[quote="J. Ferry"]So how is this done? Do players each take a command, like a division or a corps, for them to fire and maneuver? Is anyone in overall charge on each side, to direct the mayhem? 'Scuse me, I'm new here.
J Ferry
2Lt 2/20th Corps[/quote]
Some of this might have already been discussed, but here is my take.
Yes. There should be an overall commander and then the forces are divided up, equally, as much as possible.
Once divided, the overall commander should put out a recommended division of command and a basic strategy.
Then the partners discuss the forces and plan, just to have ideas out there.
Then the team has to decide (if not already set in the description of the game) how much communication the partners would have. Sometimes there must be almost direct contact of in game leaders, such as commander of II Corps must be within x hexes of IX Corps commander to "talk". Or there are limits to when the overall commander can communicate to his partners, such as they can discuss strategy for the first 4 turns, then not again until turn 10 and every 5th turn thereafter. This helps to simulate ACW communication difficulties.
OR, there can be constant communications between partners.
Also, the BEST method is to make sure ALL end game turns go to ALL PLAYERS. In that manner, each team member can observe the REPLAY, easily.
Another problem is the MELEE. One method is for each individual to make his turn and have OPTIONAL MELEE RESOLUTION set in OPTIONS, and each to communicate to the leader their melees and he conduct them all or (perhaps more reasonably) the option is left UNCHECKED and each member conducts their own melees, in order.
Generally, the play would be set at the start, like Player B, plays his turn of fire, move (melee), SAVES the file and sends to player C (INCLUDING all team members in the email), who does the same and sends to player D who completes his turn, SAVES and sends to the overall commander, Player A. He does the same thing, fire, Move, Melee, but he ENDS THE TURN and sends the file to EVERYONE playing.
For a 4 per team MP game, I would suggest keeping UNCHECKED the Optional Melee resolution, as there would be just far to many file exchanges.
MP games work very well when team member can "see" the flow of the turns, also it helps when ( inevitably) a player is sick or RL or whatever prevents his playing a turn or 2 and another covers for him.
MP games are fun and entertaining. Having limits on in-team discussions gives the game some flavor and unpredictability, which is somewhat realistic.