NEB1: One Thousand and One Ways to Die

Daftpanzer

canonically ambiguous
Joined
Nov 27, 2002
Messages
6,641
Location
Portsmouth, England, UK
EDIT: This game has now reached a conclusion. Please feel free to leave any comments or suggestions. Thankyou :).

Welcome to Never Ending Battle #1: One Thousand and One Ways to Die. In this game, players will buy and give orders to units on a map, with the idea of wiping out other teams, for the glory.

There was no backstory originally, but one has evolved over time. Basically, it is set in the failed state of Soldia, undergoing a war between factions and ideologies, and now there is also some foreign intervention from off-map.

Original map:


Spoiler DISCLAIMER :
This NEB may be aborted, terminated, abandoned and/or disowned at any time without prior notice. All sprites are stolen from computer games which I may or may not own, except some sprites I made myself :D


~EDIT: RULES UPDATED AND AEROPLANE UNITS ADDED~

THE MAP: is divided into squares, which are numbered A-J by row and 1-10 by column, so you can specify any square as a target and/or destination.

*Some squares have buildings, which can be captured by moving units onto them. Some squares have roads (grey). Some units have forests, jungles, swamps, hills and mountains, and you can probably guess the effects those will have on different units.

THE TEAMS: each team has a 'HQ' shown by the special towers/radar on its side of the map. If the HQ is captured, that team can't build most kinds of units until it is retaken. You are not allowed to move onto the HQ's of inactive teams.

Multiple players can play on the same team, with independent units and income, unless they want to share. When a new player joins with their initial free $$$ to spend, other teams may be compensated by receiving random free units.

Other teams can be created on request of individual players, who will be given control over where they start, and what other players join them. But these new teams will face some disadvantages.

Various NPC factions and units also exist.

HQ's: these take two turns to capture. At least one (ground) unit must be on the tile for two consecutive turns to capture it.
->Once a player's HQ is totally captured, they are only allowed to build some infantry units (troopers, heavy troopers, commandos, and snipers but NOT stormtroopers). They can't build anything else until their HQ is retaken somehow :( (although, it is possible that a long-running guerrilla campaign will be awarded a new HQ somewhere).

MONEY ($): you buy units (and maybe other special things) using money. Everyone who joins one of the main teams starts with $6 (those who make thier own custom teams may get less). Teams get a certain about of $ per turn depending on how many buildings they control on the map. Usually the income is divided evenly among players on each team, but there may be bonuses for heroic actions.

HEROES / COMMANDERS: the first unit you buy is a 'hero' unit, which can gain experience levels for extra combat bonuses, and will inspire nearby units.

NEW UNIT PLACEMENT:
LAND UNITS -> start at HQ or any adjacent square.
BUILDINGS (building options awaiting player approval) -> various requirements, will be listed in the stats.
SEA UNITS -> start at any water tile adjacent to HQ, or any friendly-controlled port that can trace an unobstructed line of supply back to HQ.
AEROPLANE UNITS -> start at any friendly-controlled airbase that isn't cut off from HQ. The Light Fighter is an exception that can be based anywhere without terrain icons such as the forests, hills, mountains etc. They can also rebase to cities and ports, using main roadways to takeoff and land.

UNIT ACTIONS: Basically, each unit* can do one of six things each turn:

Option #1 - Move and Shoot: unit can move as far as it says in the stats (which are listed further down this post, also note that diagonal moves are allowed) and then attack some enemies (if they are in range).

Option #2 - Shoot and Move: unit can fight some enemies for a while (if they are in range) and then move away by the end of the turn, as far as it says in the stats (diagonals allowed).

Option #3 - Double Move: unit can move twice what it says in the stats. It will be better able to avoid enemy fire, but won't do much damage to enemies. It will only stop to fight as a last resort if its path is totally blocked.

Option #4 - Double Shoot: unit stays still, but can do more damage to enemies and/or attack multiple enemies in different directions.

Option #5 - Dig In: unit stays still, and tries to dig trenches, lay minefields, build bunkers etc. This takes one turn, and once complete, the unit will suffer less damage from any attacks while staying in the square. The unit will still fight back if it is attacked while trying to dig in - if the attack is serious enough, the troops will abandon unfinished positions and focus on fighting instead. If a dug-in unit moves away, the empty fortifications will survive for a while on the map, and can be reclaimed later, but will eventually/randomly disappear if left empty for several turns.

