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 Rules (New and Old) for T.O.C. Please Read!!!

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Friedrich Werner
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Friedrich Werner


Posts : 262
Join date : 2009-01-01
Age : 36
Location : US of A

Rules (New and Old) for T.O.C.  Please Read!!! Empty
PostSubject: Rules (New and Old) for T.O.C. Please Read!!!   Rules (New and Old) for T.O.C.  Please Read!!! I_icon_minitimeSat Jan 10, 2009 12:37 am

Infantrie
- No jump nading.
- Use weapons only accurate to the era... I.E. you can not use a STG 44 in 1941 when it was first available to soldiers in 1944.
- When Panzerfausts, Panzershreks, Piats and Bazookas are introduced, only 1 may be carried per soldier.
- You can only use Artillery in a match if it is available on the map and if it is allocated by Higher. The ingame leader can only call as many stikes as he is given for the current match/ mission.
- Only 2 Smoke grenades are allowed per Squad Leader, per match.
- Maximum of 2 PTRD Riflemen per side, per match.
- Maximum of 1 Sniper per side, per match.
- Maximum of 3 Engineers per side, per match.
- Engineers carry 2 Satchels, but no grenades.
- Maximum of 3 Submachineguns for every 8 soldiers (Tank Commanders do not count towards this).
- Maximum of 2 Machineguns per side, per match.
- Maximum of 3 Semi-Automatic Rifles per side, per match.
- Maximum of 1 Squad Leader for every 8 soldiers (1 SQL and 7 other).
- Maximum of 1 Team Leader for every 8 soldiers (1 SQL, 1 TL, 6 others). Class Info/ Poll Topic


Armor
- At a minimum two tankers/ panzertruppen must crew a tank. If one of these crewmembers dies ingame then the tank can be single tanked by the remaining crewmember.
- Tank crewmen can only bail out of a tank if it is damaged or is immobolized. You may not jump out and start shooting your sidearm/ submachinegun just because infantry is around you.
- tank crews can get out of their vehicles to conduct reconaissance however. In short no jumping out during a fire fight to shoot the infantry running around your area.
- Tanks can carry Infantry that are able to hop on by their own means.
- You may not drive back to spawn to get a new tank for any reason.
- Tanks may use the following types of Shells in T.O.C.: (HE, AP, APCR, Smoke, Canister)
- The Armored Beast Mod will not be allowed in T.O.C. matches until January 1943.
- Maximum of 1 Tank Commander for every Tank (3 Tanks = 3 Tank Commanders)
- 32 person Server = Max of 4 German Tanks, Max of 5 Russian Tanks
- 40 person Server= Max of 5 German Tanks, Max of 6 Russian Tanks
- 50 person Server= Max of 6 German Tanks, max of 7 Russian Tanks


Other Realism Rules for Matches
- No capzones
- To compensate there will often be objectives on large tank maps which each battle will focus upon.
- Time Limit of 120 minutes for every match
- No Respawns
- Leave Server when you die (or) Have Death-Black Screen mutator on
- Put respawn time on 2 hours so that no one can re-enter/ enter the match after it has already started (see below for clarifications on disconnects and starting the match)
- If you are for any reason disconnected from a match you will not be able to rejoin the match. However if it is the very very very beginning of the match, as in everyone just spawned in, then... (see below)
- When starting a match and indviduals are cutting the start time close the map may be restarted to allow that player to join as long as both sides agree it is close to start time.
- There will be no more then 3 restarts that are due to players joining. Even players get disconnected that had been on originally, the match must proceed and thus they will unfortunatly not be able to play.
- Disconnects do not count as a death but rather a wounding and thus your personnel dc will not result in a removal of personnel from the equipment/ roster list.
- If however your vehicle is destroyed after its entire crew has dc, or died while the vehicle has survived momentarily, the vehicle will be counted as destroyed and as such will be removed from that AG's equipment list.


Turns and Keeping Time in T.O.C.
- In Theathers of Conflict we are trying to keep time as accurately as possible.
- Each Turn will represent a "Hypothetical Month" in the timeline of this Campaign
- Starting in July 1941, time will pass 1 month at a time.
- As Time progresses, new equipment; whether Armor or weaponry will become available which will be available ingame for your forces to use.

- A Turn (month) is made up of 3 weeks.
- The first week is a prep week for both sides and the map modder.
- The 2nd week will see by its end the battles between DAK and 8th as well as HG Sud vs AG South.
- The 3rd week will see by its end the battles between HG Mitte and AG South as well as HG Nord vs AG North

- The Axis will Start off their Offensive in Africa and in Russia with 4 Attack Orders, 1 for each Army Group.
- Once these 4 Matches are completed, the next turn will be a Russian and British Offensive period.
- This first Allied Offensive will take place thus in the month of August.
- As expected, this will follow with a Axis Offensive period in September... back and forth until a victor is decided.


Deciding Where the Next Battle will be and what Map will be Played
- An Army Group Commander that has just defended against an enemy attack will announce to the Admin the Territory they wish to attack in the next Turn once the map- territory information is made available to them.
- Both sides' Army Group Commanders must send an Admin the Map choice, Server, Date, Time, equipment and personnel totals they will be allocating for that next Battle.

Here is an example...

