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Have a look, PM me if your interested.
Type of Battle: Meeting engagement

Single battle or Campaign: Campaign 10 battles of 25 turns each
Difficulty Level: Easy (repair +5%)
Points per side/Nationality: 30k to 40k negotiable
Player #1:
Player #2:
Ladder Game: No
Type of Victory Condition: Default
Date: Battle dates are from November 2009, June 2011
Number of turns: per battle 25
Slot #: all open except #12
Visibility: 40 to 90
Map size: 200*160
Map description: Alternate picking maps player 1 first.
General Preferences:
• all on
• fast artillery on

Player Preferences:
• Battle points:30k to 40K for core, negotiable
• Air sorties:xxx
• Everything else 100%

Realism Preferences:
• All on

Miscellaneous special rules/ purchase agreements for both players.

Limit of 4 artillery guns towed or self propelled with the special AP ammo or the MRL. May buy other types normally.
All arty must be on board.
Purchase a realistic order of battle. Open to interpretation but you know what I mean.
May purchase 4 attack helicopter max, this level may never increase during the course of the campaign.
May purchase enough helicopters to carry an rifle coy worth of infantry, this level may never increase during the course of the campaign
May purchase Ally units for auxiliaries but try and make them a realistic ally.
No pre-game bombardment, in other words on turn 0.
Jack Dionne Wrote:Ladder Game: No
Type of Victory Condition: Default
• fast artillery on

Player Preferences:
• Battle points:30k to 40K for core, negotiable

I think you'll find these parameters will limit your game offers.
Especially not making it a ladder game.
That's kinda why the ladder and forum exist.
Sorry, I have no time to set up a new game at the moment...though if you have trouble getting a game, email me and I could play a much smaller single game.

Also, if you want to get out of Boot Camp, you have to post one result on the ladder.
You have three months to do this, or you are removed from Boot Camp and your registration lapses.

I suggest that you offer a more open type of battle to get one under the belt eh.

Good to have a new player on board though, welcome to the SP ladder.

Cheers
Walrus
Can a ladder game be played if it's a Campaign?
That can be easily changed.
Jack Dionne Wrote:Can a ladder game be played if it's a Campaign?
That can be easily changed.

Yes,you just report each individual battle results (just like single battles) as the campaign progresses.
Indeed, Gila is correct.

The only problem with campaign games is that no one gets to see the final map, like a normal game.

What Weasel and I do now is to set the turns for one extra (21 instead of 20) and make the call on who scored what flags on the penultimate turn.

We use the Weasel score XL file which takes into account flags captured as well as points.
Find it here.
https://www.theblitz.club/member_sites/S..._SCORE.zip

Note, always check the calculated score against the matrix just to double check...you'll see what I mean.
Also, it pays to set the value of the flags quite low, I find 70 is good for a WW2 game...this stops the doubling up of the points from the flags.

In the end, it doesn't matter how you come up with the result of the game played, just as long as both players agree to the final result that is posted here at the SP Blitz... then all is well.

Often I have negotiated a final result with no recourse to the XL spreadsheet or anything else.

Happy gaming.
BTW....if you ever play against me, Fast arty will be OFF Big Grin
If you don't like sitting through ages of arty falling...don't by so much!
It is a real sign of a non PBEM player...too many hours of hammer the AI with massive arty strike (and being hammered in return)...that makes for a boring game IMO.

Still....different strokes for different folks eh

Walrus
Thanks for posting.
I have played 4 different PBEM campaigns now, and I think your points are too high to start. My first PBEM camps. were like that too, with each side have hordes of units and what I/we found was starting out with a small core and working up makes for the best game. On average we start with about a battalion -.

However, with a big force all your rebuild/expand points will be spend on repairing anyway, so I guess you are just jumping to the 'middle' off the bat. I guess it is what you prefer.

A note about the CAMP. What you should do after each round, before repairs/expanding, is exchange force value with your opponent to prevent a wide gulf between the players occurring. In my camp. we are using a value of 500 pts, so if our force values, before repair, are within 500pts of each other we carry on as normal. If they are not, the low player rebuilds as much as possible to get him within 500 pts of the other. Example: P1 core is 1500 pts, P2 core is 800 and repair pts are 700. P2 repairs fully while P1 has no repair. If P2 was 1200 and repair was 700, P1 and p2 repair fully. Once a player loses a battle once or twice in the camp, without this adjustment, you will find he never recovers and just keeps losing.
Jack, since we have been playing for a while ( year or so?), why don't you use one of our previous games as your bootcamp game? I think that is allowed. Considering you joined in '08, re-education camp might be a better term then bootcamp. I'll have time to chat when I send back today's turn. I hope. Things have been hectic here at Fort What's-his-name.
"BTW....if you ever play against me, Fast arty will be OFF Big Grin"

Why? I never could understand that. If you use the replay, isn't it to gather data on what your opponent is doing? If so, then there is MUCH more information available with fast arty on. It makes it much easier to get a tube count (each series/group/cluster of explosions is one tube or battery. With FA (FAST ARTY) off, the message line doesn't change so you just see one explosion after another with no break between tubes. This makes it hard to count tubes as well as not being able to judge how far the adjustment was(based on the number of shots), which in turn gives an idea of where your opponents point of interest was.
If you just like watching explosions, then I would say the FA on explosions are much nicer.
Here is where I trot out a new pony for everyone to ohh and ahh over.
FA On should be the default and FA Off should only happen when the shoot is spotted. This would free up a button that could be put to use on something else. Environmental affects?
If arty is that boring, why do you want to sit and watch more of it?
The real problem from my POV is that when one player has it On and the other OFF, the player with it off doesn't see anything at all.
To abuse a Gracie Slick line, sort of like the ones that mother gives you.