Option #6 -Regroup/Reorganize/Repair: basically, the unit gets most of its health back (red 'sparkles' next to units indicate heavy damage, yellow medium damage, and blue light damage), provided the unit is not totally isolated from HQ. BUT the unit cannot move at all this turn, and cannot really fight either while doing this. If the enemy attacks while the soldiers are resting, or being treated for injuries, and mechanics are working on vehicles, it could be a disaster - there is a good chance to take extra damage and be destroyed completely. For this reason, it is wise to move damaged units to a safe area first, allowing them to regroup next turn.

*NOTE that 'Aeroplane' units don't follow the same rules. Instead, they can perform one mission (of any kind, within reason) per turn, in a specified area around any specified point on the map. They will be shown on the map over their target area, but are assumed to begin and end each turn at a friendly-held airbase, where they are potentially vulnerable to air or ground attack. Also, being based closer to the target area will allow more time for fighting during the turn, instead of flying around.

NOTE that you do not need to give detailed instructions for every single unit. You can just give general orders/guidlines for whole groups of units, and I'll work out which of these actions are used, I'm quite happy with that too.

ORDERS: I'd prefer orders to be posted in the thread. Those who post early will get an 'initiative' bonus for that turn. However I will discourage people from greatly changing their orders once publically posted (with units getting confused and potentially doing nothing!) UNLESS I make a mistake or change the rules as I have done frequently. I will accept PM's if there is a desire for secrecy.

-Please note that you can give orders to units the same turn they are built!


Spoiler UBER STATS LIST OF ALL THINGS :

--- Buildings: ---

Airfield: $6 + $4 for every other new airfield you have already built
Placement: Any land square without existing buildings, without a mountain terrain icon, that is under or adjacent to a friendly unit, and has an unobstructed line of supply back to HQ.
Special: Provides a base of operations and a spawning point for aeroplane units. Gives $1 a turn income.

Port Facility: $6 + $4 for every other new port you have already built
Placement: Any land square without existing buildings, on or adjacent to the coast, that is under or adjacent to a friendly unit, and has an unobstructed line of supply back to HQ.
Special: Provides a spawning point for naval units. Helps to repair adjacent naval units. Gives $1 a turn income.

Arms Plant: $6 + $4 for every other new arms plant you have already built
Placement: Any land square without existing buildings, that is under or adjacent to a friendly unit, and has an unobstructed line of supply back to HQ.
Special: Random (33%) chance to produce special weapon or armour upgrades that can be used for individual units. Also gives $1 a turn income.

Mining Facility: $6 + $4 for every other new mining facilitiy you have already built
Placement: Any land square without existing buildings, but with hills or mountain terrain icons.
Special: Random (?%) chance to discover special ores that can be taken back to HQ on supply trucks to give a bonus of between $2 and $6. Also gives $1 a turn income.

--- Infantry Units: ---

Trooper: $2
Firepower: low
Toughness: medium
Range: 1
Movement: 2
Special: digging-in bonus.

Heavy Troopers: $3
Firepower: medium
Toughness: medium
Range: 1
Movement: 1
Special: digging-in bonus.

Snipers: $3
Firepower: medium
Toughness: low
Range: 2
Movement: 2
Special: digging-in bonus. Hard to hit. Does more damage to troopers, hardly any damage to vehicles. Its position on the map may not be its true position (only the commander will know for sure).

Commando Troopers: $3
Firepower: medium
Toughness: low
Range: 1
Movement: 2
Special: digging-in bonus. Morale bonus. No difficulties in rough terrain. Ignores fortification/digging-in bonus of enemies. Does random extra damage to nearby enemy units in combat (sabotage).

Storm Troopers: $4
Firepower: medium
Toughness: medium
Range: 1
Movement: 2
Special: digging-in bonus. Morale bonus. Ignores fortification/digging-in bonus of enemies. Does more damage to troopers, less damage to armoured targets.

--- Land Vehicle Units: ---

Supply Trucks: $Special
Firepower: low
Toughness: low
Range: 1
Movement: 3
Special: will automatically appear on certain occasions. Enemy trucks may be captured for bonus $, or otherwise destroyed to give a penalty to some of their units. These trucks may also appear when one player wishes to donate $ to a player on another team.

Humvee: $3
Firepower: medium
Toughness: low
Range: 1
Movement: 4
Special: when 'regrouping', there is a random (%50) chance of healing all other friendly units on the same square.

Armored Car: $3
Firepower: low
Toughness: medium, ARMORED
Range: 1
Movement: 4
Special: instead of attacking, can use smokescreen / EMP attack to provide cover for nearby units.