Quote :
Werner,
This upcoming turn Heeresgruppe Nord plans to attack the city of Leningrad (Map= Leningrad). We will use the follwoing equipment and personnel:
1 Panzer III
1 Panzer IVF1
5 Panzertruppen
0 Sdkfz 251's
15 Infantrie
1 Artillery Barrage

Server: 2nd SS 40 person (20 per side)
Time: 2000 GMT, 1600 Eastern
PW: TOC
Map: Leningrad

Map Mod Note: Adding an Artillery Radio at German Spawn, Lighthouse OBJ and Russian Spawn

Thanks,
Nord Commander


- Once both sides have said what they will use in the match, the information will be released for all to see prior to the match.
- Although this information will be viewable to both sides, there will be no chance for one side to switch its equipment around in order to compensate for their enemy's forces.
- Army Groups are allowed 1 Attack during their Offensive Turn (Every Other Turn/ "Month")


City's Under Siege and their Garrisons
- When a side loses a territory that has a city region inside that territory, the defending side may choose to either completely pull out of that city, giving it automatically to the enemy, or they may decide to leave a Garrison in that city.
- A Garrison consists of 10 Infantry, 2 Tankers and 1 piece of Armor of the Defending Side's choosing. These personnel and equipment will be taken out of the nearest friendly Army Group's total forces.
- If the garrison of a city wants to, it can breakout and, with or without assistance from a neighboring friendly territory, try to reoccupy the territory to which that city belongs. In the ensuing battle, all the casualties of the breakout offensive will be pulled from the Garrison force.

-Here is an example...
East Ukraine is taken by the Germans. The Russians decide to leave a Garrison in Kharkov, a city within East Ukraine. That next turn (next month), the garrison of kharkov decides to "Breakout" and recapture East Ukraine with assistance from South Russia. The Garrison of kharkov provides 10 Infantry, 2 Tankers and its KV1. South Russia sends 4 infantry, 4 Tankers and 2 T60's for a total of 14 Infantry, 6 Tankers and 3 Tanks. During the battle which the Russians lose, the Russian causalties are 7 Infantry, 4 Tankers, 1 KV1 and 1 T60. Thus the Kharkov Garrison is left with only 3/10 Infantry remaining, 0/2 Tankers and 0/1 KV1's.

- If the Garrison succedes in breaking out then the territory to which the City belongs will once again be in their hands.
- If the Garrison decides to hold it's position and await relief, that garrison will have to hold out against the might of a probable enemy assault.


Campaign Map Encirclements
- When an Army Group encircles a territory(ies) belonging to an opponent Army Group the opponent AG will be considered encircled.
- This visual image would be seen on the Campaign Map and would be announced by the Admin.
- An encircled AG has 1 turn to reopen a territory connection with their cut off territory(ies).
- If this attack fails and the encircling AG decided to attack the/ a encircled territory(ies) the defender will only be able to use the following equipment in the battle...

Encircled Defender gets:
- 1 Tank
- 2 Tankers
- 8 Infantry
- No Artillery
- No Personnel Vehicles (i.e. sdkfz 251's)

- So a total of 10 guys against as many as the attacker can field.
- If the encircled portion of an AG completely loses, meaning there are no more encircled territories, then there will also be equipment losses that wern't due to their use in game.
This material will include:
- 3 Tanks
- 9 Tankers
- 3 Personnel Vehicles
- 25 Infantry
- 1 Artillery Barrage

- Other friendly AG's may turn off their current path to help relieve an encircled AG.
- If part of the encirclement is retaken by the encircled force's allies then the previously encircled part will once again be back to full strength and once again be part of the AG it was with originaly.
- This is the case because each Turn is a hypothetical month, plenty of time for a relief force to restablish a solid front with the broken off parts it just saved.
- Encirclements can be a devasting blow to the losing AG just as it would have been back in World War II.


Withdraw Ruling
- If for any reason a side decides they can not win the battle, that side can move all of its equipment and personnel back to their spawn. From there the Unit Commander can type in global chat the decleration to withdraw and his remaining equipment/ personnel. (See bottom eaxmple in quote box)
- This equipment will not be lost and will be placed back on the AG's Equipment/ Personnel Roster.
- This could be a very important strategy for a side that knows any continued attacks on a certain position would be futile and thus they desire not to waste equipment and personnel that could be used in another battle.
- This could also be a good idea for a defending side that is being overwhelmed. Leave a small screening force and allow the rest of your troops and equipment time to get back to spawn to be saved from destruction.

German I.E.
Quote :
The Germans have decided to withdraw from the battlefield.
Equipment/ personnel remaining:
- 1 Panzer IVF1
- 2 Tankers
- 3 Infantry
- 1 Sdkfz 251
- 1 Artillery Barrage


Lending, Leasing, and Trading Equipment and Personnel between AG's
If you want to lend/lease/trade equipment with another AG in your theather of battle, it will take 1 month for that exchange to be made.
- So if you make your order in September, you will get it in November. (October is transport phase)
- During the month the order is made, the equipment can be used by its original owner.
- During the middle month (transport phase) the equipment can be used by no one.
- During the next month the equipment can be used by the receiving AG.
- All orders will be secret from the enemy until they are made.
- To place an order, the AG Commander must contact the Admin in the month the order is made after making the deal with the other AG commander.
- In this rule above, equipment stands for both equipment, artillery and personnel


This 1 month time period of no one having the equipment would be very realistic if you think about railway networks and such.


Historical Accuracy Rules
- Finland is controlled by German Heeresgruppe Nord and all forces there are allocated from Heeresgruppe Nord's total force
- Any German attack, defence or force derived from Finland will not get Armor in battles until it links up with other German forces, or until December 1943. this is historically around the time when The Finns were given 56 StuG IIIG Tank Destroyers.
- Russia does not get Universal Carriers until March 1942 (Hypothetical 'lend-lease' date)
- Russia does not get the BA-64 until September 42.
- Terminology: Army Group is in most cases a reference to both side's Battle Groups, however it is the title given to a Russian group more sspecifically. Axis Army Groups are given the official title of Heeresgruppe ______.
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