Korrigan wrote:Plenty of questions:
A] Game settings:
1) Yes. 1862, we want some actions quick!
Hehe

Korrigan wrote:2) Proposed home rules
a- You can't use single element militia for any offensive puposes. Garrison duty only (force teams to use frontline units for offense and will slightly offset the union players numerical advantage)
Sounds good.
Korrigan wrote:b- You can't relegate crappy army or corps leaders to non active areas just to avoid using them( no sending Burnsides to California or Hood to southern Florida). This will give the southern team the early advantage in leadership it deserves.
OK. This will have to be at the front commanders' discretion, but the intention is clear so we'll avoid the most "gamey" assignments

Korrigan wrote:c- Inactive leaders can move freely in friendly territory and one only one region in ennemy territory.
Sounds good.
Korrigan wrote:Is this ok for everybody? anything more?
Not that I can think of
Korrigan wrote:3) We'll be always running the last game version (current is 1.02).
Yup. I see no reason not to. At all

Korrigan wrote:B]AARs and communication
1) In order no to flow the AAR room, I'm going to create a special room for the Grand campaign. You can create your AAR thread meanwhile (just like Rafiki did), I will move them to the Grand campaign room. Please begin your thread by [UNION] or [CSA] (I can rename them if you've already created your).
Yes, please.
Korrigan wrote:2)All communications are to be made through a special headquarter thread (one for each side). Roleplay will be compulsory (no "move your stack there", no screenshots). The only threads you can read will be your AAR and you headquarter. You must not read other players AAR (including your fellow countrymen ones).
Sounds good
Korrigan wrote:3) Technically, nothing can prevent a rogue player to read the other side AARs or headquarter. Except that this would ruin all the fun and that I'll ban him if I happen to remark it. Actually, I think all of you are strongly commited players so I don't think there is a risk.
Indeed. I don't view this as a contest where winning the war is the main goal*. It's about a unique gaming experience where having fun and entertaining our audience (at least, I hope there'll be an audience

) is what we're aiming for

[SIZE="1"]* Do note, however, that winning
is a goal, just not the main, supreme one

[/size]
Korrigan wrote:4) You're expected to write a comment in your AAR about the way you see the conduct of the war at least once/2 turns. Think about it as personnal notes for your campaigns memories. It's not a classic AAR with just descriptions. Obviously, presidents AAR are the most important. Screenshots are allowed in personnal AARs
Sounds good.
Korrigan wrote:C] Organisation
1) Team mates are allowed to write each other mails til the game begins in order to arrange for strategic plans and time schedule for exchanging the ORD file. Just tell me who receives the ORD file first. No fixed deadline for the first turns, time to get things organised.
Sounds good.
Korrigan wrote:2) Tip: Plan 48 hours as an average for each player orders in your team. In setting the order in which you'll pass to each other the turn file, take in account different geographical locations.
OK. As for me, I'm on central European time (Norway). Where are the Union generals located?
Korrigan wrote:3)You can mail me anytime.
Likewise. It is rare that a day passes without me checking my e-mail; usually a lot more.
Korrigan wrote:4) Vacations well be dealt with inner team replacements or summer truce [August 1st-15th]
I'll be bringing my laptop on my vacation in late May/early June, so the only time I'll be out of touch will probably be the days I am in transit (to and from Switzerland)