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View Full Version : Street Gangs of Mogadishnu -Player Campaign?


Skirmisher
July 28th, 2009, 04:19 PM
Concept

Player commands Somalian street gang and fights PBEM battles against other players(street gangs).

Each players commands a seperate street gang. The goal of each street gang is to dominate the map grid.


Map Grid

Fictional grid of a blasted area of Mogadishnu,Somolia

Containing perhaps 12 maps. The amount of maps could be determined by the amount of players involved.


Starting Gang

Each gang (player) would get set equipment to start,with perhaps the option to chose starting weapons from a list of availible weapons.

I'm thinking 21 man gangs to start with.

Basic Gang Building

To win a battle all you have to do before the end of the game is outscore your opponent. There will be no draws. If a draw occures the player with the most points wins.

Upon winning a battle the map becomes part of your gangs turf.
Any combatants of the enemies that are left,except the HQ unit,
will be added to your gangs forces.

At the end of each round you will also get an allotment of points to obtain more gang members.

Players

The players themselves shall not be beginners, ie someone who never played a PBEM games before and is not familiar with the process.

These will be simplex battles and extended absense will mean forfeiting games.

Players will not need the cd to be involved, but depending on amount of non CD's players, could have to wait for one battle to end before thier battle starts.

__________________________________________________ ___________


Post in the thread if you'd be interested in controlling a street gang.

Further details to be worked out or not based on interest level.

Imp
July 29th, 2009, 12:30 AM
Nice variety of squads & the odd technical thrown in could be fun.

Skirmisher
July 29th, 2009, 01:08 AM
Nice variety of squads & the odd technical thrown in could be fun.

What size force would you like to see in regards to number of men per gang?

Yes technicals are oddball, but if used, technical teams count against total manpower.

Imp
July 29th, 2009, 10:05 AM
Technicals should be rare but Mogadishnu drive by :D
Your initial feeling sounds fine depends on the map size.
Will email you about its easier once get game setup

Skirmisher
July 29th, 2009, 03:57 PM
Ok we'll wait and see how many adventurous souls wander into the thread.

Not that I'm expecting alot heh.

If we cant scrap together a few more peeps, we may want to just try a head to head PBEM based on the idea.

Skirmisher
July 29th, 2009, 10:25 PM
Map Grid

Map Grid will be 16 maps 4X4

HQ for each Gang in the 4 corners of the grid.

_____________________________________________

Only three spots left.

Hurry spots going faster than hotcakes. lol

Skirmisher
July 30th, 2009, 12:04 AM
Map Size

40 X 40


I'll post a sample map in 2-3 days showing what the terrain will be like.


50 X 50 is also possible, if the players feel that 40 X 40 to small.

Skirmisher
July 30th, 2009, 12:38 AM
Gang Weapons


http://www.a-human-right.com/1BM59.jpg

OK it looks like Militia has to be the basis of the initial Street Gang composition. The above link shows the primary starting weapon that gang members will be using. Not a bad weapon actually.


Street Gang Timeline

August 2009

Skirmisher
July 30th, 2009, 02:01 AM
Starting Gang


Each player gets a starting gang of 24 men.
Your HQ unit accounts for 3 men. Leaving 21.

There are three types of squads you can buy to start out.

1) Scouts (limit 1 scout squad to start out) Max Size 5 men.

2) Militiamen (no limit) Max Size 9 men.

3) Light Militia (limit 2 squads to start) Max Size 7 men.

Each player will determine what kind of squad arrangement they want to start out with.


Additional Gang Weapons

Each Gang gets a crate of 20 hand grenades to start.

As each game played in this system will be created from scratch as a scenario, grenade placement is entirely up to the individual. Of course within acceptable carry limits. If no placement is indicated ,grenades will be dispersed evenly.

Special Gang Weapons

These weapons come automatically if buying certain formations.

Each starting scout section is awarded one RPG-7 with HE rockets based on total men in squad. So a full scout section of 5 men would get 5 RPG HE rockets. Less men less rockets.

Each starting light militia squad are awarded UZI SMG's as thier secondary weapons.

