Uknes

uknemesis

The Nemesis
Joined
Jan 16, 2002
Messages
2,293
It is 1935. The nations of the world had been at war for over a hundred years, until people finally grew tired of fighting. They elected new leaders to bring peace.

The destruction of those wars has killed most scientists, meaning that the nations are stuck with what they can build already, they have no way to advance in technology.

The new peace treaties made the countries of the world fairer, each having about the same amount of land as everyone else.

But now the two four-year terms of these peaceful leaders has finished. New leaders must be elected.

But will they be warriors or politicians? Weak or strong? Patriots or tyrants?

The fate of the world is in the hands of these new leaders.

The countries of the world are:

Britain(Orange)=President Hjalmar Mitchell[PIETER THERON]
Germany(Blue)=Chancellor Gothart von Hotzendorf[TOASTY]
France(Bright Pink)=President Phillipe Henry [DEXTER]
Italy(Red)=President Martin de Atalanta[__LUFFAREN]
Spain(Yellow)=
Russia(Dark Brown)=Premier Romanov[WILBOMAN]
Sweden(White)=Max Gustaf af Stockholm[ICE-EYE]
Greece(Bright Green)
China(Light Pink)=Chairman Matt Sung-Hui[WARLORD MATT]
Japan(Light Brown)=Emperor Kwan-Sn[KWANSN]
South Africa(Black)
America(Light Blue)=President James Cain[EMPROR COOPINIUS]
Egypt(Pale Yellow)
Canada(Purple)=Prime Minister Pierre Trudeau[KUSHANIS]
Iran(Turquoise)=Prime Minister Farid al-Qafar[RANDOM PASSERBY]
Brazil(Grey)=President Gustavo Bergero[KENNELLY]

And here is the map:




MAJOR RULE CHANGE

To make war more frequent, as it is boring without it, I introduce the SKIRMISH concept.

You can order your troops to skirmish along the border, which can result in hightened tensions but not war, as it is a "misunderstanding". Skirmishes don't activate alliances, and are usually not that costly.

To reflect this, the fight is only one round of combat per defender(in comparison to 1 round per attacker normally). A draw, which is usually lethal in normal combat, is just that, a draw between those troops. This will hopefully make skirmishes less costly.

Winning a skirmish can give you a bit of land, not as much as a war though.

************************************************

Okay, now due to the lack of scientists, there are no technological advances to be made, hopefully making the game easier to play.

Also, there will now be no trading either, but there will be one thing which makes the world go round: money.

Each unit costs a certain amount to build; you begin with 500 gold to spend on your first army, and then you get 250 gold per week after that. Losing or gaining territory will make your gold per week level rise and fall accordingly.

Each nation has 10 generals(nicked from Troq's NES :p ). These can each command up to 10 units. They are named as per their number, ie; Britain's first general commands the 1st Army, and Britain's seventh general may actually be an admiral who commands a fleet of up to 5 ships, which would be known as the 7th Fleet. Air armies are called squadrons, ie; 4th Squadron.

COMBAT

The defence value of the defender is taken away from the attack value of the attacker(Attack Value - Defence Value = Modifier). The resulting number, be it negative or positive, is the modifier. I then roll two dice for the defender, and two for the attacker. I then add(or in the case of negative, subtract) the modifier to the attacker's roll. Whoever has the biggest number, attacker or defender, wins the combat. The other unit dies. Then another unit takes that unit's place, and combat continues. This goes on until either one side retreats as per their orders, or one side loses all their forces defending that area. A battle may stalemate when the attacker has lost half their force, on a roll of 7 or below on two dice.

Opposing units, such as tanks and infantry, will automatically seek each other out on the battlefield.

BOMBARDING= Artillery are the only unit that can bombard in the game(for simplicity). Their fire "attacks" a unit, even if it is on the offensive against the player. The bombard value has the defence value of the unit it is attacking taken away from it, and then the normal roll is made with the modifier. If the artillery wins, the unit it fired at is destroyed. If it fails, another roll is made exactly the same. If the artillery wins, it doesn't kill the unit, but survives counter-fire. If the enemy wins again, the artillery is destroyed. Artillery may fire only once during a battle.

Also, at the beginning of battle, artillery may fire at fortifications instead of at units. If it rolls below a 5 on a 2 dice roll, it succeeds in destroying one line of fortifications. Artillery that has fired on fortifications cannot fire at units in the battle that ensues.

PARATROOPERS= Paratroopers can be loaded onto a transport aircraft, which can carry only one paratrooper regiment at a time. On the ground, paratroopers fight as normal infantry, but when dropped from a transport aircraft, which can also drop them across the sea onto an island, they gain a +2 attack bonus.
Transport aircraft can also ferry normal land regiments around your own territory, but these cannot attack from the transport, to do that they must attack from a sea transport, in a D-Day style landing. They do not get any bonus.

