Tournament Idea, Peiper races towards the Meuse River

L

Lighthorse

Guest
Another Tournament Idea
Now that Spanish Civil War tournament is off the ground. I'm been toying with another idea for a tournament.

Here my email to mTK, we have been exchanging ideas all week. I will be starting a new thread as I get closer to being ready.
Mtk,

I'm throwing out every idea but the maps. Laying in bed sick...provided allot of time to think over our emails. In the end, I beleive whats most importmant is a fun and simple system for the tournament players. This new system I thought of will take me a little longer to do...but it can be used year after after with a small modification to it.

1. KISS...keep it simple stupid..no complex rules.
2. Every map will have a river or creek crossing with bridges...one bridge will be a heavy bridge unable to be destroyed by either side. the light/medium bridges will be on the flanks and the heavy bridge will be for the highway..center of the map.
3. To win the tournament you must force your way pass the American and cross the Meuse River. Every time you reach the other map edge(westside), by crossing one or more bridges you won that scenario. As Americans you need to prevent Germans from exiting off the map.
4. Every one plays all the way though four scenarios. You failed in one scenario, doesn't stop you from trying again in the next round...fun rules, reason out the door.
5. The scenario cease as soon as A German vehicle exits off the west edge..simple enough regardless what turn it is. Remember this is Peiper's Race. Scenario will have between 25 to 30 each
6. All those that reaches and crossed the Meuse River are winners.
7. The hard part for me...finish four of the six maps.
Round One starts with "Breakthrough"/the test map we're testing now, second round north or south route part one, third round north or south route part two, and the last map "Meuse River in Sight"
8. I will design four scenarios for each map, label them; A, B, C and D...each will have different American forces, set up, random events, weather, etc. This part is fairly easy for me.
Players can review all six maps, and plan they route, but can't review any scenarios until they start playing them. Lastly players matched against each other won't have the same scenario. ie A vs B or C or D, but NOT A vs A. for each round.
I will need to place a time limit for each round...start thinking how long a 30 turn scenario would need .
The Americans reinforcements will start small around turn 10, and increase to larger sizes columns as the scenario continues...thus if the Germans don't push hard, they will be swamped.
9. The Germans forces will start with appox 5000 points, second scenario 4000 points, the third scenario 3000 points and finial scenario 2000 points. This will account for they loses, fiction, breakdowns, lack of fuel, garrisoning they supply lines, etc. All forces will be purchased and deployed in set up areas for players..KISS again. Players will be allow to deploy them.
10. There will be no fuel allotment, or holding rear areas, or figuring percentage of vehicles breakdowns, keeping a rooster, etc.....all that is out the door.

What you think Mtk?

Lighthorse



Keep you all posted as I go.

Crazy Me / Lighthorse
 
I'm repeating something that was already done "ARDENNES FIREFIGHT " in 2010?
If so, I shall cease planning and designing it, sorry all
 
Modified campaign design concept, by simplifying the bookkeeping required of the players, rewrote the random tables of events and deleted two CMAK maps because they were to long in distance.
Here some of my newest stuff, base from researching sources on AFV's
King Tiger.....uses 8 units of fuel per campaign turn....33% chance of mechanical breakdown between battles. (mechanical disable AFV, will miss the fore-coming battle, but may be repaired for later ones)
Panther.....uses 4 units of fuel per campaign turn....20% chance of mechanical breakdown between battles. (Both the King Tiger and Panther were mechanical lemons big-time)
PzIV classic .....uses 2 units of fuel per campaign turn....10% chance of mechanical breakdown between battles
Halftrack and AC's..uses 1 units of fuel per campaign turn....0% chance of mechanical breakdown between battles
2x trucks or 4x jeep type .....uses 1 units of fuel per campaign turn....0% chance of mechanical breakdown between battles

1. The no limit for purchasing infantry/artillery/guns, but all Germans infantry and support equipment/guns must be transported/towed. Those without transport are left behind on the last fought map.
2. Limiting factor for Germans purchasing armor is fuel. The campaign has a single lump sum of fuel at the beginning. Fuel depots may be found during the campaign, but that unlikely. To keep it simple there will be NO resupplying of fuel from the fatherland. Resupply for ammo will be base on if there a supply line/roadways is open all the way back to starting areas.
3. German only need to keep track on AFV's operating, Abandon AFV are recrew and disable AFV may be repair (50% chance), burning AFV are total lost. Operating HT, trucks and jeeps carry full load of troops/equipment. I will have to do the randomizing dice rolls for everyone forces between the battles.
4. Let say Germans start with 240 fuel, there 4x battles to the Meuse river, so thats 60 fuel per battle. Our German decides on 5x Panthers, 5x PzIV's, 16x HT for 4x platoons engineer/infantry, 2x AC's, 20x trucks 3x more infantry platoon and support AT/IG guns and 8x jeeps/VW for recon that what 60 fuel can get. I haven't decided on the amount of fuel yet, that needs some play-testing.
5. There will be only four maps for the campaign.
6. Random events that can happen to each gaming pair (two players matched against each other) will sharing unknowing the same events. I will randomly decide what events. They can be as follows; Bad weather (a given on the first battle), unmarked minefields, unmarked entrenchment and wire, air and/or artillery support for the allies, unexpected reinforcements (both sides), blown bridge(s), low supplies, low morale or fatigue, lost on the way to battle -1D10 in turns, lucky recon (move deployment area closer together), unmarked secondary road, ground very muddy, placement of fuel depot on map or just off on a road, good weather (very good chance P-47's are coming.), German supply line cut, and a random design force for the allies for each fight
7. Each battle will be 20 to 30 turns long, chance depending, but same amount for each paired battles.

