Teams The players will be divided into two teams of equal size. One team will play the high command of the Axis, the other that of the Allies. Player requests for teams are welcome. Location and date of the game Player requests for a location and year are welcome, but the exact details will be determined by the game master, to prevent the game from being predictable. Turns Initially, each turn will be the equivilant of one month. This time can be used to prepare defences and offensives. As soon as one team launch their attack, the turns will be the equivilant of one day. The orders of each side's high command must be given within 72 hours after the previous report from the front. If the orders are not received before the time limit expires, this will be regarded as a communications failure. As a result, if previous orders have not yet been completed, the troops in the field will attempt to complete those orders, regardless of the situation in the field. If there are no incomplete objectives, the troops will dig in and rest. The following turn, both the delayed orders and the new orders will be received by the troops, which may lead to confusion amongst some units, depending on the situation. The number of turns will not be specified in advance. The game will run until one side concedes defeat. Objectives One or both team might be given an objective, but there may also be no initial objectives. If no objective is given, the high command must formulate their own objectives. Units The units will be handled at divisional level for land units and squadrons for air units. The units will be represented as the unit type (infantry, armour, etc.), with the strength given in percentages of the units authorised weapon strength. The equipment of the individual units is not described. It is assumed, that officers of the high command know the organisation and capabilities of their units. At the beginning of the game, the high command will be informed of the units available, their location and the logistical capacity of the railroads and main roads of the area. Orders The high command can issue any order they wish, however, the result of unrealistic orders might result in insubordination, logistical chaos or other problems. Combat The game master will decide the outcome of battles, based on the strength and estimated fighting ability (training, experience and morale) of the units. Intelligence The game master might give some information about one teams troop concentrations and planned operations to the opposing team. This information may be fragmented or incorrect. Reports The game master will give a report after each turn, with information from each unit regarding encountered enemies, combat, casualties and kill claims. Each unit will write a report each day, but due to heavy combat or other factors, the reports from some units might be delayed or lost. Winning The winning team will mainly be decided based on which team was victorious, but overall performance and level of difficulty for each team will also be considered. For example, an Axis victory in Poland in 1939 will not automatically result in the Axis team winning the game. The winner will ultimately be decided by the game master.