Ammo Concerns

I will post starting ammunition for the weapons other than the RPG at some point. There will be limited ammo,especially at the onset.

Finding an ammo container might be a big deal for example.

gila
July 30th, 2009, 02:21 AM
Well since it's all somalia can you have also unmanned armored cars and crews on both sides trying to man them?

Skirmisher
July 30th, 2009, 02:28 AM
Economy /Hidden Stuff

Each player is awarded a corner map as thier starting area.
Each turn this base map generates an amount of pts (to be determined)
for the Gang to spend on New Gang Members or replacements for exsisting squads.

Additionally, each and every other map grants the players something upon successful capture of that map.
It will be a limited item like maybe an ammo container for example, or possible a new type of weapon. Maybe partisans to your cause in the form of additional men.

Skirmisher
July 30th, 2009, 02:32 AM
Well since it's all somalia can you have also unmanned armored cars and crews on both sides trying to man them?

Not sure that would work out. It's possible that armored cars might be availible to the gangs at a later stage of the conflict.

Certainly at least a couple types of technical vehicles.

gila
July 30th, 2009, 03:59 AM
Well since it's all somalia can you have also unmanned armored cars and crews on both sides trying to man them?

Not sure that would work out. It's possible that armored cars might be availible to the gangs at a later stage of the conflict.

Certainly at least a couple types of technical vehicles.

I was thinking fast amoured cars with MMGs.
They wouldn't last long anyway against RPG's.

Double_Deuce
July 30th, 2009, 08:35 AM
Map Grid

Fictional grid of a blasted area of Mogadishnu,Somolia

Containing perhaps 12 maps. The amount of maps could be determined by the amount of players involved.
Not sure if you have settled on an actual operational level map yet but I found this game over at Board Game Geek the other day do another search: Somalia (http://www.boardgamegeek.com/boardgame/10583)

Someone made a handmade map for the game that looks pretty good although it covers the entire country, not just Mogadishu;

http://images.boardgamegeek.com/images/pic125607_md.jpg

Skirmisher
July 30th, 2009, 12:42 PM
We won't be using the whole country. In fact it will be a completely fictional section of Mogadishnu.

XXXX
XXXX
XXXX
XXXX

Maps will be in the above grid format.

Skirmisher
July 30th, 2009, 01:34 PM
Ok I know Imp is onboard.

Double Deuce, Gila,

Please confirm if you are onboard with controlling a gang.

Thank you.

Double_Deuce
July 30th, 2009, 01:55 PM
Ok I know Imp is onboard.

Double Deuce, Gila,

Please confirm if you are onboard with controlling a gang.
Sorry, no time at the moment as I am involved in the Open Team Battle game as a team leader. I will definitely follow this concept along for now though.

Skirmisher
July 30th, 2009, 06:27 PM
Ok I know Imp is onboard.

Double Deuce, Gila,

Please confirm if you are onboard with controlling a gang.
Sorry, no time at the moment as I am involved in the Open Team Battle game as a team leader.



Understood, since you didn't mention it ,I'll assume that your VS AI campaign has come to a close as well.

gila
July 30th, 2009, 06:58 PM
Sounds like a different spin,
I'll give it go.

Skirmisher
July 30th, 2009, 10:02 PM
Sounds like a different spin,
I'll give it go.

Allright we're 50% there. :up:

Skirmisher
July 30th, 2009, 10:13 PM
Taking a partial page out of Double Deuce's ICW Campaign*
the players base maps (4 corners) will have some different options.

Players may want to spend points on light fortifacations like fox holes,
mines,wire,etc.
All games where opposing gangs meet on any given turn will be meeting engagements. When a player wants to attack another players home base, he must assualt it.
If a player loses thier base they are all done,finito.

If an players HQ surrenders or is destroyed that player is gone.
So protecting/hiding the HQ unit from other gangs is important.

The player capturing the base will get any remaining forces previously owned by the loser except the HQ.
This only applies to the losers forces that are in the HQ map defending.
Any forces out in the map grid are lost.

* a very fun player campaign circa 2004


As I hammer out how this will all work and begin building the map grid
feel free to add your 2 cents about anything.

