JNES: Classic

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JNES: Classic

Introduction
Welcome to JNES: Classic. This is a board NES, which is implied by the “classic” part of the title. Therefore, all those die hard story fans who don’t play any board games, you need not read any further. For all those interested in forging an empire stretching across Europe through arms of force or economic domination, you may continue to read. This game is moderately complicated, so please read slowly and carefully, and of course ask any questions you wish. The battle system is something that can be skipped for those who care little. It is also something that can be improved upon, and I am open to any suggestions of a system that can make use with the stats I have already laid out.

The Map
I guess we should start with the map. It is a map of Europe, a modern map since this does take place in modern times. The map was made by plexus a while back, from the first map thread, and took some time to find. Anyways, you may have noticed the lines crisscrossing across it. These form the squares that make it possible for movement in this game. In your orders, it is necessary to identify a square. To do this, you simply trace a straight line from your square to the top of the map, where you get the number of the column, and then trace from your square all the way to the left to find the letter of the row. Put these together (it doesn’t matter which in which order they are arranged (example: C4 or 4C)) and you get the square identification. Fairly simple.

Why the squares?
The squares are used to track movement and movement only. Everything else, including borders and territory gained in a war, is still up to me, the mod. This means you could be attacking towards Paris in, but a French army stops you in K6. You then share the square with French forces, yet you still do not control Paris.

You may notice the map is covered in dots of two sizes. Each dot represents a city; the larger dot represents the capital. The significance of a city and a capital will be explained later, in the economy section. Some notes: Beirut lies in Q15, Luxembourg City is in K7. Each unit can move a certain amount of squares. But what’s the deal with water? And a square that includes two coasts separated by water (example: J5)? Well, your forces will remain on their side of the water, and to cross they will need the appropriate crossing vehicle. Land forces in the same square but completely separated by a body of water cannot attack each other unless they are legally transported over the body of water.

I know there are some inaccuracies with city placement. But when referring to a city, pick the most obvious choice, some cities may have been moved due to the position of the square and whatnot.

I will not provide a named map. Check out the CIA factbook website for a detailed European map or consult your personal atlas (no NESer should be without one).
 

Attachments

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Rules


Economy

The economy is rather straight forward. For every city your troops control, you will receive one spending point, and for your capital city you receive two spending points (a captured capital is treated as a regular city). With your spending points you may make units or structures, each explained in the following sections.

You also can earn economy from your international corporation. These are corporations that span your country as well as other countries. Each capital your corporation controls gives you a bonus spending point. More on these later as well.

Units

You can only produce units from a city, and each city can only produce units according to its production capacity. For your city’s production capacity, look in your stats and find the city you wish to find out about. Every unit takes a certain amount of production capacity, and you must stay at or below the production capacity of each city you wish to build in every turn. So, for example, Berlin has a prod. cap. of 10 and each leopard II unit takes a production of 3. You can only build 3 leopard II units in Berlin in any given turn. To increase your production in a city, build factories, explained in the structures section.

Your military is based around the combined “stacks” of units. That is, you can only move your land units in “armies,” your sea units in “fleets,” and your air units in “squadrons.” Each new unit you produce must be incorporated into a stacked formation. The stack formation must be within the movement range of the unit when built, or the unit will cost you upkeep.

Speaking of upkeep, you can only have a as many stacked units as the amount of cities you own. So if you own 7 cities, you can only have 7 stacked units. Your capital counts as 2 cities. For every stacked unit you have that is above that limit, you are charged a spending point.

Now to the specific units. Each nation has its own unique units. When the game starts, I will post a .zip file with all the unit lists of every player nation in the game. From there you will find your specific unit list and that is what you make purchases from. Not all lists are fair. Germany is gonna have a much stronger list then Croatia. Keep that in mind when picking your nation.

You do start off with a military. These will be posted as you join.

So how do battles work? This is a board game, which means the battles are decided by the luck of the dice, not me. That is, each unit has stats which comprise of 3 numbers, organized like this: attack/defense/movement. For more information on the battle system, read that part of this rule set.

