Scenario Generals Who has run an Army?
Posted 21 June 2008 - 10:29 PM
Also, a place to discuss the issues & experiences of playing the role of commanding general on the scenario field. Stories, tips, & anecdotes welcome...
Ive done it once & its a crazy way to play the game. Never thought I'd be so busy just sitting in a chair at the CP...3 radios, a clipboard, notepad & mission cards - not my usual gear for sure.
But it was alot of fun too, despite all the heavy responsibilty. It was a good chance to interact with more players & to get a better idea of all the hard work & planning that goes into a good scenario game. I was lucky enough to have some truly excellent teams & players on my side, so I had no shortage of players willing to run crazy missions or to slug it out on the field. Good times!
I'd like to do it again sometime...not all the time, but once in awhile would be cool.
Posted 24 June 2008 - 01:19 AM
One thing I did learn is that you need to delegate certain things out. I had one of the larger teams that I know running my main attack force while a second team ran my missions. Considering it was my first time out as general, we dominated almost the entire day. We lost the day in the final seconds of the final battle...
Posted 24 June 2008 - 07:32 AM
Generalling is rewarding in its own right, but not all players are the type to get that out of it.
Posted 24 June 2008 - 07:45 AM
I like cookies
Posted 04 March 2009 - 02:12 PM
Posted 10 March 2009 - 02:38 PM
Designate a "head of base security". They will be the one that protects you through-out the entire game.
Designate a couple mission running teams - they are the ones that will win the game for you.
Designate a couple teams as "heavy hitters" or "quick re-action forces" that you can call on to help out when things go south. They will also be the teams holding the line for you.
Try and recruit an RTO/radio operator - they will help cover the called in missions and field the team radios. I've seen "non-players" take this role on many occasions and it work out great (something for the wife/girlfriend to do if they don't play).
Get to know your role-players and make sure they and you understand all the rules - what they can and cannot due with thier special abilities.
Pick a good experienced XO -
It's a good idea to research the stroyline if it's not a "cut & dry" like D-Day. Pre-game prepairing really helps out.
Have a pre-game meeting with all your key players - team leaders and role-players - so everyone is on the same page and any questions can be covered. Also get your comm figured out.
As for stories - here's a bad & good:
CO game quite a few years ago - I beleive the producer as opposed to the general was handing out roles. I team of 5 younger players decided they all wanted to be demo's. Not a problem; I'm all for new players tying out roles. Bad thing - they decided they all wanted to play together as a team and would'nt split up for missions! On the up side I figure I (as the only other Demo) got 90% of the demo missions; I don't recall if I ever saw the "demo team" on the field much of the game-
KS game - We were asked to run missions during the night portion so our side could catch up. The female XO was one of the best in the sport; we've tried the "runner" concept with various degrees of success in many games but this night it worked flawlessly. The XO would take the radio'd in mission and send a runner with the card out to us in the field. We would have 1 guy creep out and get the card then rally to the mission location. I don't think we moved more than 100 yards the entire night; the XO was always givin us the mission closest to our AO. The only time I saw our base that night was after my only trip to the dead-box. We completed all but the last mission due to running out of time; it was the only mission we had to move out of our AO. (I think we were the last MRT on our side still out on the field).
Team 10th Mountain
Posted 20 March 2009 - 11:57 PM
the trick to it is rhythm, and pickng up tricks from watching how others general.
1. base security- have a dedicated guard to keep an eye on your team props, armtape, traffic, and command gear. the best rule of thumb is that If they dont show all types of proper Id given by the producer, they dont get within 10 feet of the base, or the general. and if they complain, tell em to get the right papers. if they still complain, tell them to take it up wth the producer. if they still resist, smoke em. cant tell you how many times ive snuck around with crappy base guards and half the right Id. lol
2. keep specifc players in charge of specifc things. always keep track of role cards, as they have an extremely nasty habit of dissapearing 2 hours into a game. and the guy you gave em to handed em off to someone, and bam.. so on and so forth. misson cards as well, thEse are how you win and lose games. if you dont keep tally of your points, cards, and props, then you wont earn a victory. make sure you specifically know how the producer s scoring, and get it from hs mouth, not a refs. its funny how some things have a habit of "changing" during a game. FIGURE IT OUT AND ETCH IT IN STONE BEFORE THE FIST BALL FLIES.
