Operation Konrad
Rules Page 1
Introduction and overview:
Welcome to the Operation Konrad rules
pages. Every effort has been made to make these rules understandable and complete,
but at the same time, please be aware that we are assuming that the player
understands basic concepts of play and has a little common sense. We have no intention of making these rules
pages the length of a novel, thus some elements may seem scantily covered or
not mentioned at all. These pages are simply meant to be a guideline and to lay
down the basic concepts of play. Do not assume that simply because something is
not mentioned that it is allowable in play. If there is any question about a particular
element or mechanic, feel free to ask questions. Most questions should be
answerable by your Front Commanders, so please email them first if a prompt
response is needed. There is also a discussion board set up for the use of all
players…please feel free to discuss any questions or concepts there. Note that
after a term is used on these pages, an abbreviation will be shown for the term
that will be used thereafter in these rules. Thus, the player may find it
beneficial to read these pages in order, and refer back to a section that
warrants reading again. Players should be aware that some of these play
concepts are unusual and experimental, and although every effort has been made
to ensure that these mechanics work properly, it is almost certain that a few
elements may need a tweak during play. Keep in mind that the Campaign Series
was not written with something on this scale in mind…nevertheless, we are
undaunted by the task and are looking forward to this Project.
A few FAQs to
start everyone off and provide a brief overview before going to the actual
rules on Page 2:
“What
is exactly is Operation Konrad:The Campaign
Tournament?”
OK:TCT is a tournament that is played in a campaign
style. What this means is that every player will have his own division to
control, and will accumulate losses as he goes from battle to battle. The
setting is a recreation of an actual campaign fought in
“Who
can play in OK:TCT?”
OK:TCT is open to any member of the Blitz
who feels he can handle the challenge. It is recommended for advanced players
who have some knowledge in creating scenarios…this is because the defender of a
battle will be allowed to set up his own units on the map. This is not a
difficult thing, but a player will have to know how to do it.
Also required is a commitment to play his
opponent in a timely manner. Players must try to average 3 turns a week, and
all play must be finished by the deadline. All ongoing battles must be finished
before the next ones start, and the progress of the campaign will come to a
stop if slow play is allowed. All players will be assigned the password for
their scenarios, and if any problems crop up because of slow play, a player
will be quickly replaced by someone who wants to play. Understandably, from time to time, a player
may find himself short on time, and a
temporary replacement player may jump in for a while, until the original player
can assume command again.
Honesty will be absolutely expected from
all. Any questionable play will be examined. Playing the scenarios ahead of
time solo is not permitted. Replaying turns is an unspeakable act. Players
shall not use empty trucks to draw fire or block hexes. Any players caught
hacking into the enemy’s webpages will be booted.
Keep in mind that the website tracks all ISP numbers, and this file will be
checked from time to time…if the same ISP is shown visiting both the German and
the Russian section, there will be an investigation. Any cheaters will be
reported to The Blitz.
Version 1.2 of East Front II is required.
Version 1.3 is not recommended, but allowable as long as no problems crop up
due to its use. Absolutely no mods are allowed,
unless it is a simple sound or graphics mod. Please install a clean version of
EFII with only the official 1.2 patch if you have been running an mutant
version.
Players must zip their files when sending
them back and forth. Players must keep communications open with their opponents
at all times and report promptly to their Front Commanders any problems.
Be aware, that since this is a true
historical campaign, a player may find his unit in a bad situation at times.
The scenarios that will be created won’t be perfectly balanced, as few real battles
were. It will require a mature player to face the fact that he may be facing
destruction, but he’s going to do his best to follow his orders for the good of
his country. It will require a mature player to believe he can overcome the
odds and win, and if he loses, that he finds satisfaction in giving it his best
shot without bitching and moaning. Each side’s Front Commanders will be
encouraged to reassign worthy players to a new unit, if their old unit was
destroyed in the line of duty…reinforcement arrivals later in the campaign will
make this possible. In short, we are looking for players who find joy in the
play itself, and who embrace the chance to experience this struggle, but not
players who only care only about winning or losing the scenario they’re
playing.
Also be aware that some units may not
actually have a fight in a particular round…this is the nature of the campaign,
and there’s no way around it. If a player moves his division into a new sector,
and there’s not an enemy there, then there won’t be a battle. Thus, some
players may find themselves inactive until the next round of movement and
battles. So, patience is also a requirement.
There are only a few slots open to players
due to the actual historical OOB…about 16 per side to start. So please be aware
of the commitment if you agree to play.
“How
long will the tournament last?”
As long as it takes for a side to win or
lose!
In game terms, the campaign is divided into
days. Each day will have movement and battles between the players, which will generate
unique scenarios based on the actual geographic location and the units
involved. This will be handled as a
regular tournament round, with all players playing out their scenarios at the
same time. It will take about 5 weeks to finish the day’s battles, and about a
week of preparation for the next day’s battles.
I suspect it will take 10-12 game days to bring the campaign to a
conclusion, although the actual campaign lasted much longer…but the Campaign
Series is a very bloody system, and I believe things will be decided here much
quicker.
It is not necessary for a player to commit
to the entire campaign…he must only agree to finish any scenario he starts. If
a player only wishes to play for one round, that is fine, as long as he
notifies all interested parties.
If you have what it takes for this struggle
on the Russian Front, click on the link below to continue to page 2.