Units can be at half strength. This only happens with bombardment (cant happen in battles), and all units at half strength fight with half of their stats, rounded down. To heal, they must remain one turn peaceful. That is, they can’t be attacked or attack.

Movement

Movement is quite simple. Your stack units can only move as many squares as the unit with the lowest movement value in the stack. So a stack with 4 leopards and 1 infantry can only move as fast as the infantry, 1 square per turn. You cannot move diagonally in the map. It takes one movement point to load on a transport, whether its aerial or naval. Whenever a unit attacks, it cannot move after that attack, even if it has movement points left. Except aerial units.

Air units can move, attack, and then move again. But the trick is, air units must end and begin its turn in a city. If it doesn’t, then the squadron crashes.

Structures

There are a number of structures you can purchase for your nation, all that add to your income, defense, or production. They are susceptible to being destroyed by bombardment, though. They do appear in your nation stats as well. For more information on what they do, read the structures list.

Corporations

This is the other part of the game. If you manage your money correctly, you may never even expand, your economy can be as strong as a multi-nation empire. To expand your corporation, you must buy “firms” in your capital and other capital cities. To buy a firm, it costs 5 spending points. There can only be a maximum of 5 firms in each capital.

The catch is just that: there can only be 5 firms in each capital. This means that you must compete with other corporations for control of firms in each capital. Unless you agree on a partnership, firms from different countries will automatically compete with each other in the same capital.

So what do I mean by “compete?” These means I will roll a die with 7 sides for each opposing corporation. How do you help your odds? For each firm you have, you will earn a +1 on your die result. I guess an example is needed. Say you pay for 3 firms, so you spent 15 spending points all at once, for control of Moscow. However, Russia already has 4 firms working there. Competition begins. Your die roll turns out a 4, while Russia’s turns out a 2. Because you have 3 firms competing, your die result gets and extra 3, so your actual roll totals to 7 (3 firms + die roll of 4 = 7). Russia on the other hand, rolled a 2, but she gets +4 from her firms there, so she has a total score of 6. Russia score is lower, so she loses one firm in Moscow. It is now 3 of your firms against 3 Russia firms. And the cycle repeats itself until only one corporation is left in Moscow.

I hope that made sense. Also, the ownership of the capital has nothing to do with the competition of corporations inside it, except that capitals with whom the owners you are at war with cannot have any of your firms inside it.
 
Nations to Choose From
You may choose any of the following nations to play as:

Netherlands
Algeria
Libya
Denmark
Spain
Syria
Switzerland - TerrisH
Egypt
Greece
Croatia
Turkey
Germany - human-slaughter
France - Finmaster
United Kingdom - kentharu
Belgium
Poland
Sweden
Israel - emu
Finland - Reno
Portugal - erez
Ireland
Norway
Bosnia
Austria
Luxembourg
Lithuania
Romania
Belarus
Russia - andis
Italy
Ukraine

Your template will be set up after you have chosen which nation you want.


