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Sign up for HG Game 7: Battle at Richmond

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Post  WJPalmer Wed Feb 13, 2013 3:59 am

Players new to HITS MEETS GCM should carefully read "HITS/GCM Game Basics http://forum.kriegsspiel.org.uk/t585-hits-gcm-game-basics#5107

”Battle at Richmond” (But Not THAT Richmond!): HITS/GCM Game 7
Game Day & Time: Saturday, February 16; 20:00 GMT
Sign-Up: http://doodle.com/2bq3q7rcv2vmat8w
New Players: Always Welcome!
Location: GCM TeamSpeak site (HITS sub-channel) see http://www.sowmp.com/gcm/home/teamspeak

Resources:
-GCM Website: http://www.sowmp.com/gcm
-More on Kriegspiel HITS: http://forum.kriegsspiel.org.uk/f32-scourge-of-war
-More on HITS play in SoW: http://www.norbsoftdev.net/forum/hits-headquarters-in-the-saddle
-GCM TeamSpeak Channel (GCM Site): http://www.sowmp.com/gcm/home/teamspeak
-Blaugrana’s Tips on Setting Up TeamSpeak Whisper Channels: http://forum.kriegsspiel.org.uk/t270-teamspeak-whisper-keys
-More on sending couriers: See page 62 of the SoW Game Manual
-Marching Thru Georgia’s “Just Couriers” mod download (an enhanced set of written orders for courier delivery): https://www.dropbox.com/s/lhsoim0115jk89q/JustCouriers.zip
-More on the 1862 campaign to control the Cumberland Gap “The American Gibraltar” http://en.wikipedia.org/wiki/Battle_of_the_Cumberland_Gap_(June_1862)
-Listen to 2nd South Carolina String Band sing “Cumberland Gap”: https://www.youtube.com/watch?v=ZgntNdjwzUE

Overview
The armies are on the move out of the Cumberland Gap. The Confederates, emboldened by their recent successes, are now fixing their gaze west and north. Though Kirby Smith and Braxton Bragg had earlier agreed to collaborate in a drive to recapture Nashville, Smith changes his mind and invades Kentucky instead. After capturing Lexington, he moves ahead toward a confrontation with Union General “Bull” Nelson for control of the center of this border state at Richmond. http://www.civilwar.org/battlefields/richmond.html

In the HITS/GCM game series the goal is to simulate the challenges of Civil War division command (or brigade command) by combining traditional HITS play with the enhancements and unique maps of Garnier’s Campaign Mod system. Adding to the command challenge are real-world limitations that place significant responsibility for executing players’ orders in the hands of the AI’s computer-controlled subordinates – who bring varying degrees of ability!(see “Restrictions on TC’ing brigades and regiments” below). To further enhance the player experience, participants are asked to be aware of their own position in the game’s OOB, and act accordingly when responding to “orders,” requests and other communication from the Army CinC, corps commanders, and teammates. The in-game chain of command is set up to add realism, direction, and cohesion. Don’t be afraid to have fun role-playing with it!

What’s new in this Game?
We will continue to offer players several command options. Infantry divisions, independent infantry brigades, and large artillery commands. Army CinC’s may explore additional options for organizing their OOB’s. For instance, a CinC may choose to retain a small reserve under his control or assign a few guns to individual divisions as tactical support. Yankees and Rebels may bring different organizational styles and structures to battle. Players will lead moderately-sized units suited to their experience and preference and those who enjoy running the guns are likely to find themselves commanding the army’s artillery pool.

In future games we expect to explore options to build in additional asymmetries in infantry numbers, guns, OOB structure, victory conditions, etc. to add variety and interest. To that end, please feel free to post your ideas on specific scenarios for the HG format.

*In this game we continue our simplified restrictions on TC’ing and unit control. Players may take direct control of any or all regiments or brigade leaders within 50 yards. Once a player moves beyond 50 yards from a regiment or brigade leader, these must be returned to AI control. Exceptions: Army CinC’s personally commanding a reserve division, and players controlling batteries may freely TC (take and maintain control of) these units.

*Most game rules will be the same as the last few games. Follow this link for additional background http://forum.kriegsspiel.org.uk/t596-rebels-revenge-hits-meets-gcm-game-4

Game Day Reminders
*All players must register on GCM ahead of time http://www.sowmp.com/gcm and run the GCM launcher the day of the game. Plan on joining GCM Teamspeak 15 minutes before game time.

