ZPNESV: Flowers on the Razor Wire (World Conquest)

To Chang, Mancuria

For years since the Greater Union of Asians succeeded from our Glorious republic, corrupt officials have tried and failed to take over our government as our military took tried to keep the old virtures together. Both of you became seperate groups of allied states, some generals, other coalitions. As we later signed a peace pact with them that will end this year, we started investing hundreds of thousands of gold bullion to restart our economy. As our success show, we are not the old, corrupt Republic and the land holders, or the Imperial Mess, but a new glorious National Republic of all Chinese and ethnic groups in defense and the good of the people. We would like to let you join our glorious nation as a fairly independent state, with it's own budget and a low percentage of any tax to receive our govrnment programs and our military protection. The Peace between the NRC and the GAR is comming to the end. Live in relative peace instead of fighting in all fronts and then being drafted for a war.

(Sorry, matt, if I made a backstory you wouldn't like.)
 
Claiming Scandinavia.

Scandinavian Republic
Flag: Norwegian
Primary color: Navy Blue
Secondary color: Red
 
Hey, giving word from me - I skip this. Damn, I feel squeezed out, but I know it's honest mistakes.

5 first people to sign in, my arse. :p
 
Daft, can NPC nations attack?
 
From: Belechekia
To: Everyone with ears


The people of Reichland are under our protection and we will soon be sending in troops to protect their sovereignty. Any attack against the Reichlanders will be deemed an attack upon the Belechek Empire, and will be dealt with accordingly. We urge you all to respect this.
 
Can I join in September?
 
I know I'm a little late and can only take an NPC state, but I'll be choosing Novograd with the Isle of Man flag and the Tough unit theme. I can't add anything to it, right? So I guess my gents will just sit tight where they are. I just hope my nation doesn't get smashed before I even get my first orders out! ;-)

Oh! A name. Hmm. "Republic of Novograd" is just fine.
 
Welcome, Thiege and Bil. I'm afraid that people may be attacking your territories before you get started :(

Regarding the update: I'm only missing orders for Justo's people's republic. I'm going to wait a couple of hours at least, because certain people may have changes to make to their orders based on the PM replies i just sent.

There are issues regarding capitols, and how air units work. I will try to clear that up in the update. Basically air units are like in civ3 and civ4, they only get to fight in one territory per turn within their range/radius, and only get to kill one unit before running out of ammo for the turn.

@Gelion, you'd be welcome to join, however I guess I need to work out a better system for people joining mid-game...

@lord_joakim, sorry about all this! What I meant about 5 players is that was most I was expecting.

@LittleBoots, the NPCs won't attack unless they see a really easy oppertunity. Or they might attack if you taunt them.
 
To: National Republic of all Chinese
From: Chang


If you leave us in peace for now, we may choose to unite with you in future. Perhaps we should both turn our attentions to other threats.
 
To: Belechekia
From: General Vertinari


I apologise for what may be a daft question, I am not native to this world, but by under your protection you mean under your occupation do you not? If so what claim do you have to those lands to insist others do not attack you? If not still what claim do you have over any other nation, organisation or invading human-AI symbionts? If you have a claim that is no more valid than any other why should I not crush you once I successfully build transports to cross the sea? We will not recognise your claim unless you provide overwhelming evidence in your favour. We are at war with all and all are at war with us. We see no reason to change this situation. Consider this a warning for you are now in our sights.
 
To: Belechekia
From: General Vertinari


I apologise for what may be a daft question, I am not native to this world, but by under your protection you mean under your occupation do you not? If so what claim do you have to those lands to insist others do not attack you? If not still what claim do you have over any other nation, organisation or invading human-AI symbionts? If you have a claim that is no more valid than any other why should I not crush you once I successfully build transports to cross the sea? We will not recognise your claim unless you provide overwhelming evidence in your favour. We are at war with all and all are at war with us. We see no reason to change this situation. Consider this a warning for you are now in our sights.

To occupy and to protect are two different things my island friend. The people Reichland, in agreement with the Belechek government have accepted military support to protect their sovereignty. More or less, we are in a protective alliance. Reichland stays sovereign, and we help maintain that sovereignty. If you want more clarification, ask them yourselves.

As for claim, we have done no such thing. We are merely stating our willingness to defend our new friends and making it known to the world that, should they attack our friends, we will not stand idly by and act as if we never knew them.
 
To: Belechekia
From:General Vertinari


Good. It is as we expected. Humans in this world are illogical and emotional and therefore they shall fall. Your new allies give you nothing. Their lands would give you wealth. Your nation is openly irrational and shall fall first.
 