Sea transports are needed to move units around across the sea, the only other unit able to do that being the transport aircraft. The sea transport is the only one which can carry normal land units straight into combat, usually an invasion. A sea transport can carry an ENTIRE ARMY, not just one regiment.

AIR AND NAVAL COMBAT

Air units fight it out for control of the sky before any other combat, and the winner in the air can use air transports to deliver paratroopers. The loser's transports remain on the ground, as they aren't stupid enough to try a suicidal parachute drop, and their paratroopers go into battle as normal infantry. Naval combat comes next, and the winner of that can send in sea transports. The loser cannot, and any of his troops arriving by transport remain inside it. Both times, for air and sea transports, a suicide run could be ordered by the nation's leader(must be in orders), where it tries to survive one round of combat with the opposing nation's aircraft/ships to deploy it's cargo. If it is unsuccessful and is killed in the first round of combat against an enemy, all the men inside die. If it survives one round of combat, then the men deploy as normal, but the transport is certain to die as it has no guns and is outpaced by its pursuers.

The units you can buy are:

TANK REGIMENT
Attack=7 Defence=5 Cost=15

INFANTRY REGIMENT
Attack=5 Defence=7 Cost=10

ARTILLERY REGIMENT
Bombard=5 Cost=20

ANTI-AIRCRAFT GUN REGIMENT
Attack=3 Defence=5 Cost=15
Gets a +2 Defence bonus against air units.

PARATROOPER REGIMENT
Attack=5 Defence=7 Cost=25
Gets a +2 Attack bonus if dropped from a transport aircraft.

TRANSPORT AIRCRAFT WING
Attack=0 Defence=5 Cost=10
Can deliver ONE paratrooper regiment into combat, or can ferry units around your holdings.

FIGHTER WING
Attack=5 Defence=7 Cost=15
Acts as a normal unit against ground and sea targets, but can only attack them, gets a +2 Attack bonus against infantry/paratroopers and transport aircraft.

BOMBER WING
Attack=7 Defence=5 Cost=20
Acts as a normal unit against ground and sea targets, but can only attack them, gets a +2 Attack bonus against tanks and battleships.


AIRCRAFT CARRIER
Attack=0 Defence=7 Cost=50
Can carry a squadon of aircraft(5 wings), extending their range. Fighters can defend a fleet, and the carrier is the only way bombers can attack when more than a certain distance from your holdings.

BATTLESHIP
Attack=5 Defence=7 Cost=25
Gets a +2 Attack bonus against other ships.

DESTROYER
Attack=5 Defence=5 Cost=20
Gets a +2 Defence and Attack bonus against submarines.

FRIGATE
Attack=3 Defence=5 Cost=15
Gets a +2 Defence bonus against air units.

SUBMARINE
Attack=7 Defence=3 Cost=20
Gets a +2 Defence bonus against ships.

TRANSPORT
Attack=0 Defence=5 Cost=50
Can carry an entire army(5 regiments and one general) into combat or just ferrying them around.

FORTIFICATIONS
Fortifications cost 25 gold per reasonable area of border(ie; France's border with Germany would need one fortification to cover it, Sweden's border in South America with Brazil would need two, Russia's border with China would need three, and America's border with Canada would need four). They add a +1 defence bonus to all troops defending that border. They can be doubled up. Fortifications will be shown on the map, with doubled up ones being in two colours instead of one. Fortifications can also be built along the coast, at 25 gold for twice the amount of coastline that fortifications would normally cover(ie; 25 gold for coastline that would have been covered by 50 gold had it been a border).

SECRET SERVICE
Secret services are now so sharp from years of war that they know everything that's going on in the world(so no PMing, just post it in the thread for simplicity!). So there will be no secret orders via PM, and no negotiating via PM, it will all be done on this thread.

DEPLOYMENTS
Deployments must be posted on this thread at the end of every week, in the form of:

1st Army deployed in India.
Composed of 3 infantry regiments and 2 tank regiments.

And so on for each of your ten Generals. If they are attacking somewhere, say so. This will mean at the end of every week, I can easily post the combat results.

Finally, the per week money will enable you to build new units and replacements. They will begin in your home country, and then either move overland to their new assignment, or over sea. They do not really exist until they reach their assigned Army, which shouldn't take any time at all. If you haven't assigned them by the end of the week, they die.

Play will begin when I say so, although you can already say what you will spend your money on.

Any questions or comments? And I hope that the Simple and Regulated NES people will come to this one and play, so I can shut the old one down as it was becoming too complicated to run.

Nemesis
 
UPDATED
 
This looks fab. Can I join, please, as Russia?

