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 Hungary in 1945, and the units involved are historical as well. Players will issue orders to their units to move across a very large historical map and when opposing forces meet, a battle takes place…thus, every player will play scenarios that are unique and different from what his teammates are playing. Players will receive bonus points for winning the scenario, and for winning the campaign itself.

 

    “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.

 

                              Rules Page 2

 

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