Skirmisher
July 30th, 2009, 10:44 PM
Map Grid


Map A0-Map A1-Map A2-Map A3

Map B0-Map B1-Map B2-Map B3

Map C0-Map C1-Map C2-Map C3

Map D0-Map D1-Map D2-Map D3


As I finish these maps I will post them.
40 X 40 will be the size,it's plenty big enough for gang warfare.

I will not post the players corner/base maps. Only myself and the owner/player for that map will be able to see the map, until somebody attacks it.

This will give the players a little fog of war.

The central four maps will be heavier urban than the outer ring of maps.

Imp
July 30th, 2009, 11:02 PM
Given this a bit of thought

Firstly your HQ should get some fortifications at the start with the option to spend some R&R on later to buy more if so wish.

HQ should perhaps be 4 or 5 men for survivability perhaps armed with SMGs in slot 1 rifles if any in slot 2

Map size 40x40 if only have 3 or 4 units is a lot to cover perhaps increase gang start size.

Scouts could restrict purchase of but give a secondary role. For each scout you have on a map it can check one adjacent map to see if clear.
As in at end of battle says checking map to North you say if empty or contains hostiles, means keeping them alive is a good thing & could possibly role a dice for result. Say 1-4 correct intel 5 failed 6 incorrect intel.

Map if build one large 145x145 map & split as follows
Each map contains a 5 hex border it shares with other maps for continuity

For balancing a player could recieve less R&R points the further he gets from his turf as harder to pick up ammo recruit people. Say HQ 100% but -20% for each map away from

Skirmisher
July 30th, 2009, 11:09 PM
Scouts could restrict purchase of but give a secondary role. For each scout you have on a map it can check one adjacent map to see if clear.
As in at end of battle says checking map to North you say if empty or contains hostiles, means keeping them alive is a good thing & could possibly role a dice for result. Say 1-4 correct intel 5 failed 6 incorrect intel.


That's a very interesting idea. We'll go with it, as it gives scouts some value.

Skirmisher
July 30th, 2009, 11:18 PM
Firstly your HQ should get some fortifications at the start with the option to spend some R&R on later to buy more if so wish.

HQ should perhaps be 4 or 5 men for survivability perhaps armed with SMGs in slot 1 rifles if any in slot 2

Map size 40x40 if only have 3 or 4 units is a lot to cover perhaps increase gang start size. Certainly at least one map will be a free capture for everybody on the first round. It's important to note that once a map has been captured, the hidden equip/men/ammo are gone. So when somebody else recapture the map they wont get the bonus stuff. Thats a one time event.



Starting frotifacations sounds reasonable. As long as limited.

Don't worry to much about the starting size limits of squads.

Players can recruit additional men to add to squads however they see fit. Yup if you want 20 guys in your HQ unit when you are able to do that its perfectly legal.

Also don't worry about lack of weapons at the start. And also the starting limitations. You may give any squad you have any weapons you have availible. Between rounds.
If you capture a cache of AK-47's for example those would be availible to you in the number you captured.

I want the gangs to be sort of weak to start.

After each round youll get money to spend as you wish and upgrade.
In addition every map other than the HQ maps will have something the players can use after they capture it.

40 X 40 will seem big at first but once the gangs are better equiped it will fill out more.

Skirmisher
July 30th, 2009, 11:25 PM
---

Skirmisher
July 30th, 2009, 11:32 PM
Map if build one large 145x145 map & split as follows
Each map contains a 5 hex border it shares with other maps for continuity

For balancing a player could recieve less R&R points the further he gets from his turf as harder to pick up ammo recruit people. Say HQ 100% but -20% for each map away from

I'm going to go with the 16 grid idea for this one.

Roads will be placed so they line up with adjacent maps.

I just generate a random somolia vs somolia map, then erase all the roads and buildings. Then rebuild the map.

For R and R points all the player can count on are the points gotten from the home base map,but the player gets them before every round except the first.

Yes that makes sense for points on additional maps.

Skirmisher
July 30th, 2009, 11:37 PM
Technicals

Still trying to determine how to add these in, maybe after round 5 or something they could become availible for everyone to purchase.