Well continue to keep you all posted as I go with this :")
Hopefully it be ready in time after Spanish Civil War is finished.

Lighthorse
 
I'm repeating something that was already done "ARDENNES FIREFIGHT " in 2010?
If so, I shall cease planning and designing it, sorry all

Ardennes firefight was nothing like what your contemplating. The Kampfgruppe Tourney is similar, but you are going WAY more in depth in what your planning. I wish you the best as just my attempt at tracking units from battle to battle is proving to be a LOT of work. And 20-30 turns to move down an 8km long map is probably not possible for most tanks even on fast move and on a road most of the time. Not trying to disuade you, just some things to think about.
Lord Bane
 
And 20-30 turns to move down an 8km long map is probably not possible for most tanks
You're 100% right on that, thats why i deleted my first maps, and starting all over again.

just my attempt at tracking units from battle to battle is proving to be a LOT of work
I'm toying with the idea of requiring each player to post his starting German force, his loses and whats left after each battles.
They will have to use a template I provide, this way everyone will be reviewing everyone else roosters for errors.

What you think Lord Bane?
 
Interesting idea. The only down side I see with posting your forces is that your opponent will know exactly what he is up against prior to buying his Allied units. I suppose you could let the computer buy the Allied forces or just build them yourself, but a lot of players don't like not being able to buy their own forces.
Lord Bane
 
Undertakings like these will require a GM team, not just one person. A "simple" tournament that only requires players to play and post results can be done with one guy at the helm, ideas like yours definitely not.
 
I would be willing to help as a member of the GM team in this one, if that helps.
 
players don't like not being able to buy their own forces.
Very true, Allies forces will be random draw by GM, (I like using a desk of playing cards for randomizing, A to 2 the different events and spade to diamond the amount/strength of it) The random Allies force/and other random events will be the same for both sides. they do get to purchases the Germans. They only post after each battle.

one player not being arsed to work out his losses to screw it up for everyone.
Another excellent point, I was thinking that with 15 others reviewing his post and his paired opponent double checking after battle results. But maybe it won't I'm not 100% sure either...this idea does open the door to some new possibility, for tournaments

ideas like yours definitely not.
Another good point...the hardest part would be the starting of the tournament with eight matches and getting it off the ground.

I would be willing to help as a member of the GM team in this one, if that helps.
Thank you cillmhor, its that spirit that makes this possible.

Please keeping post your thoughts, ideas, suggestions, remarks, observations they what keep me going and on track. :horn:
I believe in something like this being a club idea with anyone/everyone helping in they way...be it a single idea, helping GM-ing it, playtesting, etc.
There no way that I can do it all myself or want too.

Lighthorse
 
You could put together several premade force packets that would be selected randomaly..say for instance: 1) 1 platoon regular M3A4, 1 Company Rangers, 1 81 mm FO...etc
 
You could put together several premade force packets that would be selected randomaly..say for instance: 1) 1 platoon regular M3A4, 1 Company Rangers, 1 81 mm FO...etc

Exactly what I was thinking too

Expect the ideas for this tournament keep evolving as it develops slowly
Here what I want for the four battle maps

Map 1; Will be Called "Breakthrough"; map size will be 1.5 km x 1.25 km
"Scenario Ready for testing"
Farmland, one village, old entrenchment, tank traps (crossed roadblocks), wire and mine fields.
One highway/east to west, two secondary roadnets
one creek south to north with light & medium bridges,
One of the random events is fog/no air support for allies.
The other two events could be lost minefields, and attack delayed by 5 turns. Historically happen.

Map2; Called "Race on, the Southern Route"; map size will be 2.0 km x 1.25 km
Major river, two villages, and two medium bridges, with demolition charges set (place a engineering platoon at each bridge)
One highway east to west and one secondary roadnet, railroad track east to west too, with medium bridge, no demolition charges set yet.
Random 3x events; unknown

Map 3; Called "Race on, the Northern Route"; map size will be 2.5 km x 1.0 km
Major river along southern map edge, with bridges., farmlands.
Northern part of map mountains/hills/valleys forests and woods
Center has main highway, railroad east to west and secondary roads north to south. with three small villages.
Random 3x events; unknown

Map 4; Called "Meuse River in sight!" ; map size will be 3.0km x 1.5 km
western edge, Meuse river with heavy bridge, guarded by British detachment & Fireflys w/orders not to cross over Meuse R.
Ground fairly flat, 3 to 4 small villages, three secondary roadnets, farms, woodlots, creeks and a pond.
Random 3x events; unknown

Now the fun part, making the maps. this is the hardest part for me...slow work.
 
I'm saved you a slot for a play tester Wardog.
In this tournament all testers will also be allow to play in the tournament.
Since the Allies and German force make up will be charging each time around.

Once Map One/"Breakthrough" is completed, I will post on forum looking for help in play-testing it.
 
Map 1; Will be Called "Breakthrough";
"Scenario One is Ready for testing,

"View attachment 6120

Leave set up free for computer.
Try solo as Germans first, and Americans second.
Germans artillery hasn't no restrictions.
Enjoy and I need all your feedback please.

I have decided that when players are matched up..they will play the same scenario, but each scenario will be modified according to random Americans forces table and random events will most likely be different..thus the Americans you play, won't be the same Americans your facing as Germans.
I will prepare the scenarios advance, sub-label them A to H for eight different types.
ie "Peiper Races Breakthrough -E

Peiper's Race is on it third reversion
 

Attachments

  • Peiper's Map One Test1 ver1.3.rar
    19.5 KB · Views: 0
I'd like to be also part of it...

It will remind me playing "Kampfgruppe Peiper" from the ASL box...lol
I also loved playing the operations from CMETO
 
File in an email to you Corsaire31.
Please remember I need feedback..
 
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