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1047Re: Flattop Proposal

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  • robinkorea2002
    22 Sep, 2010
      Art, I'll need to know how many tables you'll need. I'm going to assume 2, and that they need to be at opposite ends of the convention for privacy reasons?

      --- In BottosCon@..., Art Brochet <art@...> wrote:
      > Rob & all -
      > A team play, double-blind, refereed game of Flattop is tentatively a
      > go for BottosCon 2010. We will start Friday evening and run through
      > Sunday noon unless one side has crushed the other before then.
      > For the uninitiated, Flattop is arguably the best game covering
      > carrier operations in the South Pacific in WWII. It has 20 mile
      > hexes, hour long turns, and units representing individual ships and
      > groups of 3 planes. The game as published (by Avalon Hill in 1981)
      > was a two player game but it is greatly enhanced by having the search
      > mechanism, and some aspects of the combat system, handled by a ref.
      > This is often done in email play but our thinking is that a two teams
      > in live play would make a killer gaming experience - especially for a
      > long weekend con. So...
      > Bill G. and Charlie Sheppard & I are planning out how this will work
      > right now. We can't be certain it will work until we conclude our dry
      > run of the rules and tools we are developing; we will drop it from the
      > schedule and do something else if testing identifies some fatal flaw.
      > But so far it is shaping up as follows:
      > Individual players will directly control any task force which includes
      > one or more carriers or battleships. Players will also directly
      > control land bases. Planes sent out from carriers or land bases will
      > usually be controlled by prewritten orders, as will smaller ship
      > groups, submarines etc. Changes to orders and sighting reports from
      > searching units can be sent by radio — but radio transmissions are
      > prone to interception, loss, misinterpretation and (most importantly)
      > disclosure of the sending unit's location. (Not a good thing for
      > ships trying to stay out of harm's way.)
      > The need to make high stakes decisions every turn, with too little
      > definite information, will be very challenging. When coupled with
      > tight timeframes for turning orders around and uncertain victory
      > conditions the game will be almost painfully tense.
      > Jay White has committed to play for the weekend and Jeff Christensen
      > expressed interest when he was in Seattle for Dragonflight (Jeff -
      > please email me off-line). That leaves room for up to 1-3 more
      > players willing to commit to the whole game. Potentially we could have
      > several more spots for walk-ons (e.g. - to take direct control of a
      > strike force sent out to find and sink an enemy task force) but we
      > need to test how well this works out (and how much fun it is). We
      > might also split up land bases or include more forces if there is lots
      > of interest.
      > Email me directly if you are interested in a spot; I'll keep you
      > apprised of how the testing is coming and what the (special) rules
      > look like. Ownership of (or familiarity with) the game is probably
      > necessary, and pre-registration is a must. Anyone thinking of playing
      > will of course be banned from observing the mapboard used by their
      > (potential) enemy or the referee(s). We may need really big screens
      > and a non-disclosure form (or separate rooms and passwords).
      > If it works out as I expect, playing this is likely to be something
      > you will never forget. I've been wargaming for 40 years and—without
      > question—my most exciting moments have been playing Flattop.
      > - Art
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