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Psycho
Game Coordinator
Joined: 18 May 2006 Posts: 89
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Commanding a Side in Scenario |
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One of the toughest things to do for a Scenario Player is to General. All his instincts are to get out there and get something done. The old adage, 'if you want something done then do it yourself' comes to mind, but as the leader of your side you can't do that. Here are some tips to help prospective Generals in future games. I will add to this if I think of anymore.
1. Recruit on the Producers and other forums as often as you can. Make conrtact with as many people you can that you think might be interested in playing at the game in questions and try to get them on your side. Once you have them on your side stay in contact and discuss possible strategies. Someone else might know something you don't.
2. Find a good XO! Getting someone that has Generaled before or has a lot of Scenario experience is a plus. Your XO should be someone that can help you on and off the field. They should be able to do your job and command troops on missions.
3. Learn your job before you hit the field. Ask the producer to tell you everything you need to know about radio procedures, filling out mission cards, Props, using Helos and Tanks, turning in Cards for points(Mission, Medic, Fuel, Demo, Engineer, Props,) Dead Zone procedures, Boundries, Rules, Specific Rules of that Producer, and anything else you can think of.
4. When you arrive at the field find out who is on your side and where they are camped or parked. This way you know where to find them and discuss tactics, get them ready and on the field early.
5. Encourage to ready to play, by registering, choronographing their markers, and buying thier paint as early as possible. If your players do those things early it's easy to get them on the field.
6. During the Briefing pump your players up and encourage them to get on the field as early as allowed.
7. Make sure you are ready and you or your XO are on the field 30 minutes to game time. Get with the Producer and make sure you have access to the things you need to start the game 30 minutes before game time, such as Player tape/Armbands, Mission cards, helos, fuel cards, medic cards, AT ammo, Special Player Role Cards and Tape/Armband(Medic, Engineer, Demo, Pilot/Driver,) check your radio that the producer provides.
8. When the first players arrivve on the field, tape them and then get them to help form lines to tape up the rest of your side as they arrive. Instruct these helpers to have the later arriving players to have their player ID cards out and ready to show. If you can log all numbers on your side. This can help with weeding out spies. A good suggestion in a game where Team Tape/Armbands are optional is to tape all players on your side for the first hour to allow you to get Base Security set up.
9. Make sure you are ready to start the game by having the materials you need. Some suggestions would be a pad of notebook paper to write down all missions and info you get from the Producer and a second one to record info you get from your players. Have a good supply of pens, don't ever count on a producer to provide you or your players with those.
10. Set up your Command Post to maximize your efforts and to make yourself as comfotable as possible. If the producer doesn't provide a table or something like it, make sure you bring one. Get a chair to sit in while you are writing or talking on the radio.
11. Know where the Base Ref assigned to your base is. If you are unable to keep track of them assign someone to do this. It will help in getting Missions signed off.
12. Keep a good defense. ID players who like to or are good at Base Defense. If someone turns and ankle or has some minor or nagging injury that keeps them from Running Missions then ask them to help with base security. Spread out your security to cover all approaches to your CP. Set up a system to check all players coming into your base area at the 50' perimeter.
13. Make sure you or the players taking a mission out to get the Card Stamped or Signe off by the Base Ref with the time. Make sure the players running the mission know to find an Area Ref and have them sign or stamp the card with the start time and then to have the Ref record the end time as well. The Players running the mission should turn the Mission card into the Area Ref or to you whether it it completed or if it fails. If they Turn it into a Ref they should get his name or number and let you know what it is. You should then record it on the pad where you write down the missions.
14. Make sure that your players are safe, and having fun. Nobody likes a tyrant, so be nice and be helpful, but don't be afraid to yell your commands to motivate them.
More to come, if I think of anything........
_________________ Just the Legend known as Psycho! |
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| Tue May 08, 2007 3:41 pm |
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JackRock
Joined: 15 Oct 2006 Posts: 79 Location: Arvada, CO |
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15. Make a command staff. Even if you have a great XO, the two of you can't possibly command hundreds of players effectively. The trick is to find all the team captains, and they become your field command staff. They and their seconds become your points of contact on the radio nets. Don't try to direct all the force at once. A good commander can lead five or six. No player in the world can effectively lead a hundred others directly. One man tried that in European history....the Americans, British, Canadians, and French beat his forces hundreds of miles inland as a result.
15a. Your command staff should be chosen with the motivation, intelligence, experience and desire that is demanded of a general. Desire and motivation are key. I'd rather have a captain who wants the job, over a person who has a modicum of experience but does not wish to lead (there are many).
16. Your command radio nets should be set up to maximize reachability, and minimize chatter. Each team should have their own, and two players on that team has a radio dialed to your command net. Each team can chatter all they're used to on the field, without tying up the command channel.
17. Pre-combat inspections are a MUST. You need to have your team captains check their team's radios and markers. Your skills as a general mean nothing if you can't talk to the players or if they are unable to shoot the enemy. Missions may win the game, but you have little chance of that if the enemy are shooting your players, who can't shoot back.
18. Have an initial battle plan, but DO NOT over-plan. Flexibility is key. Your players should know where to go to start, but strategy will dictate where they head to next.
19. Listen to the players. They are more likely to tell you something negative about the game than the producers. This feedback is VITAL to the betterment of the scenario producer. Also, their input is also vital to the strategic plan you need to form as the battle wages on. There have been times when my own captains had to smack me upside the head when I made a bad call. Fortunately, they got it through to me before I let it cost the unit.
Okay, I've run out of steam for now. I'm sure I'll find more to add.
_________________ JackRock
BlackLight Company |
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| Tue May 08, 2007 7:54 pm |
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