3. RADIOS. ALWAYS have at least one radio between you and the team on the mssion. one with you and the game staff if necesarry,, and between you and your Xo. you almost always get to choose your own Xo, so it should be someone smart, fast, and trustworthy. they are your proxy and can cut a force in half with you if you work well together.
4. XO(s) he should either be on a misson if you're not, at the base if youre not, or on the field if you're not. usally the general s worth points, so to avoid givng the enemy points you need to have somone that can help you command a strong defence, or throw a hard offence.
5. planning. know the field, game format, supply problems, and forces. if you do your homework, you'll go far. if you fail, then its because you didnt study hard enough.
6. recruiting. politics is the toughest part of generaling. if you dont recruit or make enemies it can be difficult to mass more than walk ons, especially f the producer takes a hands off approach(see first line in my post).
7. morale. always keep your troops thirsty for more, and constantly remind them to hydrate, reload, re air, and re insert. always tell re inserts where the misson is, who the mission team is, and where to find a fight. no one other than noobs likes to stick at the base. the man reaosn the base is there is for re inserts, tape, and a stash for props.
8. a general to leads from the lines always beats one who leads from the base. you have an xo, and base security.... now get out there and show those apes how to live forever. i persoally led a fnal battle charge up a hill in a viking helmet, and it brought my entire bunkered down force from behind bnkers to the top of the hill. it was epic. all by leading by example.
9. be a good sport, and work with the refs and staff.
10... KILL EM ALL!!
that about does it.
THE DEATH BUNNIES! - We hate your face!-
Posted 25 October 2009 - 12:50 PM
Posted 19 March 2010 - 08:15 PM
You and I should form a club man!
I tend to agree. I have run more than a few as general. I really dislike the demands on me and the lack of control on what is going on.
I am a touchy feely player. Gimmee a trigger and someone to point at!
Send Private Message for details and questions.
Posted 19 March 2010 - 09:49 PM
I like it. Not all the time, but its still a fun way to play. Somebody's gotta do it...
Team Lockdown is a leadership team, and all members are expected to step up & take command role - either as general or XO - at some point. Its good to know that when I do wear those stars I got one hell of an experienced team at my back. That makes it easier...and more fun.
Posted 20 March 2010 - 12:25 PM
Let's see here, I've XO'd several times.
I was the general of the largest game in the MN/WI area (weekend before OK D-Day, and it drew 840-some people). Was pretty fun in a different way. Would have been more fun if it wasn't in the 40s and raining (we had a freak cold snap last June, that lasted less than a week. I assure you, MN is not normally like that in June)
pictured with the field owner/event coordinator:
Seems I'll be generaling a smaller game this year. I was drafted (read - my team decided to get revenge after I made them work 150% in 40 degree rain), but I'll give it a good shot.
This post has been edited by Thalion: 24 March 2010 - 08:01 PM
Posted 22 July 2010 - 10:34 AM
TAW Scenarios Operation:Just Havec - a civil war in Russia as Soviet/KGB hardliners try to sieze control of the country.
I played the role of the "Tsar of the Stalin Reformation Sect"...lots o' fun!
Here I am addressing the troops before the game, along with costumed members of Wicked Few, one of the teams on our army.
...and Im already scheduled to do it again next year at TAWs "Mech Wars 4: Iron Skies"
Yup - Im nuts...
This post has been edited by The Stuntman: 22 July 2010 - 10:34 AM
Posted 22 July 2010 - 07:40 PM
"Victory is a very dangerous oppertunity" --General Andre Beaufre