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Gents - need a brave soul to take over the central command of the german army in a grand campaign that Jason Petho is running for us. This is the Von Earl play format where you lead an army against the Ivans.

Must be able to play a few turns per week and be serious at playing through this campaign style of play.

If interested - please send me an email at: [email protected]

The 1st one send me an email post gets the job!

This really is a ton of fun and great blast being able to play with many of the new units created in v1.04.
Steve is right well worth the effort for a dedicated player.
I'll give it a shot.
A dedicated Soviet player is needed for this campaign.

First come, first serve.

jasonpetho
(at)
hotmail
(dot)
com

Jason Petho
Soviet slot is still available.

Jason Petho
I can give it a go. I might learn something for my own upcoming campaign size games. However I'm now so used to the extreme assault rules, that I can't play well in the old format anymore. I know Steve is not crazy about the new rules and I don't know what he had in mind. Please advise.
The game is using 1.04 assualt rules I belive. Someone correct me if I am wrong please.
Otto von Blotto Wrote:The game is using 1.04 assualt rules I belive. Someone correct me if I am wrong please.

Yes, the Smolensk Campaign is run with all options on.

Huib, the slot is yours.

Jason Petho
How about some info on how this campaign thing works.  I may be getting the CS next month and this sounds interesting.
This campaign depicts a ahistoricalbattle around Smolensk using a monster map I created awhile ago for future historical Smolensk 41 scenarios.

The campaign takes place in 1943.

There are two teams of three players. Germans vs Soviets.

Each player controls a sector of the main map (North, Center, South) which is divided by a line of impassable hexes.

Each team has clear primary objectives (there are no objectives on the map itself) and a couple secondary objectives.

Each team has a set number of forces for each sector with some abilities for reinforcements and transfer between the sectors.

Each player plays independently in their sector, all they see are their own units and the opposing players units (assuming there is LOS).

As the "gamemaster", I control the turns incoming and outgoing, so it is difficult for each player to know who they are playing against.

As the game progresses, variables change -- ammo, ground conditions, visibility, etc. As the campaign progresses, there is the opportunity to add new 1.04 units and things to add some flair and new abilities (Bridge building, trench building, etc) to the campaign.

Jason Petho