The white countries, BTW, are they neutral (i.e non-player controlled), or a real country? If they are neutral, should it be so that one can't "colonize" them, to keep game balance?
I'd like that. And if you attack them, you automatically declare war on their friends (i.e everyone else)?
 
Germany, please!

You know, why not just use a Civ 3-adapted Versailles world map? That would be alot of fun. I think I have one, too...

Chancellor Paul Hindenburg of the Weimar Republic!
 
lol, the white country is Sweden! Sorry, I forgot to mention that, cause Sweden has to be white because I had no other colours to use!

All the world is colonised, and neutral nations(those not controlled by any players) are controlled by me. They will buy a basic army and navy(I'm going to make an average one for the neutrals to use), and each get the same every week. Then when a new player comes in, he can expand their army and navy to his own needs.

Also, these nations WILL be able to defend themselves due to having armies, navies and air forces, and often a declaration of war upon one will result in other neutral countries joining in. Also a neutral nation may offer gold to another nation to aid them in their fight.

Basically, don't see neutrals as a soft touch!

And of course you can be Russia! What will you name be?

Nemesis
 
Originally posted by Toasty
Germany, please!

You know, why not just use a Civ 3-adapted Versailles world map? That would be alot of fun. I think I have one, too...

Chancellor Paul Hindenburg of the Weimar Republic!

Okay, Germany is yours! And I'm using this world map as it is much fairer on all nations of the world at the start - everyone is equal, it's how they play that affects how strong a country they are.

Nemesis
 
I'll play as France if you don't mind.

French Poll Results:
President Phillipe Henry of the French National People's Party was elected today ahead nof his rival Jean-Paul Devont of the Socialist Freedom Party.
Phillipe won the position with 82% of French voters behind him! Let's hope the new President can guide France back to becoming a major player in the world.
Extracts from CanalPlus+ news
 
Originally posted by Dexter
I'll play as France if you don't mind.

Welcome to the game!

Nemesis
 
I suppose I'm Premier Romanov (anyone here play C&C?), then...

As the true formerly exiled aristocrat-turned-politican that I am, I will lead the Russian people to glory, and iron out the mistakes of my Marxist-dictatorical predecessors. Russia will again be recognized as a free and democratic nation!
 
Okay, since there's been few other responses, the game begins now, hopefully it will attract more interest once it's going.

Nemesis
 
Top Secret:
5 Infantry Units - 50g
5 Tank Units - 75g
2 Bomber Units - 40g
2 Transport Units - 100g
2 Battleship Units - 50g
3 Submarine Units - 60g
2 Fighter Units - 30g
1 Air Craft Carrier Unit - 50g
Total - 24 Units at 500g
End
 
Now remember to group them into ten armies/navies/squadrons(some can be empty).

Also post at the end of each army their orders. Copy and paste that into a word doc and save it on your computer, then just edit it and copy and paste it when you change orders/buy things etc.

Nemesis
 
Anyone who becomes a nation before next Sunday night/Monday morning has their 500gold to spend. After that, they're stuck with the army that I give the neutrals, but then get the 250gold per week to improve and change their army. Also, if they redesign the army using 500 gold plus what they get that week and PM it to me, I may consider allowing them to have that one, so long as the neutral hasn't been in combat.

Nemesis
 
Originally posted by Dexter
Top Secret:
5 Infantry Units - 50g
5 Tank Units - 75g
2 Bomber Units - 40g
2 Transport Units - 100g
2 Battleship Units - 50g
3 Submarine Units - 60g
2 Fighter Units - 30g
1 Air Craft Carrier Unit - 50g
Total - 24 Units at 500g
End

I think you'll find this adds up to 22 units at 455g! You still have more money left!

Nemesis
 
Paul von Hindenburg, the grayed old Chancellor of the Weimar Republic picked up the fountain pen on his cherry wood desk. After so many years in office, his writting had become scribbled and odd.

Germany was one of the few nations to stablize after the crash of 1929. The introduction of the Reichsmark in 1932 has managed to calm inflation and lessen unrest. The days of the "Starving Billionaires" with the mark had come to an end and squelched the fascist groups in his country, helped along by the assassination of Adolf Hitler, the Nazi party's leader, by a French nationalist in 1933. (The nationalist was never tried).

The slipping in the economies around the world had resulted in a loosening of the noose on Germany's neck. With the Europeans incapacity to enforce upon Germany the harsh standards of Versailles, war debts were stopped. German industry and coal mining in the Saarland was retaken from the French in Spring 1934. The Rhineland had been re-militarized and occupied by the Republican army later that year.

Germany was still not interested in war in Europe. The peaceful ways of the Weimar Republic maintained, though her small military did not. Interested in protecting their colonies and country, von Hindenburg's "Free People's Conservative Party" had made it the forefront of their campaign to re-establish Germany as a world power, a democratic one, by the expansion of military and economy. The gold stockpiles now numbered at 500--a number not seen since the days of the Kaiser.