*Regular HITS Players must be sure that the mods below are disabled before the game begins:
-CouriersAndMaps1-5
-SmallCouriersAndMaps

*Players may use most other mods and are encouraged to activate
-GCM Toolbar (or other favorite enhanced toolbar. Only 1 toolbar should be activated)
-Marching-Thru-Georgia’s “Just Couriers” mod for enhanced written courier order capabilities (see link under Resources above)

*Players are requested to adjust their individual settings for GCM Random to levels that are not greater than 4,000 men and 6 guns

*To encourage those new to the HITS experience and accommodate any who wish to play only a brigade, players are asked to express command preferences in advance at http://doodle.com/2bq3q7rcv2vmat8w

*Restrictions on TC’ing brigades and regiments:
The HITS/GCM games impose limitations on players’ ability to take control (TC) their units that differs from standard HITS and GCM play
a) Players may give the full-range of written courier, command map, point & click, and button-rock commands to brigades, through AI-controlled brigade leaders, at any time. It is then up to computer-controlled subordinates to carry out those orders. Courier(s) will deliver all player-orders issued by any method;
b) Civil War division and corps commanders did occasionally step in to personally direct individual brigades and regiments. In this game, players may take direct control of (i.e., “TC”) and issue direct orders to any infantry brigade (through its leader) or individual regiment(s) within 50 yards. Once a player moves beyond 50 yards away, all TC’d brigade commanders and regiments must be returned to computer control. A unit that is TC’d may receive orders by any method. In other words, to take personal, direct control of a brigade or regiment, a player must be there, and remain close by. Unlike earlier games, it is possible for players to have multiple leaders and regiments TC’d at the same time so long as he remains within 50 yards;
c) The only way a player may give direct orders to an individual regiment is when he is within 50 yards per “b” above. Beyond 50 yards, players may never send orders to a computer-controlled regiment. This direction must come through orders (typically written) given to a regiment’s brigade commander;
d) Batteries, individual guns, objective holders and supply wagons may be freely TC’d and moved by any method at any time;
e) Players at brigade-command level are subject to the same TC’ing limitations as divisions i.e., a brigade commander may only TC regiments within 50 yards and must return regiments to AI control once beyond 50 yards.

What will happen when the resurgent Rebels invade Kentucky? Join us on Saturday to determine if Kentucky swings South!


Last edited by WJPalmer on Sat Feb 16, 2013 5:11 am; edited 3 times in total (Reason for editing : Included Reference to)
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Post  Khryses Wed Feb 13, 2013 5:20 am

Sadly working that morning.

Maybe next time, after I get up to speed on the 'new' interface.
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Post  Uncle Billy Wed Feb 13, 2013 3:15 pm

Maybe next time, after I get up to speed on the 'new' interface.
You do not have to use the GCM toolbar. Just deselect that piece of the mod and the stock toolbar will be in use.
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Post  Martin Fri Feb 15, 2013 5:29 pm

This will be my first HG game and I'm really looking forward to it. Would like to check I have done all the technical stuff in advance though. Have:

-Registered on GCM website and created 2 divisions (one Union, one Reb)
-Adjusted my GCM player settings (on the GCM website) for random divisions up to 4,000 men and up to 6 guns
-Downloaded GCM Launcher so I can run it tomorrow before game
-Ensured "Couriers & Maps" mod is disabled and that "GCM GamePlay 2" is activated in the Modifications
-Joined GCM TeamSpeak server to check that I can

Anything else? How will one of my newly-created divisions actually appear in the game? Is that something the person running the game handles in some way? Do I join the game through the lobby as per usual HITS?

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Post  Uncle Billy Fri Feb 15, 2013 5:41 pm

Anything else? How will one of my newly-created divisions actually appear in the game? Is that something the person running the game handles in some way? Do I join the game through the lobby as per usual HITS?
I would also suggest you install the Just Couriers mod. Since players are now moving brigades instead of regiments around, you will really find it much easier to do this through the courier system rather that point and click. That is especially true during the initial movement phase where you need to give each brigade 4 or 5 orders at once.
Just Couriers Mod
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Post  WJPalmer Fri Feb 15, 2013 6:13 pm

Martin wrote:Anything else? How will one of my newly-created divisions actually appear in the game? Is that something the person running the game handles in some way? Do I join the game through the lobby as per usual HITS?

Welcome aboard, Martin!
You're good to go. A few minutes before the game, just join GCM TeamSpeak (we congregate in the "HITS" channel). Shortly before we start the game, you will need to join the "battle queue" on the GCM website (top, right corner, but not to be confused with the "Schedule Battle" area where players merely indicate an intent to play). The BQ is simply a device for the host to collect all players to create the game in GCM.

After joining the BQ, I'll put up a room in the SoW Lobby per usual, go to staging, etc. As soon as the game launches, players will be set apart by side in TS rooms for the "Council of War" planning. This is usually about 10 minutes, during which no movements are allowed other than clicking a peremptory formation change for your division. When the CinC's are both ready, the word is given and players begin to move.

The reason we wait until the game is launched to conduct the Council, is that nobody knows until that point where the first objective will appear. Ultimately, 3 objectives do appear and all will be clustered fairly tightly together near the center of the map.

Finally, the regular GCM divisions you created when you signed up are not used in HITS/GCM. Instead, we use "random" divisions which give us the flexibility to create unit specializations, etc.