To: Belechekia
From:General Vertinari


Good. It is as we expected. Humans in this world are illogical and emotional and therefore they shall fall. Your new allies give you nothing. Their lands would give you wealth. Your nation is openly irrational and shall fall first.

We shall see about that island folk.
 
1936:

Only the heroic Njordivikens can frustrate the expansionist powers. East Asia is in turmoil.

The Battle of Potosi
Spoiler :
The Gran Colombians launch a two-pronged attack (+1 strength).
Round #1:
Potosi militia scores a hit against Gran Colombian tank, which makes a successful armour save.
Potosi militia scores a hit and destroys Gran Colombian infantry.
Round #2:
Gran Colombian tank destroys Potosi militia.
Potosi militia flank against Gran Colombian tank attack does no damage.
Round #3:
Both units totally fail.
Round #4:
Gran Colombian tank destroys Potosi militia.
Potosi is captured by the National Democratic Republic of Gran Colombia.


The Battle of the Midwest
Spoiler :
Round #1:
Midwest armoured car scores a hit against Iron Fascist tank. It makes a successful armour save.
Iron Fascist infantry flank attack scores a critical hit. Midwest armoured car fails evasion save.
Midwest is captured by the Iron Fascist Union of the Greater South.


The Battle of Colorado
Spoiler :
The Technocrats launch a two-pronged attack (+1 strength).
Round #1:
Technocrat tank and Colorado infantry both score critical hits on each other. However, the Technocrat tank is saved by armour.
Technocrat stormtrooper destroys Colorado militia.
Technocrat infantry has nothing to do.
Technocrat stormtrooper has nothing to do.
Colorado is captured by the Technocratic Republic of Columbia.


The Battle of Adriatalia
Spoiler :
Round #1:
Adriatalian infantry destroys Khilāfat infantry.
Adriatalian infantry destroys Khilāfat infantry.
Khilāfat infantry flank attack against Adriatalian infantry does no damage
Khilāfat infantry flank attack scores a critical hit and destroys Adriatalian infantry.
Khilāfat infantry flank attack against Adriatalian infantry does no damage.
Khilāfat tank flank attack destroys Adriatalian infantry.
Khilāfat tank has nothing to do.
Adriatalia is captured by Khilāfat Qurṭuba.


The Battle of Finnkola: Operation Ice Spear
Spoiler :
Round #1:
Belechek fighter destroys Finnkola militia. Fighter returns to base, low on ammo.
Finnkola militia destroys Belechek infantry.
Belechek tank has weapons malfunction - flank attack ineffective.
Round #2:
Belechek tank destroys Finnkola militia.
Finnkola is captured by Belechekia.


The Battle of Njordiviken: Operation Ice Spear
Spoiler :
Round #1:
Belechek tank destroys Njordiviken infantry.
Njordiviken infantry fails flank attack.
Round #2:
Njordiviken infantry is hit, but also scores a critical hit on Belechek tank. Belechek tank fails armour save!
Attackers destroyed. And defenders too. But Njordiviken remains neutral.


The Battle of the Caucasus
Spoiler :
Round #1:
Republic fighter destroys Caucasus militia. Fighter returns to base, low on ammo.
Republic infantry has nothing to do.
Caucasus is captured by the People's Republic.


The Battle of Astrakhan
Spoiler :
Round #1:
Republic tank destroys Astrakhan militia.
Republic infantry has nothing to do.
Astrakhan is captured by the People's Republic.


The Battle of Abyssinia
Spoiler :
The Afrikaan Forces launch a two-pronged attack (+1 strength).
Round #1:
Afrikaan infantry destroys Abyssinian militia
Afrikaan infantry destroys Abyssinian militia
Afrikaan tank has nothing to do.
Abyssinia is captured by Afrikaan Forces Suud.


The Battle of Libya-Egypt
Spoiler :
The Afrikaan Forces launch a two-pronged attack (+1 strength).
Round #1:
Afrikaan tank destroys Egyptian infantry
Afrikaan infantry has nothing to do.
Libya-Egypt is captured by Afrikaan Forces Suud.


The Battle of Persia
Spoiler :
Duckistan infantry destroys Persian militia, no problems.
Persia is captured by Duckistan.


The Battle of Great Arabia
Spoiler :
Duckistan tank destroys Arabian militia, no problems.
Great Arabia is captured by Duckistan.


The Battle of Novograd
Spoiler :
The GUAA outnumber the defenders.
GUAA tank scores a hit against Novograd armoured car. It successfully evades and joins neutral forces in Yakutsk.
GUAA infantry has nothing to do.
Novograd is captured by the Grand Union of All Asians.