Nation Statistics

Germany
Bundesrepublik Deutschland
Player: Human-Slaughter
Economy: +9 sp [-0 from upkeep] [0 banked]
Corporation: [add name here]
Firms: 0/Berlin
1st Army: Berlin, J9
- 6 Leopard 2A6 Tank Units (5/2/2)
- 10 Marder 1A3 Mechanized Infantry Units (3/2/3)
- 10 Jaeger Infantry Units (3/1/1)
- 10 Infantry Units (1/2/1)
- 2 Gepard A3 Anti-Aircraft Units (0/2/1)
- 2 PzH 2000 Self-Propelled Artillery Units
- 3 BO-105P Attack Helicopter Units (4/1/2)
2nd Army: Hamburg, I8
- 10 Leopard 2A6 Tank Units (5/2/2)
- 8 Marder 1A3 Mechanized Infantry Units (3/2/3)
- 5 Jaeger Infantry Units (3/1/1)
- 10 Infantry Units (1/2/1)
- 2 Gepard A3 Anti-Aircraft Units (0/2/1)
- 2 PzH 2000 Self-Propelled Artillery Units
3rd Army: Munich, K8
- 10 Marder 1A3 Mechanized Infantry Units (3/2/3)
- 15 Infantry Units (1/2/1)
- 5 Infantry Weapons Unit (2/3/1)
4th Army: Bonn, J7
- 5 Marder 1A3 Mechanized Infantry Units (3/2/3)
- 5 Leopard 2A6 Tank Units (5/2/2)
- 3 BO-105P Attack Helicopter Units (4/1/2)
1st Squadron: Berlin, J9
- 5 Tornado IDS Attack/Fighter Units (5/2/6)
- 2 A400M Air Transport Units
2nd Squadron: Hamburg, I8
- 5 Tornado IDS Attack/Fighter Units (5/2/6)
- 2 A400M Air Transport Units
3rd Squadron: Munich, K8
- 8 Tornado IDS Attack/Fighter Units (5/2/6)
1st Fleet: In Port, Bremen, I7
- 5 ’Sachsen’ Class Frigates (4/4/3)
- 2 ’Lutjens’ Class Destroyer (4/5/2)
- 10 Type 214 Diesel Attack Submarines (5/2/2)
- 2 Transport Ships

France
Republique Francaise
Player: Finmaster
Economy: +8 sp [-0 from upkeep] [0 banked]
Corporation: [add name here]
Firms: 0/Paris
1st Army: Paris, K6
- 5 Leclerc Tank Unit (4/2/2)
- 5 AMX-10RC Units (3/2/2)
- 8 AMX-10P Mechanized Infantry Units (2/2/3)
- 10 Infantry Units (1/2/1)
- 5 Infantry Weapons Units (2/3/1)
- 2 Gepard A3 Anti-Aircraft Units (0/2/1)
- 2 Roland 2 Carol Anti-Aircraft SAM Units (0/3/1)
- 2 LRM MLRS Rocket Artillery Units
- 3 SA 342M ‘Gazelle’ Attack Helicopter Units (4/1/2)
2nd Army: Lyons, L6
- 5 Leclerc Tank Unit (4/2/2)
- 5 AMX-10RC Units (3/2/2)
- 8 AMX-10P Mechanized Infantry Units (2/2/3)
- 10 Infantry Units (1/2/1)
- 5 Infantry Weapons Units (2/3/1)
- 2 Gepard A3 Anti-Aircraft Units (0/2/1)
- 2 Roland 2 Carol Anti-Aircraft SAM Units (0/3/1)
- 2 LRM MLRS Rocket Artillery Units
- 3 SA 342M ‘Gazelle’ Attack Helicopter Units (4/1/2)
3rd Army: Rouen, J5
- 7 Leclerc Tank Unit (4/2/2)
- 7 AMX-10RC Units (3/2/2)
- 10 AMX-10P Mechanized Infantry Units (2/2/3)
- 5 SA 342M ‘Gazelle’ Attack Helicopter Units (4/1/2)
1st Squadron: Paris, K6
- 5 Rafale C Fighter/Attack Unit (5/2/6)
- 5 Mirage 2000-5F Fighter Units (6/2/6)
2nd Squadron: Marseilles, M6
- 10 Rafale C Fighter/Attack Unit (5/2/6)
- 10 Mirage 2000-5F Fighter Units (6/2/6)
3rd Squadron: Lyons, L6
- 10 Rafale C Fighter/Attack Unit (5/2/6)
- 10 Mirage IVP Strike Bomber Units (0/3/8)
1st Fleet: In Port, Brest, J4
- 1 ’Charles De Gualle’ Class Nuclear Powered Carrier (0/4/2)
- 4 Super Etendard Naval Attack/Fighter Units (3/2/5)
- 4 ’Cassard’ Class Destroyers (4/5/2)
- 10 Lafayette Class Frigates (3/4/2)
- 4 ’Le Triumphant’ Class Nuclear Powered Missile Submarines (7/4/3)
- 2 Transport Ships
2nd Fleet: In Port, Marseilles, M6
- 5 ’Cassard’ Class Destroyers (4/5/2)
- 10 Lafayette Class Frigates (3/4/2)
- 2 Transport Ships
- 4 ’Le Triumphant’ Class Nuclear Powered Missile Submarines (7/4/3)
- 2 'Agosta' Class Diesel Powered Attack Submarine (3/2/2)