Glad to have you!
-Ron
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Post  Martin Fri Feb 15, 2013 7:44 pm

Thanks Ron & Kevin. I shall follow your advice.

See you tomorrow.

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Post  kg little mac Fri Feb 15, 2013 8:42 pm

Looks like we're going to have a nice turnout. I sure would like to get 20 players in one of these great games.

11 on doodle so far, and you can count on at least 4 or 5 other GCM guys playing.
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Post  mitra Sun Feb 17, 2013 11:11 am

replay


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Post  Martin Sun Feb 17, 2013 2:35 pm

Excellent game, while it lasted. I will be back for more.

Longstreet and I were in the centre of what became a meatgrinder.

Many thanks for organising it Ron. With so many players, you did well to get the game going as quickly as you did. It does reinforce the point you made about the desirability of folks signing-up and expressing their preferences in advance. That way we all get into the game much quicker.

Martin (J)

PS thanks for posting the replay, Davide.

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Post  WJPalmer Sun Feb 17, 2013 2:46 pm

It was very regrettable that the game locked up -- first time THAT's happened! The game logs were made available to Garnier who is investigating the impact of one player's .ini file as the likely source.

While we'll never know just what would have happened, it was a lot of fun listening to the speculation afterward. Thanks to everyone for joining in -- and particularly for your patience -- as it took some time to prepare the game for launch. No doubt we'll get much more efficient with this as both players AND host gain experience! Laughing
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Post  Uncle Billy Sun Feb 17, 2013 4:03 pm

Ron is to blame. Had he not defended the enemy left flank so well, spoom would have turned it and ended the battle long before the lock-up. Because of him, we had to commit 3 new brigades to remove that stone from Gen. Georgia's boot. That will go hard with you next time, sir. Evil or Very Mad
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Post  WJPalmer Sun Feb 17, 2013 7:20 pm

Uncle Billy wrote:Ron is to blame. Had he not defended the enemy left flank so well, spoom would have turned it and ended the battle long before the lock-up. Because of him, we had to commit 3 new brigades to remove that stone from Gen. Georgia's boot. That will go hard with you next time, sir. Evil or Very Mad

Let me offer our divisional medical officer to help with that pebble removal!

BTW, I managed to grab a panorama of the action on the Rebel Left just before things went south (so to speak)!

http://www.norbsoftdev.net/forum/mp-forum/55406-battle-at-richmond-hitsgcm-game-7-set#55527
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Post  Blackstreet Sun Feb 17, 2013 7:33 pm

By the way, how did English manage to get these screenshots during the HITS game?

http://www.sowmp.com/gcm/battles/screenshots/14592

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Post  Martin Sun Feb 17, 2013 7:54 pm

I have a couple of questions:

(a) My two AI brigade commanders were a '1' and a '2' on experience. I'm not complaining ..... after all that's war. But I would be interested to know, for future GCM/HITS games, if that's a typical result?

(b) A linked question. I understand that you can TC regiments (temporarily) if you're within 50 yds of them. I did wonder whether you are permitted to also TC brigade commanders in the same circumstances? I didn't btw, but was sorely tempted Very Happy

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Post  Blackstreet Sun Feb 17, 2013 8:10 pm

Martin wrote:I have a couple of questions:

(a) My two AI brigade commanders were a '1' and a '2' on experience. I'm not complaining ..... after all that's war. But I would be interested to know, for future GCM/HITS games, if that's a typical result?

(b) A linked question. I understand that you can TC regiments (temporarily) if you're within 50 yds of them. I did wonder whether you are permitted to also TC brigade commanders in the same circumstances? I didn't btw, but was sorely tempted Very Happy

Martin (J)

a) It's completely random, so you were a bit unlucky there.

b) You most certainly can. You can TC anyone as long as you remain within 50 yds of them.
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Post  Martin Sun Feb 17, 2013 10:36 pm

Blackstreet wrote:a) It's completely random, so you were a bit unlucky there.

b) You most certainly can. You can TC anyone as long as you remain within 50 yds of them.
Thanks Ollie. I'll bear that in mind for the next one.

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Post  kg little mac Mon Feb 18, 2013 1:13 am

Blackstreet wrote:By the way, how did English manage to get these screenshots during the HITS game?

http://www.sowmp.com/gcm/battles/screenshots/14592


He didn't. They were from the next game; he uploaded them to the wrong game.
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Post  kg little mac Mon Feb 18, 2013 3:21 pm

So. . . what happened to Baldwin in the game Saturday? At least Swinder typed in he had to leave and then actually left.
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Post  Blackstreet Mon Feb 18, 2013 7:35 pm

kg little mac wrote:So. . . what happened to Baldwin in the game Saturday? At least Swinder typed in he had to leave and then actually left.

No idea. It would be interesting to catch up with Baldwin and find out Smile
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