Weapons Market

There will be a set list of formations and weapons availible to the players, it will probably change round to round to include more and better stuff as the rounds go on

Skirmisher
July 31st, 2009, 12:17 AM
Current Players

Red Gang- Imp ***** Starting Map A0

Blue Gang- gila ***** Starting Map A3


Availible Gangs


Green Gang-

Gold Gang-

Imp
July 31st, 2009, 12:30 AM
While I understand starting small & escalating the part that needs to be addressed is how one player is not instantly wiped out in the first battle.
Yes technicals later.

Skirmisher
July 31st, 2009, 12:40 AM
Grid Movement

As of round 5, players can move into multiple maps instead of just one per round. Forces will have to be allocated for all maps involved.


Special Scout Section Rules

Because of special abilities
for this type of unit, it has a max man cap of 7 men. And a max squad limit of 3 scout squads per gang. Each player can start with 1 scout squad from 2-5 men. You may mix and match weapons for these units (and any other unit) however you like after round 1, based on availible weapons to you.

The scout units are able to look at one adjacent hex that thier gang doesn't own,and possibly (based on a 6 sided die roll by me )^ get intel to use about that hex.
The scout special ability doesn't work on round one.
After that before a round starts scouts can be designated for scouting another adjacent map. Any scout involved in this activity will not be present for battle that round.
This could be a reason to keep scout squads small.

^Original Idea by Imp

Skirmisher
July 31st, 2009, 12:43 AM
While I understand starting small & escalating the part that needs to be addressed is how one player is not instantly wiped out in the first battle.
Yes technicals later.

Good question.
It can't happen. You can only move into adjacent maps.
Players are three maps away from each other to start.
Walking gang members can only walk 1 map per round.

So in essence you will get some free maps.

Also remember your HQ map, an opposing player must assualt it.
That won't be easy early on.

Skirmisher
July 31st, 2009, 12:52 AM
HQ Maps

The players HQ maps Have resident militiamen (amount to be determined) that only stay in the HQ map. They are never availible for the player to use in the general sense ,but will rally to the defense of the HQ map if it's assualted.

Skirmisher
July 31st, 2009, 01:21 AM
Fighting only happens when two gangs have ordered thier units into the same map on the same round, or a HQ is assualted.

Losing your HQ unit.

This is very bad indeed.

This is when the player that killed the HQ gets all remaining enemy units after the battle in that map. And of course the player with the dead HQ is finished.

This is the only way a player can be eliminated other than assualting the base map. In the event a player loses his HQ all other forces belonging to the player vanish from the map. Keeping HQ unit at HQ base might solve any worries of that type.
But then troops fight better with the HQ closebye.

Skirmisher
July 31st, 2009, 01:51 AM
Orders

If we get this off the launching pad all players will be giving orders for movement ,outfitting,etc by PM directly to me.
Remeber your HQ map is private unseen domain.

HQ maps can't be scouted by other players.
Only way to get a look is to assualt it.

Skirmisher
July 31st, 2009, 02:24 AM
Hidden Map Items

Item list for round 1,2,3.

1) x2 Sniper

2) x2 LMG Teams

3) x2 Militia RPG Teams

4) x2 HMG

5) x2 60mm Mortar

6) x2 Militiamen

In the first three rounds if you capture a map I'll roll a 6 sided die,and you'll get something from this list.

A new list will be created for the 4,5,6 rounds.

Skirmisher
July 31st, 2009, 02:25 AM
Weapon Caches

When the map grid is complete I will designate 6 locations apart from each other that will be marked by a victory hex and identified on the map "Weapon Cache" ,but not until 2 players fight on one of the 6 chosen maps.
I will mark these locations before it all starts,and once cleaned out they remain empty.
A scout unit using special ability can and will find weapon caches,but you still have to go capture it. (Occupy the vic hex by moving into the empty map,or fighting for it)

Whatever gang controls the cache at end of map battle gets the stuff.
It will always be simple weapons and ammo cache. Maybe a stray untility vehicle.

