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Neural Dream's DeathMatch Rules: A speed-gaming WAS variant
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NeuralDream

 

Joined: 22 Dec 2007

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Post subject: Neural Dream's DeathMatch Rules: A speed-gaming WAS variant Reply with quote
ND's Deathmatch Rules



FAQ:
* Are objectives ever removed from the game?
- No, never. You keep getting 3 pts each turn from each objective you control.
* Do I need to keep a ship next to an objective to gain pts?
- No, you have control of an objective until you lose it.
* Can I deploy a USS Laffey or a Hellcat twice?
- No, you cannot deploy any unit more than once in a game.
* Who declares first what he buys in each turn?
- For fairness, use the following rule:
"The one who won the initiative declares whether and what he'll buy this turn."
* Do you begin with control of the island on your side of the map?
- Yes, you do.
* Do units with "Infiltrate" begin at your side's starting point or can they deploy anywhere?
- Anywhere.
* Do units with "turn 1" abilities get to use them only on the first turn of the game or the first turn they are in play? (e.g. Zeke, Koln, ...)
- The first turn they appear in the game.

The following map is for online matches:

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Last edited by NeuralDream on Sun Mar 15, 2009 2:00 pm; edited 14 times in total
PostWed Aug 06, 2008 9:41 am
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EvilKobra

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Snazzy!
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PostWed Aug 06, 2008 9:54 am
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Cmdr_Clint

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I like! Smile
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PostWed Aug 06, 2008 11:54 am
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jfkziegler

 
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Nice!
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PostWed Aug 06, 2008 12:53 pm
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Aquarius

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Pretty!

I may have to try this out on Monday.
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PostWed Aug 06, 2008 2:23 pm
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Cool!
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PostWed Aug 06, 2008 3:40 pm
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NeuralDream

 

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I've just made an online map for DeathMatch. See first post.
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PostWed Aug 06, 2008 4:50 pm
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f6f5hellcat

 

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Looks like fun, to bad I got no one to play it with Crying or Very sad
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PostWed Aug 06, 2008 5:24 pm
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chicklewis

 

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Highly Bueno !   We will try it Monday Night.  Thanks for posting it.  

Chick
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PostWed Aug 06, 2008 5:46 pm
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ferris1971

 


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f6f5hellcat wrote:
Looks like fun, to bad I got no one to play it with Crying or Very sad


Where are you located, hellcat?
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PostWed Aug 06, 2008 6:40 pm
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Galland

 

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WOW, I like it.

only 1 question, the units you can buy, must be from a same nation??
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PostFri Aug 08, 2008 3:35 pm
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NeuralDream

 

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Galland wrote:
WOW, I like it.

only 1 question, the units you can buy, must be from a same nation??


Must be of the same side, but it's your choice whether you also want to restrict it to the same nation.
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PostFri Aug 08, 2008 3:39 pm
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Aquarius

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Does the infiltrator ability work like in the normal games?

Also, do other abilities like the Koln's Lead the Attack 2 and the Zeke's Surprise still only work on the first turn of the game, or on the first turn that the units are deployed?
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PostWed Aug 13, 2008 1:19 am
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NeuralDream

 

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Aquarius wrote:
Does the infiltrator ability work like in the normal games?

Also, do other abilities like the Koln's Lead the Attack 2 and the Zeke's Surprise still only work on the first turn of the game, or on the first turn that the units are deployed?

See the FAQ. Btw, I realised I had given the wrong answer for the Infiltrator last time I was asked. I hope they see this FAQ again.
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PostWed Aug 13, 2008 8:41 am
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Evcellent ND... We will be playing this on our gameing night this week.
PostWed Aug 13, 2008 2:39 pm
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DaJudge

 
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I have a suggestion for Death Match games to possibly make it a little more interesting-

Restricting the amount of airplanes one can buy.

This can be done in a few different ways-

1) Restricting the airbase to say 2 planes instead of 5

2) Not allowing planes to be bought as part of your initial build or not allowing planes to be purchased for a certain number of turns, 4 or 5 maybe?

After reading over some of the matches, including my own, US airplanes were really dominant or eventually overpowered the Axis, no matter what they bought. Dice rolls were the only thing that slowed any games down- Example- In Lucky Y's game, he has a Dauntless in his original build and only because of freak luck, it doesn't do anything for 2 turns but likely should have sunk at least one ship by turn 2.

I realize it really is strategic but the effect that planes have against smaller ships that are the only ones available makes it pretty tough.

The Allied player can buy a Wildcat or Hellcat by turn 2 or 3! Yikes!

If you restrict the airbase, which seems fair as you never really have more than 100 points on the board anyway, it puts a real premium on carriers and adds to the strategy I think.

It really appears that in this format, as in almost every format, US air power will be the telling factor.
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PostWed Aug 20, 2008 2:40 pm
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NeuralDream

 

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That's not a matter of the DeathMatch game, so it wouldn't make sense to change the whole format of a game just because of R.B.'s inadequate playtesting of the Hellcat and the Avenger. The same problems exist and are even more prevalent in 200pt non-DM games. If you consider them overpowered, you may want to ban them from your games. In tournaments, however, we need to allow them just like in official tournaments.

If you want fairness, the best you can do is to play with year limit 1942. All nations become equal then.
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PostWed Aug 20, 2008 3:57 pm
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IJN Fuso

 

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I do have 1 question.  Can you base planes from one nation on friendly nation's carriers?  For example, could you base a BF109 on Shoho?

And would you consider adding a sub deploy sqaure on the opposite side of the islands?  I've played 2 times, and thought about bringing a sub, but having to deploy it on the last corner kept me from doing it.  But with enough time, a usless little Ambra might be a killer unit.

This is a super fun game variant - and simple!  You can always change things up by making the map bigger, adding islands in the middle of the map, or changing starting point values or objective point values.  Each of these "minor" variations could have a huge impact on strategy.  Thanks ND for posting!
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PostThu Aug 21, 2008 1:26 am
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DaJudge

 
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NeuralDream wrote:
That's not a matter of the DeathMatch game, so it wouldn't make sense to change the whole format of a game just because of R.B.'s inadequate playtesting of the Hellcat and the Avenger. The same problems exist and are even more prevalent in 200pt non-DM games. If you consider them overpowered, you may want to ban them from your games. In tournaments, however, we need to allow them just like in official tournaments.

If you want fairness, the best you can do is to play with year limit 1942. All nations become equal then.


Well, I agree with that but it seems that if you get allies, you have an obvious advantage. PrideoftheRoyalNavy and I just finished our match and the Avenger was outrageous and I didn't even push it! I could have bought a Catalina the last turn to add to the carnage but maybe it wouldn't matter as I had Saratoga, Barracuda, Avenger, Hellcat, and B-25 and banking 17 per turn.

That advantage only came by a vital hit on his Hipper from Baltimore so the two do go hand in hand but it just seems inevitable.

I thought a smaller air base might be a good idea for this format alone but even then you still get to abuse it. The problem exists in every format I suppose.

Just some thoughts, I love the format, no complaints here, it's a lot of fun, just thinking out loud again about how powerful US air units are.
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The_lucky_Y

 


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seeems that 1942 year limit solves the whole problem imho
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