

Rise of the Reds Recruitment Station N34
#51
Posted 02 February 2009 - 06:43
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#52
Posted 02 February 2009 - 09:18


#53
Posted 02 February 2009 - 22:28
Well..... mabye i should

THE ANTCIPATION..... ITS KILLING YOU!
#54
Posted 02 February 2009 - 22:44
Electron, on 3 Feb 2009, 9:28, said:

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#56
Posted 03 February 2009 - 04:34


#58
Posted 06 February 2009 - 07:08
http://forum.cncrene...showtopic=30774
#59
Posted 06 February 2009 - 09:19
Also, Centric has informed me that real life commitments mean he is unable to assume the position of Russian Third Officer, so we have another slot for anyone who wants to join. If any of you current Commanders have a burning desire to get an impromptu promotion, now's your time to speak up. Papaya Master Rai, you've also been confirmed as ECA Commander Gamma.
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#60
Posted 06 February 2009 - 18:07
Hey, Scope, looks like a seat has opened up for ya.

Edited by Electron, 06 February 2009 - 18:08.
#62
Posted 09 February 2009 - 05:41
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#63
Posted 09 February 2009 - 09:01
#64
Posted 11 February 2009 - 09:59
(Drum roll please)
...
...
The...
...
(Tension chord)
Rules!
(Cymbal crash, jarring chord)
(Okay, so you were probably hoping for a start or something but this is what you get, okay?)
[attachment=6622:Rise_of_...ole_Play.doc]Make sure you have a very thorough read of every section - you'll find that they're a lot more complicated and a lot more specific. There shouldn't be much room for interpretation; if there is, do please let us know, but hopefully we've plugged the gaps from last time.
Wizard gets most of the credit for the fantastic new combat system, and in fact almost all the main changes in here. Remember also that this wouldn't have been possible without Overdose in the first place, so thanks to them both in advance. Remember also that the rule set is flexible and there are changes I may make pending how it all pans out 'in the field' so to speak.
Now, you'll get a couple of days to go over these before game start before the maps are ready. All things being well, we should kick off by the end of the weekend. Good luck, and get reading, soldiers!
Edited by CommanderJB, 15 February 2009 - 00:59.
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#65
Posted 11 February 2009 - 16:22
#66
Posted 11 February 2009 - 16:26

#67
Posted 11 February 2009 - 16:42

#68
Posted 11 February 2009 - 17:11
#70
Posted 11 February 2009 - 17:15


And may be worth talking to Comr4de to see if he can adapt the current ROTR userbars. Then we ca ask The DR, and if all else fails Swims/myself will likely be able to whip something up.
#71
Posted 11 February 2009 - 17:58




#72
Posted 11 February 2009 - 21:47
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#73
Posted 11 February 2009 - 23:11
We work with three officers and three commanders, so theoretically three simultaneous attacks can be performed by a side on the same time. The question that remains: Will any of the losses here throw the entire side into defence mode?
And on Movement: What do you mean, infantry is harder to move than a tank squad? Please define that, thanks.
Third: Is it just me, or did you forget defining 'Requisition Point production' in the rules? I'm missing a supply lines description, how that works etcetera. Also, include a stack max of Requisition Points for the General, so that it e.g. cannot have more than (turn production + 100) x 2 resources in store. This forces players to use them.
Fourth: Do not limit phases to time. You have 48 hour turns but limiting certain actions within timespaces of 12 hours kinda undo's this advantage. Just make it able for any player to issue their commands (General -> Officers -> Commanders way of giving orders should be held of course). Only keep to this order of resolve at the end of a turn when performing everything.
Edited by Aftershock, 11 February 2009 - 23:15.

#74
Posted 11 February 2009 - 23:17
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We work with three officers and three commanders, so theoretically three simultaneous attacks can be performed by a side on the same time. The question that remains: Will any of the losses here throw the entire side into defence mode?
Each Commander works independently. If one is defeated only that one is in defence mode.
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You get 100RP per turn, regardless. The idea of supply lines has been removed totally. As for the other idea, this is a valid point which was discussed but merely omitted from the rules.
#75
Posted 11 February 2009 - 23:36
Aftershock, on 12 Feb 2009, 10:11, said:
We work with three officers and three commanders, so theoretically three simultaneous attacks can be performed by a side on the same time. The question that remains: Will any of the losses here throw the entire side into defence mode?
Aftershock, on 12 Feb 2009, 10:11, said:
Aftershock, on 12 Feb 2009, 10:11, said:
Aftershock, on 12 Feb 2009, 10:11, said:
Edited by CommanderJB, 11 February 2009 - 23:40.
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