Double_Deuce
July 31st, 2009, 06:37 AM
I really like this concept. I will definitely be following this. I saw something similar to this being run using Steel Beasts.

gila
July 31st, 2009, 06:48 PM
I hope i can keep up with the all changes.
I'm getting lost after post #22.
Maybe after everything is hammered out,rules can be put in a folder and sent to all participants so can be printed out as reference.

Skirmisher
July 31st, 2009, 07:42 PM
I hope i can keep up with the all changes.
I'm getting lost after post #22.
Maybe after everything is hammered out,rules can be put in a folder and sent to all participants so can be printed out as reference.

Good idea, I had intended on finalize the rules.
I will do this, bit not until we have a full house.

We still need two more people.

Skirmisher
August 1st, 2009, 01:44 AM
Here's the first map.

Grid coordinance A1


X A1 X X

X X X X

X X X X

X X X X

zeiss
August 1st, 2009, 09:24 AM
This sounds like fun. I'll sign up for the infamous Gold gang, if you still need players.

Skirmisher
August 1st, 2009, 12:11 PM
This sounds like fun. I'll sign up for the infamous Gold gang, if you still need players.

Ok confirmed, we're at 75% now. :up:


Green Gang still open.

Imp
August 1st, 2009, 12:12 PM
Keep signing up if we get 5 I will drop out.
I will not know for a couple of weeks but could be taking an extended sailing trip so no internet, therefore it would be unfair to start.

Skirmisher
August 1st, 2009, 12:14 PM
Keep signing up if we get 5 I will drop out.
I will not know for a couple of weeks but could be taking an extended sailing trip so no internet, therefore it would be unfair to start.

Ok no worries.


2 gangs still availible then.

Red and Green.

Double_Deuce
August 1st, 2009, 03:50 PM
2 gangs still availible then.

Red and Green.
I'll take up Imp's place as the Red Gang leader (hereafter to be known as "Dear Leader"), if only to make sure he takes that sailing trip and stays away from the OTB battles. :D

How long you recon before we start so I know how hard to push my team in the OTB game to get that one finished up?

Skirmisher
August 1st, 2009, 05:14 PM
Ok as of right now we have 4 people.

We may or may not need another person.


I recon it will take me a couple weeks to get all the maps together.

About that same time I will supply everybody with a document containing all the rules, so people can print them out.

Shortly after the maps are complete and we have everybody's initial force squared away, we will begin.

Skirmisher
August 1st, 2009, 05:16 PM
2 gangs still availible then.

Red and Green.
I'll take up Imp's place as the Red Gang leader (hereafter to be known as "Dear Leader"), if only to make sure he takes that sailing trip and stays away from the OTB battles. :D



Imp's trip isn't definite at this point, but certainly a possiblity. :capt:

Good to have you aboard.:up:

Skirmisher
August 1st, 2009, 08:37 PM
Here's the A2 Grid Section.


X X A2 X

X X X X

X X X X

X X X X

Skirmisher
August 1st, 2009, 08:43 PM
ROSTER


Imp
gila
ziess
Double Deuce


Room for one more player.

Skirmisher
August 1st, 2009, 08:54 PM
Keep signing up if we get 5 I will drop out.



I think we should be able to find another player before you need to leave.

Skirmisher
August 2nd, 2009, 12:02 AM
Ok I've started the rules using microsoft word, and its coming along nicely, should have them ready to look at in less than a week.

Going to shoot for one map per day as well, finishing up with the 4 corner maps.

Snipey
August 2nd, 2009, 02:56 AM
Reporting for duty sir! *Looks at colors* - Looks like I get Green. Well at least it's not Irene. (5 pts for those who get the reference.)

Skirmisher
August 2nd, 2009, 01:23 PM
Updated Roster

Red Gang - Double Deuce
Blue Gang - gila
Green Gang - Snipey
Gold Gang - zeiss


If anybody wants to have a specific gang name or different colour, let me know.

Also if anybody wants to be on standbye as an alternate player just in case post here ,and you'll be added on the alternate roster.

The rules are in the works and once everybody can get a look at them,then we'll worry about starting units.

Thanks for signing up everybody.