Light Artillery: $3
Firepower: medium
Toughness: low, ARMORED
Range: 2
Movement: 3
Special: Can do armor-piercing attack (extra damage to armored targets, less damage to unarmored targets in same square).

StuG: $3
Firepower: medium
Toughness: high, ARMORED
Range: 1
Movement: 3
Special: large attack penalty if firing and moving in same turn. More vulnerable to flank attacks. Can do armor-piercing attack (extra damage to armored targets, less damage to unarmored targets in same square).

Engineer Vehicle: $4
Firepower: low
Toughness: medium, ARMORED
Range: 1
Movement: 3
Special: gives bonus to nearby units for moving, digging in and regrouping (engineer tools). Gives attack bonus to nearby artillery units (towing / ammo supplies). Can repair bridges much quicker than other units.

APC: $4
Firepower: low
Toughness: medium, ARMORED
Range: 1
Movement: 3
Special: can transport any two infantry units, which can fire from inside while being transported.

Light Tank: $4
Firepower: medium
Toughness: high, ARMORED
Range: 1
Movement: 3
Special: can do armor-piercing attack (extra damage to armored targets, less damage to unarmored targets in same square).

Flakker: $4
Firepower: medium
Toughness: medium, ARMORED
Range: 1
Movement: 3
Special: does more damage to aircraft.

Fixed Artillery: $4
Firepower: high
Toughness: low, ARMORED
Range: 3
Movement: 0!
Special: needs to be towed by another unit - ideally an Engineer Vehicle - else it is immobile. Cannot attack on the same turn as it is being moved. Does splash damage - damage is always spread between all units in a square, and random extra damage to neighbouring squares also.

Rocket Artillery: $5
Firepower: medium
Toughness: low
Range: 3
Movement: 3
Special: extra damage to unarmored targets, less damage to armored targets.

Guided Launcher: $5
Firepower: medium
Toughness: low
Range: 2
Movement: 3
Special: random extra damage to aircraft and vehicles. Does little damage to troopers.

Medium Tank: $5
Firepower: high
Toughness: high, ARMORED
Range: 1
Movement: 3
Special: can do armor-piercing attack (extra damage to armored targets, less damage to unarmored targets in same square).

Heavy Tank: $6
Firepower: high
Toughness: extra high, ARMORED
Range: 2
Movement: 2
Special: can do armor-piercing attack (extra damage to armored targets, less damage to unarmored targets in same square).

Heavy Artillery: $6
Firepower: high
Toughness: low, ARMORED
Range: 4
Movement: 2
Special: Does splash damage - damage is always spread between all units in a square, and random extra damage to neighbouring squares also.

--- Sea Units: ---

Speedboat: $2
Firepower: low
Toughness: low
Range: 1
Movement: 5
Special: hard to hit. Can transport 1 trooper unit.

Destroyer: $4
Firepower: medium
Toughness: medium, ARMORED
Range: 2
Movement: 4
Special: more chance to damage enemy Subs.

Gunboat: $6
Firepower: high
Toughness: high, ARMORED
Range: 3
Movement: 3
Special: naval unit, with splash damage - damage is always spread between all units in a square, and random extra damage to neighbouring squares also.

Missile Boat: $6
Firepower: medium
Toughness: medium, ARMORED
Range: 4
Movement: 3
Special: naval unit. Extra chance to shoot down jets. Extra damage to aircraft and vehicles (including ships). Very little damage to troopers.

Submarine: $3
Firepower: high
Toughness: low
Range: 2
Movement: 3
Special: naval unit. Hard to hit, especially for land units. Can only attack ships. Its position on the map may not be its true position (only the commander will know for sure).

Transport Boat: $3
Firepower: low
Toughness: medium, ARMORED
Range: 2
Movement: 3
Special: naval unit. Can transport any one ground unit, or any two troopers at a time.

--- Helicopter Units: ---

Recon Chopper: $3
Firepower: low
Toughness: low, AIRBORNE
Range: 1
Movement: 6
Special: hard to hit.

Gunship: $6
Firepower: medium
Toughness: low, AIRBORNE
Range: 2
Movement: 6
Special: hard to hit.

Helicopter: $5
Firepower: low
Toughness: low, AIRBORNE
Range: 1
Movement: 5
Special: can transport any two infantry units, which can fire from inside while being transported. OR can pick up and tow one vehicle (anything except Heavy Tanks or Heavy Artillery), but is more vulnerable to attack while doing this.