The EPIC Battle of Kanchurea
Spoiler :
The GUAA, Nationalist China and Kanchurean resistance enter a three-way battle. Initially, the Kanchurean defenders are split between both fronts.
Round #1:
GUAA fighters fail to destroy Nationalist siege tank.
Nationalist siege tank destroys Kanchurean militia.
Nationalist storm trooper advances.
GUAA tank and Kanchurean militia score critical hits on each other. GUAA tank fails armour save.
GUAA stormtrooper hesitates.
Round #2:
Nationalist siege tank returns fire on GUAA fighters, which successfully evade back to Sinkiang.
GUAA stormtrooper destroys Nationalist stormtrooper.
Nationalist siege tank flank attack fails to hit GUAA stormtrooper.
Round #3:
GUAA stormtrooper decides to retreat back to Sinkiang.
Kanchurea is captured by the Nationalist Republic of china.


The following territories were overrun without resistance:
Artica, Dai Viet (GUAA capitol!)

Incomes:
(some people had money banked - the full $account is shown on the map, beneath your nation title)
National Democratic Republic of Gran Colombia: $4
The Iron Fascist Union of the Greater South: $7
The Technocratic Republic of Columbia: $8
Khilāfat Qurṭuba: $10
People's Republic: $9
Belechekia: $6
Duckistan: $6
Grand Union of All Asians: $5
Nationalist Republic of China: $6
Shogunate of Great Honshu: $5
Afrikaan Forces Suud: $5

State of Play:


Normal rules now apply for everything. You can send orders for spending, and moving/combat. You don't get to move your units around for free, that was a one-off for last turn.

If orders are in within 48 hours, I can update then :)

My apologies to those who wanted to join. It looks like Australia is the safest place now, although it might not be for long.

@Theige, you can still play as Scandinavia if you want, with $5 to spend, but you'd have to somehow negotiate with Belechekia to stop them occupying you before you can get any units up :(

About Building New Units:
I remind you that new units only appear at the end of a turn. So nothing you buy now can be given orders just yet. This is from axis 'n allies (and Risk if I remember right), so more thought and planning is needed about what to buy, it isn't simply reactionary.

About Aircraft:
Spoiler :
The front page maybe needs some improvement :o Aircraft will not move like ground units or ships. They have a base, and a range of operation, but they return to their base at the end of the turn (if they still can - they have to make another evasion roll if their home base is overrun). They don't get to blitz like tanks or armoured cars, so they can only be in one battle per turn. Also, they can only kill one unit before running out of ammo for the turn. On the plus side, a ground unit needs a 6 to even hit them, and they still get to roll for evasion afterwards.

The range for fighters is currently 1, which means they can only attack or patrol neighbouring territories. This range might increase later.

Aircraft can of course rebase to a different territory (fighters can use carriers too), and can move x2 their range to do this. However they cannot fight and rebase in the same turn.


About Capitols, and Losing Them, and Capturing Them:
Spoiler :
If your capitol is lost, the occupier gains all $ that you would have gained that turn (Matt0088's capitol was isolated, so there was no extra income). You are still in the game if you have units left, but are only in direct control of one designated territory at a time. This temporary capitol can become a new proper capitol on a dice roll 5 or a 6 each turn. Meanwhile, all other land territories you own do not send income home. A dice is rolled for each, and on a 6, they become independent NPC states including all and any units stationed there. Assuming they do not rebel, your factories might build random units with their $5 a turn, and cities might pump out militia. Or they might not build anything. However, you can still control all your loyal units in the world.

Occupied (burning) capitols don't do anything special for their occupier, except that the occupier can switch their capitol to the captured one whenever they like, instantly and without any penalty.

I wasn't specific about this to begin with, so I gave Matt0088 an instant new capitol in Novograd, minus this turn's income from Sinkiang and Qinghai.


Bonuses:
Duckistan has unified 'Greater South Asia' (See 'Bonus! Bonus!' on the front page) and will receive a secret bonus via PM (eventually).

Other Notes:
Unit shop revised again: Subs will now cost only $5, and get +1 strength vs transports. Fighters will not get to evade from each other, in fact they negate evasion for all targets. Bombers no longer have -1 strength against fighters.

The Red Sea is now a separate sea zone, between the Suez Canal and the Arabian Sea.

LittleBoot's nation now has its title on the map like the others.

Based on my test battles, I was expecting more losses for players this turn. It is possible for a militia to destroy a siege tank.
 
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