I have 14 maps to make and I see no reason why I can't complete one a day.

So time wise we about 14 days max from start.
The rules will be done for all to see well before that.

Skirmisher
August 2nd, 2009, 05:25 PM
Alternate Roster

Imp

Skirmisher
August 2nd, 2009, 10:45 PM
Map Grid B1

X X X X

X B1 X X

X X X X

X X X X

Skirmisher
August 3rd, 2009, 11:10 PM
Map Grid B2

X X X X

X X B2 X

X X X X

X X X X

Skirmisher
August 4th, 2009, 02:42 AM
Improved Grid A2
Thanks to zeiss


X X A2 X

X X X X

X X X X

X X X X



Grid contruction now 25% complete.

Please disregard the previous posted A2 file,this will be the A-2 map used.

Skirmisher
August 4th, 2009, 11:18 PM
Map Grid B0

X X X X

B0 X X X

X X X X

X X X X

Skirmisher
August 5th, 2009, 11:36 PM
Map Grid B3

X X X X

X X X B3

X X X X

X X X X

Skirmisher
August 6th, 2009, 11:08 PM
Map Grid C0

X X X X

X X X X

C0 X X X

X X X X





If anybody else wants to try this out please sign up, as we may have allready lost a player.

Skirmisher
August 7th, 2009, 10:53 PM
Map Grid C1


X X X X

X X X X

X C1 X X

X X X X


Map Grid now 50% Complete.

Rule File about 75% Complete.

Skirmisher
August 9th, 2009, 08:59 PM
Map Grid C2


X X X X

X X X X

X X C2 X

X X X X

Skirmisher
August 10th, 2009, 10:24 PM
Map Grid C3


X X X X

X X X X

X X X C3

X X X X

Skirmisher
August 11th, 2009, 11:22 PM
Map Grid D1


X X X X

X X X X

X X X X

X D1 X X

Skirmisher
August 13th, 2009, 07:40 PM
Map Grid D2


X X X X

X X X X

X X X X

X X D2 X



Mapping now 75% complete. 4 HQ maps left to make.

Been slacking on making some gameplay desisions regarding the rules.

I'm shooting for completing them about the same time as the maps are done.

Let's shoot for middle of next week to late next week to start.

Double_Deuce
August 13th, 2009, 08:07 PM
I'm shooting for completing them about the same time as the maps are done.

Let's shoot for middle of next week to late next week to start.
Are we still short the 4th player?

Skirmisher
August 13th, 2009, 10:11 PM
Are we still short the 4th player?


No ,we have the following roster.


Red Gang---Double Deuce
Blue Gang--gila
Green Gang-Snipey
Gold Gang--zeiss

Alternate--Imp

Snipey
August 14th, 2009, 02:56 AM
When are the rules getting finalized? Me wants to play!

Skirmisher
August 15th, 2009, 02:17 AM
When are the rules getting finalized? Me wants to play!


Complete rules early next week.

Starting in one week.

Once I complete the 4 remaining maps,I'll email everybody their HQ map.

Skirmisher
August 15th, 2009, 02:28 AM
Starting Maps


Double Deuce- Map A0

gila- Map A3

zeiss- Map D0

Snipey- Map D3

Double_Deuce
August 15th, 2009, 05:32 PM
Mapping now 75% complete. 4 HQ maps left to make.
The maps I checked look good, small and clean. They should make for some fun close-up fights.

Skirmisher
August 17th, 2009, 11:06 PM
Final Rules


Here are the final rules.

**Removed micro management of weapons.
**Removed micro management of ammo
**Removed weapon's cache idea.


The file is written out using Microsoft Word.

You will find my hotmail address in the file, use it to communicate directly to me.
I'm going to need everybody controlling a gang to check in there
before round one starts.

If you have any questions about the rules use the email address provided to ask.

All I need to do now is make everybodies HQ map.:cool:

Skirmisher
August 18th, 2009, 03:19 PM
Offical Rule Clarification 1


Under HQ maps section of the rules a special property is listed.

3)The player gets some starting obstructions against assualt.

This should have been removed and it is null and void.

Players may only begin fortifying HQ maps after turn 1.