Russia
Rossiyskaya Federatsiya
Player: andis-1
Economy: +10 sp [-0 from upkeep] [0 banked]
Corporation: [add name here]
Firms: 0/Moscow
1st Army: Moscow, H15
- 10 T-90M Tank Units (5/2/2)
- 10 BMP-3M Mechanized Infantry Units (3/2/3)
- 20 Infantry Units (1/2/1)
- 5 Infantry Weapons Units (2/3/1)
- 5 Tunguska M-1 Anti-Aircraft Unit (0/3/1)
- 5 2S19 Self-Propelled Artillery Units
- 5 Mi-17 ‘Hip-H’ Assault Transport Helicopter Units (5/1/2)
2nd Army: St. Petersburg, G12
- 10 T-90M Tank Units (5/2/2)
- 10 BMP-3M Mechanized Infantry Units (3/2/3)
- 20 Infantry Units (1/2/1)
- 5 Infantry Weapons Units (2/3/1)
- 5 Tunguska M-1 Anti-Aircraft Unit (0/3/1)
- 5 2S19 Self-Propelled Artillery Units
- 5 Mi-17 ‘Hip-H’ Assault Transport Helicopter Units (5/1/2)
3rd Army: Rostov, L16
- 10 T-90M Tank Units (5/2/2)
- 10 BMP-3M Mechanized Infantry Units (3/2/3)
- 20 Infantry Units (1/2/1)
- 5 Infantry Weapons Units (2/3/1)
- 5 Tunguska M-1 Anti-Aircraft Unit (0/3/1)
- 5 2S19 Self-Propelled Artillery Units
- 5 Mi-17 ‘Hip-H’ Assault Transport Helicopter Units (5/1/2)
1st Squadron: Moscow, H15
- 15 Su-30 ‘Flanker-C’ Fighter Units (5/2/8)
- 10 Su-24 ‘Fencer’ Attack Bomber Units (0/4/8)
2nd Squadron: St. Petersburg, G12
- 15 Su-30 ‘Flanker-C’ Fighter Units (5/2/8)
- 10 Su-24 ‘Fencer’ Attack Bomber Units (0/4/8)
3rd Squadron: Rostov, L16
- 15 Su-30 ‘Flanker-C’ Fighter Units (5/2/8)
- 10 Su-24 ‘Fencer’ Attack Bomber Units (0/4/8)
1st Fleet: In Port, Arkhangelsk, D14
- ’Kuznetsov’ Class Carrier (0/4/2)
- 3 Su-33 ‘Flanker-D’ Naval Fighter Units (3/2/5)
- 5 ’Sovremenny’ Class Destroyers (4/5/2)
- 10 ’Kirov’ Class Cruiser (3/3/2)
- 10 ’Neustrashimyy’ Class Frigate (3/3/2)
- 3 ’Slava’ Class Missile Cruisers (4/2/2)
- 10 ’Grisha’ Class Corvettes (2/4/2)
- 5 ’Typhoon’ Class Nuclear Powered Missile Submarines (7/4/3)
- 5 ’Delta-IV’ Class Nuclear Powered Missile Submarines (5/3/3)
- 7 ’Kilo-II’ Class Diesel Powered Attack Submarines (4/2/2)
2nd Fleet: In Port, Rostov, L16
- ’Kuznetsov’ Class Carrier (0/4/2)
- 3 Su-33 ‘Flanker-D’ Naval Fighter Units (3/2/5)
- 5 ’Sovremenny’ Class Destroyers (4/5/2)
- 10 ’Kirov’ Class Cruiser (3/3/2)
- 10 ’Neustrashimyy’ Class Frigate (3/3/2)
- 3 ’Slava’ Class Missile Cruisers (4/2/2)
- 10 ’Grisha’ Class Corvettes (2/4/2)
- 5 ’Typhoon’ Class Nuclear Powered Missile Submarines (7/4/3)
- 5 ’Delta-IV’ Class Nuclear Powered Missile Submarines (5/3/3)
- 7 ’Kilo-II’ Class Diesel Powered Attack Submarines (4/2/2)

Portugal
Republica Portuguesa
Player: erez
Economy: +3 sp [-0 from upkeep] [0 banked]
Corporation: [add name here]
Firms: 0/Lisbon
1st Army: Lisbon, M1
- 10 M60A3 Tank Units (3/2/1)
- 10 YP-408 Mechanized Infantry Units (2/1/3)
- 10 M113 Mechanized Infantry Units (2/2/2)
- 25 Infantry Units (1/2/1)
- 10 Infantry Weapons Units (2/3/1)
- 5 M163 Vulcan Anti-Aircraft Units (0/3/1)
- 5 M109A2 Self-Propelled Artillery Units
- 10 NH-90 Assault Transport Helicopters (3/1/2)
1st Squadron: Lisbon, M1
- 10 F-16A Fighter/Attack Units (5/2/6)
- 4 C-130H Air Transport Units
1st Fleet: In Port, Lisbon, M1
- 10 ’Álvares Cabral’ Class Missile Cruisers (3/3/2)
- 10 ’Bartolomeu Dias’ Class Destroyers (3/4/2)
- 5 'Vasco da Gama' Class Frigates (4/4/2)
- 'Enguia-II' Class Nuclear Powered Attack Submarines (8/4/3)
- 2 Transport Ships

United Kingdom
United Kingdom of Great Britain and Northern Ireland
Player: kentharu
Economy: +9 sp [-0 from upkeep] [0 banked]
Corporation: [add name here]
Firms: 0/London
1st Army: London, I5

Israel
Medinat Yisra'el
Player: emu
Economy: +7 sp [-0 from upkeep] [0 banked]
Corporation: [add name here]
Firms: 0/Jerusalem
1st Army: Tel-Aviv Yafo, R15

Finland
Suomen Tasavalta
Player: Reno
Economy: +5 sp [-0 from upkeep] [0 banked]
Corporation: [add name here]
Firms: 0/Helsinki
1st Army: Helsinki, G11

Switzerland
Schweizerische Eidgenossenschaft
Player: TerrisH
Economy: +3 sp [-0 from upkeep] [0 banked]
Corporation: [add name here]
Firms: 0/Bern
1st Army: Bern, L7
 
The Battle System

Okay, so I am not very good at making these, but let’s see what I have. It is actually a lot like the corporation competition. I will roll a die as well, but this time the die will have as many sides as the highest combat value of any side in the battle +5. What is a combat value? It is the sum of the defense values of every unit in the defender’s stack and the attack values of every unit in the attackers stack. I will roll for the attacker first, and add to the roll the combat value of the attacker, and then I will roll for the defender and add the defender value to the die roll. Whose ever is higher is the one who won the first battle. I will then roll a 5 sided die. If the role is a 1, 2 or 3, the losers lowest unit in value (if the attacker is the loser, then it’s the unit with the lowest attack value, etc). if it is a 4, then 2 units of the losers stack is lost, and a 5 is the losers 3 lowest valued units destroyed.

After all that is done, I will assess whether you orders were to retreat or not. In each set of orders, the defender and attacker should have issued for the stack on how many casualties to take before retreating to an adjacent square. If no orders were issued, the stack will retreat when it has been reduced to half of its units before the battle. If it is the attacker that is loosing, he can only retreat to the square from which he was attacking from. If he was attacking from the same square that he is attacking, then he can retreat to any adjacent square. If no specification was given in to which square to retreat to, I will randomly choose it.

Air units? Air units are the only units that can move, attack, and then move again. For every other unit, you cannot make another movement after attacking (unless its an automatic retreat). Air units, however, cannot take a city by themselves. Also, when attacking or defending, air units will target enemy air units first, and only when all air units are destroyed (done at the beginning for each battle, so the left over can assist your land battle) in a given square do they begin targeting land units (or naval units if designated so).

As for air units attacking ground units, we call this “bombardment.” You can either target structures in a city or units. You may also designate what units and structures to target. Whether you hit it or not is decided on your accuracy rating of your squadron. This rating is actually the number of times I will roll a 3 sided die. A 1 or 2 means you hit what you wanted, a 3 means you don’t. I will role as many times as high as your accuracy rating. I will roll for any AA defense. After the AA has its round, the remaining squadrons will attack your target. If you hit your target, then I will roll the squadrons combined bombardment value + 5 sided die if you are attacking units. If it is structures, then no role is needed, the structure is hit and destroyed. If the roll is above 3/4 of the sided die, then you hit to kill, if it is below, then you damage the units. I will then roll ANOTHER die, 3 sided, and this will be the amount of units you damage/destroy. You always damage/destroy the three lowest-costing units.

Bombardments always take place at the first part of your turn, before any battles. Air units do not add anything during battles.

Naval units, in addition to their normal sea-to-sea combat, can also bombard the coast. To do this, they must be in the adjacent square or in the same square as the coast. They can only bombard the coastal square. For naval bombardment, I do the same rolls as the air unit bombardment.

Artillery does the same as well. Except for AA defense I substitute defender artillery that can fire back.
 
Structures

These are the structures you can build in your cities. You cannot build any of these outside a city. There are no limits to the amount of structures you can have in any given city. They are susceptible to being destroyed by bombardment.

Economic Buildings
Firm: A firm can be built in any CAPITAL around the world, as long as your not at war with that nation. It provides you with +1 spending point a turn. Maximum of 5 in each capital. Read the corporation section for more information. Cost: 5 sp.
Factory: A factory will boost the city’s industrial capacity by one. They can be built in any city you own, and there is no limit. Cost: 5 sp.
Bank: a bank is a good option to build in your cities that already have maxed out on firms. They provide an extra spending point per turn. Cost: 12 sp.

Military Buildings
Barracks: A barracks in a city will add a +5 defense bonus to any land units stationed in the city. Cost: 15 sp.
Naval Guns: These add +5 defense bonus to any unit that can fire back at naval bombardments. Cost: 15sp.
AA Guns: These add a +5 defense bonus to any unit (or they can work by themselves) that can defend against bombardments from the air. Cost: 15 sp.
Airport: this is the only building that can be built outside a city. An airport will have the symbol of an x, and functions the same way a city would for air units, it allows them to land and take off. They can also be bombarded. Cost: 20 sp.
 
Reserved 3 of 3. You may post.

Please remember, this is a board game. I am only looking for those who want to make a commitment. If you fear you will be burdened in some way in the future, do not join. It is hard to NPC a nation in a board game, and could serve to ruin it. Do not join unless you are here to make a commitment.
 
Russia!!!!!!! I'll read the rules when I get back from sauna.
 
Is Crete independent?
 
The countries with 1 capital and 1 city are rather weak don't they?

I'll pick Portugal :)
 
ok I take Israel
 
Ill take Germany
 
I think I'll go with France..
 
I demand to be the Vatican!!!!!!!!!!!!!!!!!! They're a country!
 
lol, welcome all.

It should be noted that a few, smaller nations are not represented on the map and will just be forgotten about for all gaming purposes. These are, but are not limited to, Andorra, Vatican City, Liechtenstein, St. Pierre, Malta, etc.

But the nations I have units for are the only ones you can join as, and they are listed above.
 
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