Germany was on equal terms with Europe now, and von Hindenburg was about to make it so.

He began writing a letter to General von Paten, General for the armed forces of Germany:

TOP SECRET

Germany is to make the following purchases and orders for her army:

Army Corps I:
2 Infantry regiments 20g
3 Panzer regiments 45g
Total: 65g
Orders: Defend Germany's Western border.

Army Corps II:
2 Infantry regiments 20g
3 Panzer regiments 45g
Total: 65g
Orders: Deploy to Africa with Kriegsmarine VI.

Army Corps III:
3 Infantry regiments 30g
2 Panzer regiments 30g
Total: 60g
Orders: Defend Germany's Eastern border.

Army Corps IV:
3 Infantry regiments 30g
Orders: Deploy to German Indonesia with Kriegsmarine VI.

Air Squadron V:
5 fighter wings 75g
Total: 75g
Orders: Defend Kriegsmarine V.

Kriegsmarine VI:
1 Battleship 25g
2 Destroyers 40g
1 Aircraft carrier 50g
1 Transport 50g
Total: 190g
Orders: Deploy Army Corps II to Africa. Return to Germany and ferry Army Corps IV to the German East Indies. Return to Germany and remain.

Kriegsmarine VII:
5 Submarines 100g
Orders: Patrol the North Sea.

Von Hindenburg sighed. A full army and not a mark to spare.
 
I've been reading along with a lot of these NES games, and figure I might give it a try--can I enter as Iran?
 
I don't understand why people feel the need to ask if they can join a game :p.

Of course you can Random! Just name your leader and make an army structure.
 
Ok I'll try again!! :lol: My absolutely rubbish counting!

1st French Army Led By First General Pierre Blanc
8 Infantry Divisions 70g
1 Anti-Aircraft Gun 15g
Orders: Defend Paris

2nd French Army Led By General Jean Romanov
3 Infantry Divisions 30g
5 Tank Divisions 75g
Orders: Defend South Asian Colonies

3rd French Squadron Led By General Hans French
4 Bomber Divisions 80g
2 Fighter Divisions 30g
Orders: Ready For Counter-Strike Missions

4th French Squadron Led By General Massimo Le Jack
4 Fighter Divisions 60g
4 Anti-Aircraft Gun Divisions 60g
Orders: Defend France From Airbourne Attacks

5th French Fleet Led By Admiral Charles Graft
2 Destroyer Divisions 40g
Orders: Patrol African Colonies

6th French Army Led By GeneralFredrick De Gaulle
4 Infantry Divisions 40g
Orders: Defend African Colonies
 
Air Squadron V:
5 fighter wings 90g
Total: 130g
Orders: Defend Kriegsmarine V.

5 fighters add up to 75gold!

Kriegsmarine VI:
1 Battleship 50g
2 Destroyers 40g
1 Aircraft carrier 50g
1 Transport 50g
Total: 190g
Orders: Deploy Army Corps II to Africa. Return to Germany and ferry Army Corps IV to the German East Indies. Return to Germany and remain.

These are fine except one battleship costs 25gold, not 50. 2 would cost 50gold.

Kriegsmarine VII:
5 Submarines 60g
Orders: Patrol the North Sea.

5 subs cost 100gold, for 60 you would only get 3 subs. The other two can be bought using the money you saved on the battleship(25 gold) and the fighters(15 gold) adding up to the extra 40gold needed.

Von Hindenburg sighed. A full army and not a mark to spare.

That's right, so long as you spend those extra 40 marks on the subs, or if you leave it at 3 subs, then you have 40 marks left to spend.

Nemesis
 
Originally posted by Dexter
1st French Army Led By First General Pierre Blanc
8 Infantry Divisions 70g

I think you mean 7 Infantry divisions. Oh, and we're using regiments, not divisions, unless that's what you want your nation to call them, but they will still be the same strength as everyone else's regiments. Anyway, up to you.

As for planes, they're in wings, but you can have air divisions if you like, probably easier to remember.

As for ships though, it's not a destroyer division I'm afraid! It's only one ship!

That's how much those babies cost lol! But when they carry the same firepower as an entire artillery regiment(I think) then I think you can see why they come in ones!

Anyway, other than that, there's nothing wrong with that one, so good job!

And Toasty, no need to edit yours so long as you make clear you want the extra money spent on the two subs, I'll just ignore the money and keep to the organisation you've laid out.

Finally, each army was only supposed to hold 5, but after looking at the deployments I posted and realised even I broke the rule, I've changed it to 10 per General, so you can now have 100 units!

Nemesis
 
Top Bottom