Skirmisher
August 18th, 2009, 10:09 PM
Rule Clarification 2


After careful consideration I have imposed MAX limits on barbed wire and land mines for everyone's HQ map. We don't want to get into massive tangles of barbed wire and/or deep minefields.

So this is how the revised section reads below. I'll post updated rules file at some point.


Fortifications For HQ Map-Legal fortifications for the HQ map are mines and barbed wire only.
Coordinate placement with the Game Moderator.Multiple mines may be placed in the same hex,but only 1 barbed wire placement per hex allowed.Players defending their HQ map will have dug in defenders. The MAX limit for barbed wire is ten hexes worth.
The MAX limit for mines is twenty mine placements. There is no more per turn limit.

Skirmisher
August 19th, 2009, 01:48 AM
I just wanted to point out to all the participants you have complete control over how you contruct your forces. Attachments,detachments,whatever. You just need to communicate your wishes directly to me in order that I can write it down and make it happen the way you want.:up: You just have to work with the legal squad limits.

Skirmisher
August 19th, 2009, 02:42 PM
Combat Campaigns website


Double Deuce has set up a section for us at his website.


http://www.combat-campaigns.com/index.php?action=forum


Please register there using the forum name you use here.

gila,zeiss,Snipey

Double Deuce and myself are allready registered there.


Thank you


This new forum will allow us to keep track of pbem matchups,and other information easier.

Skirmisher
August 19th, 2009, 08:20 PM
Calling All Alternate Players


We could still use a couple alternate players for this just in case. Anybody game?

Right now we have one alternate. I'd like to see three.:D

gila
August 20th, 2009, 06:33 PM
Calling All Alternate Players


We could still use a couple alternate players for this just in case. Anybody game?

Right now we have one alternate. I'd like to see three.:D

Games in progress and time constraints are a going to be problem for me right now.
If you have another player,then i'd like to bow out.
Thanks

Skirmisher
August 20th, 2009, 08:07 PM
Calling All Alternate Players


We could still use a couple alternate players for this just in case. Anybody game?

Right now we have one alternate. I'd like to see three.:D

Games in progress and time constraints are a going to be problem for me right now.
If you have another player,then i'd like to bow out.
Thanks


Well Imp is our lone alternate right now, it's now his gang if he can handle it.
Glad you told me now instead of waiting.

Skirmisher
August 20th, 2009, 08:15 PM
Tenative New Roster


Red Gang -Double Deuce
Blue Gang -Imp
Gold Gang -zeiss
Green Gang -Snipey

Skirmisher
August 21st, 2009, 11:30 AM
OK we still need one commander for Blue Gang.

Please nobody sign up causually and then drop out.


Thank you.

Skirmisher
August 22nd, 2009, 01:35 PM
If anybody wants the last spot speak up soon, in 24 hours I'm closing down further admissions and going with three players.

For those that are allready onboard,your HQ maps will be in your email box within 48 hours

Skirmisher
August 23rd, 2009, 10:36 PM
Campaign Underway



No more players are required. Thank you.


Double Deuce -Red Gang
Snipey -Green Gang
zeiss -Gold Gang

Double_Deuce
August 24th, 2009, 01:43 AM
Snipey -Green Gang
zeiss -Gold Gang
Feel free to go into exile at any time guys. I can provide transportation if needed. ;) :D

Snipey
August 24th, 2009, 04:36 AM
Snipey -Green Gang
zeiss -Gold Gang
Feel free to go into exile at any time guys. I can provide transportation if needed. ;) :D

Why, that's very kind of you :D

Double_Deuce
August 24th, 2009, 07:55 AM
For anyone who wants to follow along we have set up a section of my forums for this game. This way we wont clutter up Don and Andy's forums here with any colourful language and trash talk. :angel

You can access the new forum section here: STREET GANGS OF MOGADISHNU (WinSPMBT) (http://www.combat-campaigns.com/index.php?board=92.0)

Double_Deuce
August 26th, 2009, 04:04 PM
Look like the gangland killing is about to being . . last chance to surrender guys. Once I turn the men loose, can't call them back. :cool: