Wed Nov 12, 2008 12:55 am
First, we'll be using V1.11d for round 1.
Second, be sure and contact your opponents and hosts via PM ASAP. You'll need to decide amongst yourselves who will host the opposite side's games. Again, it should be someone who can play daily.
Third, when you're ready to go, use this process:
1. Create the game:
The Host chooses the pertinent scenario (Far West in our case) and chooses either side and starts the game as usual. This automatically generates a subfolder n the C:\Program Files\AGEod's American Civil War\ACW\Saves\ directory, named after the Scenario selected. In this newly created folder you will find two TRN files, each with three letters indicating which side it belongs to (USA or CSA).
2. Host sends zipped TRN file to *both* opponents:
The Hosting player now sends the TRN files to the players. The players must store this file in the folder named AACWGame\AACW\Saves\ in a sub-folder. They should name the sub-folder after the initial host created name.
3. Players send ORD file to Host:
Each player now loads the game and gives his orders for the upcoming turn. When ready, each player saves the game. This will generate an ORD file (in the folders mentioned above). Important: do not click on End Turn at this step.
They then sends the ORD file to the Hosting player.
4. Host resolves turn
The Hosting player saves the ORD file received from the players into the appropriate directory and loads the game again. He now clicks on End Turn to launch the turn resolution, where all orders are then executed. A new turn is now ready to start.
Go back to step # 2 and repeat.
Fourth, Hosts: when you start the games, make sure these settings are selected...
FOW on
1 redeployment
Movement and combat penalties if innactive
Small delays before battle
Historical generals
Standard attrition
Fifth, we'll be playing one game at a time to have concrete goals in the second game and to avoid confusion.
Rules/Guidelines
•16 players, each plays Union/Confederate once.
•The overall winner of both games advances to next round. A decisive victory outweighs a points victory. If both players had decisive victories the one who won earlier is the overall winner. Tiebreakers go to points. If still somehow miraculously tied we'd figure something out. (maybe play one of the 8 or 11 turn scenarios)
•A neutral third party executes each turn. (Round 1 see red brackets. Round 2 and beyond eliminated players will host)
•Players are expected to be playing approx a turn/day.
•If anyone cannot send a turn for more than two weeks total during a single game they forfeit that game as if it's a decisive defeat on the last turn they managed to play. It's the responsibility of the individual players to track this. If you are unsure check with your host.
•If a player will be unable to play for any length of time they need to inform both their opponent and turn over their host game (if they're a host) to their opponent to host while they're gone.
•Results and AARs of each game will be posted here in a sub-forum created by Rafiki.
Round one: Far West (17 turns)
Round two: West (24 turns)
Round three: East (24 turns)
Championship: Grand Campaign (AAR required)
"We shall give them the bayonet." -Stonewall at Fredericksburg.