I need some feedback what You gentlemen think of my ideas.
1.) I would like to deploy an experience system in that tournament. You start with a green or lower company on the first map. If I should find enough stuff I´ll build a map of Currahee Mountain Trainingscamp. Depending on how You finish that training mission You will start with low advantages or disadvantages (e.g. experience level, leading skills or special weapons etc.). That still has to draw up.
2.) As expressed in the former paragraph I would love it to make the fifth mission the first one and as a training mission. So all casualties will be only fictive and You go in the first real mission with all men in every case.
3.) It will need two sides - allied and axis. So You have to decide what´s Your wish to be - american paratrooper or german SS, Wehrmacht, Fallschirmjäger etc.) So there will be no mirror matches.
4.) The axis side follows the same rules as the american. From trainings scenario over experience system to special weapons etc. Because of the knock out system (similar to LMS Tournament) You can become kicked out at the earliest from the second map on (the first real battle).
5.) I´ve in mind to set two opportunities for victories and modus operandi - the standard way as You know from the countless battles You fought in FGM and the way of the lowest losses. So if You get an tactical victory for example I count rough Your losses and survivors and if You lost "only one man" You can be awarded an total victory for Your excellent saving of Your men. But only if You at least have a kind of victory reached. For a draw with "only one man" lost You will at least punished with losing of special weapons if not with losing Your command. Casualties are part of a war. Sad but true - and if You risk to lose a war only for the shelter of Your men You aren´t a commander.
))
6.) Following the course of the war in that tournament there will be random forces for support on both sides. For example: Planned is a platoon Sherman76W as support for one map. But the axis players did all a victory each in the former battle. So the course of war is going to become worse for the allied. And following that the platoon don´t arrive the Easy Company.
...Will continue it later
7.) For unorthodox moves You can get ribbons and medals in that tournament. They can awarded for single groups, whole platoons or the whole company. Each ribbon or medal grants You some special - as the result of the training mission for the first real mission. So we can continue the line of specials till to the last mission.
8.) Should somebody reach a total victory in time he can better his result for the next battle. Because in reality You had advantages for strategy if You was able to finish missions quick, hard and successful.
9.) Abandoned tanks, vehicles and guns can remanned for the next battle if they are placed in Your sphere of influence. So if You aren´t willingly to fight that elite Kingtiger again make sure he is definitely destroyed, wrecked and burns like a torch!
10.) Because of the different repair and reinforcement possibilities of both sides - american and axis - the axis starts with a fixed pool of units. The allies have no need for repair because they get ample reinforcements (if the course of war isn´t too bad). So the unit situation is the allies get more and more units. The axis get all experienced units back asap after repair but they get no or only less reinforcements.
11.) The sphere of influence isn´t exact selected. Rough spoken - who´s next to the abandoned unit has the control. There are a few more indicators but I don´t tell You all. It should not go that way that You walk a useless unit to the wreck and claim after the battle that was Your sphere. It should become a bit as in reality - either You get it right or You let it be. So if You want to be sure - secure Your abandoned unit with all what is expandable!
12.) I´m thinking about the possibility to capture enemy units. But probably it will work first in one of my following planned CMBB tournaments. In CMAK it isn´t really made and feasible.
...to be continued
1.) I would like to deploy an experience system in that tournament. You start with a green or lower company on the first map. If I should find enough stuff I´ll build a map of Currahee Mountain Trainingscamp. Depending on how You finish that training mission You will start with low advantages or disadvantages (e.g. experience level, leading skills or special weapons etc.). That still has to draw up.
2.) As expressed in the former paragraph I would love it to make the fifth mission the first one and as a training mission. So all casualties will be only fictive and You go in the first real mission with all men in every case.
3.) It will need two sides - allied and axis. So You have to decide what´s Your wish to be - american paratrooper or german SS, Wehrmacht, Fallschirmjäger etc.) So there will be no mirror matches.
4.) The axis side follows the same rules as the american. From trainings scenario over experience system to special weapons etc. Because of the knock out system (similar to LMS Tournament) You can become kicked out at the earliest from the second map on (the first real battle).
5.) I´ve in mind to set two opportunities for victories and modus operandi - the standard way as You know from the countless battles You fought in FGM and the way of the lowest losses. So if You get an tactical victory for example I count rough Your losses and survivors and if You lost "only one man" You can be awarded an total victory for Your excellent saving of Your men. But only if You at least have a kind of victory reached. For a draw with "only one man" lost You will at least punished with losing of special weapons if not with losing Your command. Casualties are part of a war. Sad but true - and if You risk to lose a war only for the shelter of Your men You aren´t a commander.
6.) Following the course of the war in that tournament there will be random forces for support on both sides. For example: Planned is a platoon Sherman76W as support for one map. But the axis players did all a victory each in the former battle. So the course of war is going to become worse for the allied. And following that the platoon don´t arrive the Easy Company.
...Will continue it later
7.) For unorthodox moves You can get ribbons and medals in that tournament. They can awarded for single groups, whole platoons or the whole company. Each ribbon or medal grants You some special - as the result of the training mission for the first real mission. So we can continue the line of specials till to the last mission.
8.) Should somebody reach a total victory in time he can better his result for the next battle. Because in reality You had advantages for strategy if You was able to finish missions quick, hard and successful.
9.) Abandoned tanks, vehicles and guns can remanned for the next battle if they are placed in Your sphere of influence. So if You aren´t willingly to fight that elite Kingtiger again make sure he is definitely destroyed, wrecked and burns like a torch!
10.) Because of the different repair and reinforcement possibilities of both sides - american and axis - the axis starts with a fixed pool of units. The allies have no need for repair because they get ample reinforcements (if the course of war isn´t too bad). So the unit situation is the allies get more and more units. The axis get all experienced units back asap after repair but they get no or only less reinforcements.
11.) The sphere of influence isn´t exact selected. Rough spoken - who´s next to the abandoned unit has the control. There are a few more indicators but I don´t tell You all. It should not go that way that You walk a useless unit to the wreck and claim after the battle that was Your sphere. It should become a bit as in reality - either You get it right or You let it be. So if You want to be sure - secure Your abandoned unit with all what is expandable!
12.) I´m thinking about the possibility to capture enemy units. But probably it will work first in one of my following planned CMBB tournaments. In CMAK it isn´t really made and feasible.
...to be continued