Front Line Game Club Rules
Questions, comments, suggestions or any errors found in or concerning
these rules can be reported directly to any cabinet member.
Club Philosophy
The Front Line Wargame club has been formed to support the Play by E-Mail
or H2H Online play of the Talonsoft Campaign series of WWII games, namely,
Eastern Front, Eastern Front II, Western Front and Rising Sun. This of course
includes any and all expansions for the campaign series and any future
additions to the series!! Titles from other manufacturers could be added
at the discretion of the cabinet.
The Front Line Wargame club wishes to provide a
military, historical and most of all a FUN environment for our members. We are
more than just a points ladder with promotions and medals awarded for
battlefield success, service to the club and by senior officer
recommendation. Any complaints, suggestions and comments on the club
should be directed to the Committee, either as individuals or as a whole. There
is a link to the Committee suggestion page via the main page.
All members start at the lowest rank. Promotions will
be based on the club promotions system (below). The point system advances the
officer’s rank up to General officer, when this rank is reached any further
promotion is determined by points and must be approved by the cabinet.
Role playing is encouraged to portray the natural
rivalry and positions of the Axis and Allied forces. Friendly banter is
encouraged, rude and antagonistic behavior will not be tolerated. The
Committee is well aware that some players have different levels of perceptions
when it comes to friendly banter. We ask that all players bear this in mind in
the event of upsets and refrain from abusive postings to the Beachhead Mess. If
players have a genuine dispute we ask that you resolve the problem outside of
the Club. The Committee can make adjudication in exceptional circumstances but
would prefer members to behave as Officers.
Cabinet
The Front Line
Cabinet consists of 6 members, and 6 alternate members who can vote in the
absence of their Army representative. Each of the six Armies are represented by
a Committee member and an Alternate nominated by their Army Commander. Whilst
each Committee member represents his Army within the Club decisions will
wherever possible be taken objectively.
Cabinet Duties:
A) Approve promotions.
B) Settle game issues.
C) Interpret rules were needed.
D) Permit forum for officer grievances.
E) Decide on all club issues, activities and changes to military
commands.
When a cabinet member has a conflict of interest in regards to decisions that
affect his other duties, he will abstain from the vote.
A majority is required for all votes.
The cabinet is as
follows:
German: Gary
Miller Alternate: Nickolas Fulda
Italian: Roger van
Hoozer
Alternate: Gianni Stroppa
British: Mark
Regan
Alternate: Stephane Moutin
American:
Luke
Swanson Alternate: Bob Glenn
Russian:
Jeff
Conner
Alternate: Rick Hansen
Chain of Command |
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Army Commander: Duties will include (may delegate)
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Battle Points
Battles are games undertaken by commissioned officers
of one Allied Army verses one from an Axis Army. Once the match has been agreed
to the challenger would normally register the game via the appropriate new game
form on the Front Line main page. Please note that to avoid confusion the new game form should
only be completed by the player taking the first turn.
A game completion form must be filled in at the end of
every completed club game. The form should be completed by the winning player
only. All battles must first be registered via the new game registration form
and have a valid game registration number upon registering on the end game
forms. Please ensure that you add both player’s
full name and unit together with valid email addresses.
1)
Win / Lose: Major Victory:
Minor Victory: +1 to +3
points
Draw: 0 points
Minor Defeat: -1 to -3
points
Major Defeat:
2)
Number of turns played:
The number of turns you played versus the total number of turns in the
scenario. For example: 12 of 15 meaning you
completed 12 out of the possible 15 turns to defeat your opponent.
3)
Total points: Total
number of turns played plus your level of victory. For example: You won the above scenario with
a Major Victory
that
would give you a +3, witch would equal out to 15 Pts. ( 12 turns played + Major Victory +3 = 15 Total Pts.).
If you were the one who lost this scenario, then it would be: 12 turns played + Major Defeat -3 = 9 Total
Pts.
4)
Victory Points:
If you win your game, then you will be awarded victory points for the
following level of victory:
Major Victory =
Minor Victory = +1 to +3
Depending on the COMPLEXITY OF THE
SCENARIO. The higher the complexity, the
more VPs you earn.
Commanders may use these victory points as a way to award commands and
or awards or medals. The club uses them
as a
way to show ones prowess on the field of battle.
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Points |
British |
Russian |
German |
German SS |
Italian |
American |
0 – 49 + 3VP |
2nd
Lieutenant |
Leytenant |
Leutnant |
Untersturmfuhrer |
Sottotenete |
2nd
Lieutenant |
50 – 99 +6VP |
1st
Lieutenant |
Starshiyileytenant |
Oberleutnant |
Obersturmfuhrer |
Tenete |
1st
Lieutenant |
100 – 149 +9VP |
Captain |
Kapitan |
Hauptmann |
Hauptsturmfuhrer |
Capitano |
Captain |
150 – 249 +12VP |
Major |
Major |
Major |
Sturmbannfuhrer |
Maggiore |
Major |
250 – 399 +18VP |
Lt.
Colonel |
Podpolkovnic |
Oberstleutnant |
Obersturmbannfuhrer |
Tenente
Colonello |
Lt.
Colonel |
400 – 599 +24VP |
Colonel |
Polkovnic |
Oberst |
Standartenfuhrer |
Colonello |
Colonel |
600 – 799 +30VP |
Brigadier |
General-Major |
General-Major |
Brigadefuhrer |
Generale
de Brigata |
Brigadier
General |
800 – 999 +39VP |
Major
General |
General-Leytenant |
Generalleutnant |
Gruppenfuhrer |
Generale
de Divisione |
Major
General |
1000 –
1499 +45VP |
Lieutenant
General |
General-Armiyi |
General
der Infanterie |
Obergruppenfuhrer |
Generale
di C.A. designato d'Armata |
Lieutenant
General |
1500 + +60VP |
General |
General-Polkovnic |
Generaloberst |
Oberstgruppenfuhrer |
Generale
d'Armata |
General |
Club Rules for playing games
The object of
having club or house rules is so that everyone can play and enjoy the
games. Some of the rules mentioned below
came as a result of heated discussion and in an effort to make the game as
realistic as possible. These rules have
been adopted club wide and are hence non-negotiable. If you find out that you are playing against
someone who is breaking any of these rules, you should report it immediately to
your commander.
1)
Trucks (and
other transports): Units that have
no Attack or Defense value will not be used to surround enemy units. Will not be used for recon purposes in any
form. Historically this never happened
or was done intentionally by commanders.
Transports were too valuable to be used for other missions.
2)
Be
Courteous: No one likes it when they
start a game, only to find out their opponent disappeared into thin air. Failure to notify your opponent that you need
a break or can not finish a game will result in a Major Victory for him with
all turns played. It will be left up
to you as to how long you want to wait and keep trying to establish contact
before reporting the game.
a)
Failure to
complete three (3) games in this fashion (or dropping out of three games) will
result in your removal from the club.
3) Report In: It is up to all Army
commanders to ensure their people report in.
This is so The head of the club can keep an accurate club roster
going. This is very important as it may
be the only place where people will see your Email address. If you do not report in for three (3) consecutive
months, you will be dropped from the rolls.