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PostPosted: Sun Feb 27, 2005 11:16 am 
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Joined: Fri Jul 18, 2003 8:52 am
Posts: 299
Location: Massachusetts USA
You may be interested in using Mike Davies 2 new and interesting optional rules for your next multi-player game. I call them:

1. The Pony Communication Rule

2. Field Command Pecking Order


This is taken from Mikes Penns Woods Challenge web site which can be found at...

http://mikedavies122863.tripod.com/ccc_ ... swoods.htm

Please review to see if you'd like to try them.


Suggested Guidelines:



These are just ideas to add a dimension to the game which may not exist in a standard one-on-one scenario.

The leaders may meet to discuss strategy and changes in orders only under the following guideline. In order to communicate strategy or changes in orders with each other during the game, a player must send one of his assigned leaders into the command radius of one of the other player's leaders. This helps to make things more interesting and realistic as there were no two-way radios, cell phones, e-mail or teleconferencing in the eighteenth century. Strategy may be discussed in detail prior to the game but limited to the above guidelines during the game.

The officers on each side will give and/or take commands according to rank. The basic strategy and plan of the Senior Commanders (i.e. Colonel Malone and General Sands) should be followed by the Ranking Junior Officers who will assume the role Field Commanders. If the plan is altered, the Field Commander shall be responsible to his Senior Commander to explain his reasons for the change; especially if the change in plans results in an outcome which will reflect in a negatively on the Commanding Officer! The blame or the glory will be reported at the finale on the Colonial Tavern Board. I would further suggest that each of the ranking field officers (Major Davies & Lt. Colonel Hargreaves) should determine the order of movement for his side and they should be the ones to see that the completed turn is e-mailed to the opponents with a courtesy copy to overall commander of his side so that they may follow the progress.

I propose to record this game and do an after-action report for the clubs annals as I am sure it will be a good one; it has been further suggested that updates and outlines of individual strategies be shared with other club members on the Army Message Boards (i.e. Americans at Fraunces and British at the Generous Briton) in keeping with the original spirit of the event.





In-game Process as follows:

1. The field commander will issue orders to first subordinate and send turn to him.

2. First subordinate officer will move his assigned troops and perform any other actions such as firing, melee and artillery bombardments. Then he will SAVE, but not end the turn, and email back to the field commander.

3. The field commander may review the actions of the first officer, then save again (without ending) and forward to the second officer with orders.

4. Second subordinate officer will move his assigned troops and perform any other actions such as firing, melee and artillery bombardments. Then he will SAVE but not end the turn, and email back to the field commander.

5. The field commander may review the actions of the second officer, then do his own portion of the turn and send it to his Senior Commander. Then he can END the turn and send it to the opposing commander. The process then repeats itself for the other side.

Turns will all go through the field commander, but the field commander may only issue direct commands on the first turn of the game & then on the hour (per game clock.) Subordinate officers may not communicate directly with each other at any other time, except as explained above.





The following optional rules have been set for this game:

Automatic Defensive Fire
Line Movement Disruption
Weak Zone of Control
Victory Points for Leader Casualties
Isolation Rules


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