in results to track campaign progress.
14. Report the results of each battle to The Blitz Ladder, but not the result of the campaign.
Reasonably Realistic Battalions
15. No more than 1 sniper per Infantry Company
16. No more than 1 MMG or HMG platoon per Infantry Company (unless co. came with more)
17. No more than 2 Anti-Tank guns per Company
18. No more than 2 Infantry Anti-Tank teams per Company (unless co. came with more)
Artillery
19. Max. 10% artillery (not including AAA, ATk guns, aircraft or direct-fire light mortars)
20. Onboard arty only (unless otherwise agree)
21. No assigning artillery until your first move turn
22. Fast Artillery: OFF
23. No re-supply of rockets, by ammo dumps/trucks/canisters
Other Preferences
24. All realism preferences ON (settings at 100%)
25. Aircraft Availability: Random
26. Gliders or Paratroops must be deployed in the first half of the battle
27. No spotter planes or helicopters
28. No capture of V hexes on the last turn
29. No purchase of allies equipment without agreement
30. 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.
Cross