Berlin Multiplayer Tournament Idea (CMRT + F&R)

Artkin

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WARNING HUGE IMAGES OOPS :ROFLMAO:



How's this for a tournament idea:

I will try to keep the rules simple to allow for everyone to use ingenuity to beat their opponent (By reading and working the map to your advantage).




The Concept

-Designed so players can come in/out of the game at leisure, so there is no dependence.

-Two teams pvp on a gigantic master map which is broken down into smaller scenarios. Each scenario builds into a larger campaign. Your triumphs will affect the next battle, and your failures will negatively exploit your allies.
-Force preservation will be extremely important, but on a short 45 minute timer.
-Two layers of battle. Operational and Tactical. Operational will be the job of the Commander, moving troops around the map (On MS paint or similar). Tactical will be the battles that result from these movements in CM.
-Each layer of battle will have turns. For Operational: Turn 1 will begin with defenders positioned and attackers carrying out moves and it will end with both sides issuing orders (After battles are completed). Tactical battles will have turns like normal CM games.
-Casualties and damaged armored vehicles are accounted for. Artillery ammo expenditure is considered. Troops will have exit zones along friendly edges of the map to simulate retreating.
-Goal is force destruction until one side is forced to concede.




Commanders, Players and the Teams

Two worthy commanders control their team of players against each other (One each).
Each player will be assigned a formation of troops designated by their commander (images below, commander can play as well).
The commanders will place the formations on the map before we begin, but only after assessing the map and determining what areas are important.
When the game begins commanders will have to maneuver their troops as they see fit. Avoid being surrounded since the disadvantages grow. Send your forces where they would be the most useful.
The commanders essentially line up battles for the players.


Players will have to study the area on and around the grid which their troops are positioned. They are responsible for positioning their troops within their grid, fighting, and holding the line. If one player fails, the team could fall apart as the fault is exploited.
There is importance in keeping your troops alive so they can fight another day. There is plenty of room on the master map for retreating or maneuver.





The Map, Movement, and Negotiation

The map is Berlin, it's been combined (But not overlapped) and split 6x4 (608 x 672m each). I ruled out an overlap because I felt it would make the map too small for operations of this size, and the difference (in the center of the map) was negligible. Ignore the red circles.
Soviets are attacking from both Northern Corners and can only start there (OR all 4 corners if there is demand). The Germans can start on every other grid.



There will be 2 types of battle, Attack/Defense and Meet.
-For Attack/Defense from 1 edge, defender will have 50% of the map.
-If attacker is attacking from 2 edges at once, then the defender will have 50% of the map along both edges.
-If attacked from 3 sides, defender will have 33% of the map's edge which extends perpendicular halfway into the map.
-If attacked from 4 sides, defender will be given a square in the center of the map. The size will probably be a default editor size.

On the Meet and for the attacker, they will be given 5 tiles (40m) along the entire edge of the map from where they came.


-For movement on the operational map, troops can only move 1 tile horizontally or vertically. They cannot move diagonal.
-Troops can only retreat to friendly owned territory. If surrounded on 4 sides they must wait to be relieved.
-The limit for troops on a grid is 1 battalion of infantry but you can add as many supporting infantry companies or tanks as you want (Exception: Soviet start corners).




Artillery

Off-map artillery must be placed on the Operational map when used.
Attackers can use their artillery as much as they want. Only once a turn though - obviously. Defenders artillery is one time use.




There really isn't much to it. If there is any confusion just ask and I can explain what I would expect to happen. Can we get a tournament like this going?





Berlinmaybe.png


Axis-Berlin-Plan-T0.png


TOE.png
 
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Absolutely love these operational/tactical hybrid styles of wargames. Extremely interested in getting this off the ground.
 
Awesome I dont mind commanding.
If someone else would like to command, and a side. please let me know. If not I will ask @Probus. ;)

Please write down what side you want and we can organize some teams!
 
