Woah, ok. Lots of questions to answer. Lets get to it folks :)
Baralhaum wrote:
This is a great event, i like to play a game wich means something to a bigger plan. Congratulations for making it happen and good luck.
I have some questions:
1. Allies need 80% of the territories to win. They start with how many %? Because, for example, if they start with 40%, is a extremelly unfair win condition, they could play far better, achieve 78% and loose.
2. How many people in the organization? This is much work for only one person. And i think would be good have like three to five moderators to judge somethings that rules eventually didnt predict, or cheat suspicious.
1. Allies need at least 80% of territories or Axis need at least 20% of territories (Allies > 80/Axis > 20) to win when a specific time will be called when the tournament will end. I have not yet decided when it will "Officially" end.
It certainly will not be like "Ok allies have 80% of territories they win now." A time limit will likely be placed in the event that there are multiple stalemates and it doesn't seem like one team will completely dominate another.
2. I have multiple people that have agreed to help me from things from 2D Art (THANKS SPIKE :D ) to movies (THANKS MAXI :D) to organization and casting (THANKS SUBLIMES + DENNIS :D). So far, it seems everything looks like it's moving smoothly, so I don't think we'll need many more people on board. Though help is certainly appreciated.
Baralhaum wrote:
1. More attacks by turn. One attack by each player looks more like WWI. I would suggest each side have at least one bonus action by turn, to match the war of mobility. Perhaps Allies could have more actions because of their historical logistic supremacy.
2. Siege. Sometimes a territory will be completelly surrounded by enemy. This faction should have limited turns to break siege(like three turns), if they couldnt do it, they loose the territory autommatically.
3. Air assault. Each side could have limited opportunities to make air assault, attacking some territory behind enemy lines.
1. I believe 1 attack order by each player is the most fair way to do it. I will be looking more into details but players can choose to use their attack order, team up with another teamate to do a 2v2, or just simply not attack depending on the surroundings. Giving one side more attack orders instead of another obviously gives advantages to the other faction. (In this scenario, the Allies) By Default, the allies will be able to attack more because they will be more spread out, however the Axis currently have more players.
2. I have not yet determined how "Cities" will play a role. I believe that it will be more territory based, though I suppose that if a territory is cut off and surrounded and the opposing team can not break it after several turns I will look into providing a bonus of sorts.
3. Interesting concept, however if that were the case the team using "Air Assault" will obviously attack the key objective, Berlin or Stalingrad. Since CoH is a ground based game, I think this tournament should also stay this way.
blackbishop wrote:
@Stag
AFAIK the Staghound in EF has not the same issue than the vanilla Stag, you can try it if you like and tell me if the issue is there :).
The Staghound and the Kangaroo are the only two reward units that I could see abusing in the tournament...HOWEVER, as in most tournaments, they are allowed for deployment and play, and since the Staghound issues were fixed I do not think I will limit reward units.
Which answers your question Panzer4life, no, you will not be forced to use the Flak 88. Nor do you have to always go Luftwaffe :D
"Balancers are 10 a penny"