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I'm working on a PBEM doc that basically outlines all the various set-up options, information and ground rules for a game. I know what I find important, but I'm looking for other opinions as well.

What ground rules to people generally find important for PBEM games? There are some basics, such as limits on air sorties, artillery, ammo resupply, mines, force realism, paras, etc. I'm looking for any information that someone has felt the need to bring up to keep the battle either real or within expected limits.

The doc has been attached if anyone wants to take a look.
Excellent idea, especially for beginners ! :thumbs_up:

I still would mark traditional set up with other color.
For example, limit = 10 % artillery.

Would add:

---# slot;
---limit - ammo supply units
--- bombardament 0 turn
--- limit unit size=0
--- limit helicopter
and etc.
I think I've seen a form where you tick options in use, that would give you some aid with your task if someone could find that ... someone please
Epoletov [SPR Wrote:.]
Excellent idea, especially for beginners ! :thumbs_up:

Seems like it would be easier to have all the various options in one doc. I forget a lot of the little details, such as prep fire restrictions.

Quote:
I still would mark traditional set up with other color.
For example, limit = 10 % artillery.

That's a good idea, but I would need input what people consider traditional, but the 10% artillery seems to be one. I can also make it so that the traditional value is the default that shows up first.

Quote:Would add:

---# slot;
---limit - ammo supply units
--- bombardament 0 turn
--- limit unit size=0
--- limit helicopter
and etc.

I'll add slot #, limit options on ammo supply when available, already added when artillery can start, added section on snipers, but not the other size 0 units (I'll add that as well). Also, I'll look at helos.

For snipers (and I can do this for others small units) I added a limit of X number of snipers per platoon/company/battalion. That way, if they are permitted, people can decide what ratios are reasonable.
Here's my standard preference:

SPWW2 PBEM Campaign Preferences
(negotiable)

Mechanics
1. WinSPWW2 - CD version 3.5
2. Slot 007
3. Points: 2000 core force
4. Turns: 18-24 (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
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. All battles will be meeting engagements (Exit and reopen if game loads advance/assault)
10. Map: generated or custom maps, approx. sizes: 140x120
11. Visibility: 15-30 (No dust trails)
12. V-hexes customized to more realistic terrain/building objectives (subject to approval)
13. No V-hexes in map centre (10 hex wide ‘no mans land’) Place 10 on each side of map.

Scoring
14. Use the Blitz scoring system for each battle, but built in results to track campaign progress.
15. Report the results of each battle to The Blitz Ladder, but not the result of the campaign.

Reasonably Realistic Battalions
16. No more than 1 sniper per Infantry Company
17. No more than 1 MMG or HMG platoon per Infantry Company (unless co. came with more)
18. No more than 2 Anti-Tank guns per Company
19. No more than 2 Infantry Anti-Tank teams per Company (unless co. came with more)

Artillery
20. Max. 10% artillery (not including AAA, AT guns, aircraft)
21. Onboard arty only (unless otherwise agree)
22. No assigning artillery until your first move turn
23. Fast Artillery: OFF
24. No re-supply of rockets, by ammo dumps/trucks/canisters

Other Preferences
25. All realism preferences ON (settings at 100%)
26. Aircraft Availability: Random
27. Gliders or Paratroops must be deployed in the first half of the battle
28. No spotter planes or helicopters
29. No excessive use of Z-fire (area fire)
30. No capture of V hexes on the last turn, if you are the last player to move
31. No purchase of allies equipment without agreement
32. 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.

---


I attached it as a Word Doc.
I've added some more to the doc and am digesting what Cross sent. Good stuff.

Cheers,

Ray
Very nice.
Thanks to all. This will help with the basics and give those new to the game some basics.

Again Thanks

Ken