Not interested in commanding, but I'd happily take a spot on the Soviets (y)
 
Something missing from the Soviet forces in the image above is a either a heavy tank or heavy SU regiment of 21 tanks each + riders. I would probably include both of them for the Soviets for this one.
 
If someone commands would they still be able to play?
Yes the commander may pick forces as well. I always found it interesting for the players to pick the combat battalions and let the commander have the higher assets/formations
 
Id be happy to command the attacking Russians if allowed. Don't know how much my countless hours in Steel Division and Wargame make me qualified to command, but ill do my best ;).
 
Id be happy to command the attacking Russians if allowed. Don't know how much my countless hours in Steel Division and Wargame make me qualified to command, but ill do my best ;).
Absolutely you can command.
There is a process for the commanders. We both assign movements to our troops at the same time, and execute them we-go style. One an Operational turn.
We do this by editing the Berlin map in paint or similar, (it's really up to you how much effort you put into this - so long as it's legible to me).
The exchange process has us upload into the Dropbox our image ZIPPED with a password (One you will remember).
The two commanders then exchange passwords at the same time, access the files and see what happens.
It's pretty obvious how things would play out. If both of us move to the same grid at the same time, we will have a meeting engagement. If you attack me, and my troops did not move out of that grid during that turn, I will defend.
One of us can make a map with both of our movements on it, to make it easier to read, but not a necessity.

I have an example of what I would expect to be submitted from a commander. We show each other the changes in our front lines and what turn it is (Front line only, don't show movements in your territory). My side would submit a file for Turn 1 but it wouldn't include any movements, since the two starting corners are essentially off limits to our side.

Don't include any unit icons when you send the file to me.


VVVV Example VVVV






Berlinredexample0.png
 
Battles will be created in the scenario editor since you can draw from the master toe file, which will be updated to reflect the state of our forces throughout the campaign. This is where the trust comes in! Please don't look at my forces and I won't look at yours! Let it be a surprise! This way your team can predict what formation you're up against, and so can we. It definitely adds to the immersion as a commander, having to plot on the map what formations are where.
This even goes as far as having to keep track of how depleted the enemy's formations are. If you can remember, it might help your team in the future.

If there was someone to GM the battles that would make things much simpler, but of course I am not asking for anyone. I wrote this up so it would be redundant, though depending on trust. :ROFLMAO:
 
For tanks and such, if they lose their gun then they are out for the campaign. If they lose their tracks then they can be recovered the following turn IF the grid isn't lost. HMG teams can be replaced, if a mortar/gun is destroyed I would remove it from the TOE. You can keep the ammo bearers and the HQ if you really want to.
 
How about resupply? Will there be no resupply, limited resupply, or resupply every turn?
 
To keep admin work at a minimum - everything gets resupplied every turn. The exception to this would be cutoff units, where I would bump them down a supply level (in the editor) for every turn they are cut off. This could simulate ammo dumps being slowly expended. Also defender artillery is a one time use. Soviet guns are refreshed every turn.

If you have any more questions keep them coming, I probably have a solution for it already.
I wrote this game mode a while back but I lost where I documented it.
 
To keep track of your troops, I would cut out the little labeled formations from the picture above, and paste them on the Berlin map. If you have every unit of your rifle regiment, you can just throw down the regiment HQ to represent the entire formation. Eventually the map gets clogged up lol.
I wouldn't split your formations any further than they are split already, in the picture above. It wouldn't be tolerable.

I thought of something that I hadn't before. Since there is only a 1 standard battalion per grid rule, if you want to "swap" with a fresh battalion from a grid adjacent to it, you can do that in a turn. Otherwise we would have an issue with two battalions per grid.
 
On Attack/Defends if neither side is able to have a definitive victory over the other then the attacker keeps their troops and pulls back. On meets - if unable to call a clear winner - we can create a scenario with setup zones where our troops were previously.
 
Something missing from the Soviet forces in the image above is a either a heavy tank or heavy SU regiment of 21 tanks each + riders. I would probably include both of them for the Soviets for this one.
Is the correct number in the toe or does it need to be updated?
 
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