--- Aeroplane Units: ---

Light Fighter: $3
Firepower: low
Toughness: medium, AIRBORNE
Airspeed: low
Manoeuvrability: high
Special: Aeroplane unit. Doesn't require airbase to build. Can be based from any building or clear tile (no terrain icons).

Light Bomber: $5
Firepower: medium
Toughness: medium, AIRBORNE
Airspeed: low
Manoeuvrability: medium
Special: Aeroplane unit. Must be built at a friendly airbase. Does area damage to ground targets. Does little damage to other aircraft. Can do high-altitude bombing to avoid enemy fire, but with less accuracy.

Interceptor: $5
Firepower: medium
Toughness: low, AIRBORNE
Airspeed: high
Manoeuvrability: medium
Special: Aeroplane unit. Must be built at a friendly airbase. Does extra damage to other aircraft, less damage to ground targets.

Fast Bomber: $9
Firepower: high
Toughness: medium, AIRBORNE
Airspeed: high
Manoeuvrability: medium
Special: Aeroplane unit. Must be built at a friendly airbase. Does area damage to ground targets. Does little damage to other aircraft. Can do high-altitude bombing to avoid enemy fire, but with less accuracy. Can randomly evade enemy fire (ECM/stealth systems).

Tank Killer: $6
Firepower: high
Toughness: high, AIRBORNE
Airspeed: medium
Manoeuvrability: high
Special: Aeroplane unit. Must be built at a friendly airbase. Does less damage to other aircraft.

Heavy Bomber: $9
Firepower: extra high
Toughness: medium, AIRBORNE
Airspeed: medium
Manoeuvrability: low
Special: Aeroplane unit. Must be built at a friendly airbase. Does area damage to ground targets. Does little damage to other aircraft. Can do high-altitude bombing to avoid enemy fire, but with less accuracy.

Heavy Fighter: $9
Firepower: medium
Toughness: medium, AIRBORNE
Airspeed: high
Manoeuvrability: high
Special: Aeroplane unit. Must be built at a friendly airbase. Can randomly evade enemy fire (ECM/stealth systems).

Transport Jet: $9
Firepower: none
Toughness: medium, AIRBORNE
Airspeed: medium
Manoeuvrability: low
Special: Aeroplane unit. Must be built at a friendly airbase. Can transport one land vehicle or two infantry units from one airbase to another. Can paradrop infantry over any square on the map.

--- One-Use Specials: ---

Airstrike: $2
Firepower: high
Toughness: low, AIRBORNE
Range: INF
Special: hired for one turn to attack a specific target. Flies in and out from your team's edge of map, and can be shot down en-route, especially by Guided Launcher or by an Interceptor.

Transport/Paradrop Mission: $2
Firepower: extreme
Toughness: low, AIRBORNE
Range: INF
Special: hired for one turn to transport one land vehicle or two infantry units from one airbase to another. Alternatively, up to two infantry units can be dropped as paratroopers over any square on the map. This unit(s) must first be picked up from another airbase, or be something newly-built which can start inside the transport. The transport jet flies in and out from your team's edge of map, and can be shot down en-route, especially by Guided Launcher or by an Interceptor.

Tactical Nuke: $12
Firepower: extreme
Toughness: low, AIRBORNE
Range: INF
Special: one-shot weapon, does extreme damage over a 5x5 square area and contaminates the ground. Fired from an aircraft which flies in and out from your team's edge of map, and can be shot down en-route, especially by Guided Launcher or by an Interceptor.

Other: $?
Feel free to PM me to discuss extra special weapons :)


---

Spoiler EXTRA ADVANCED RULES :
Notes on Moving: -> Units move at different rates, shown in the stats above. They don't have to use all their movement points during a move.
-> Moving into mountains/forests/swamps etc may randomly slow down certain units (especially heavy tanks and artillery).
-> Units can move diagonally, but cannot move into or through an enemy-occupied square.
-> No more than two vehicles AND up to four troops can be in any one square at the end of the turn.
-> You can do a double move instead of moving/firing, which counts as 'evasion'. As well as moving further, the unit will be harder to hit for that turn.

Notes on Shooting: -> You can simply reserve actions for firing. The unit will attack any target of opportunity.
-> Or, you specify a square to shoot at. You can also attempt to target a specific unit in a square, if there are more than one.
-> You can do a double-attack on the same target, or two different squares, if you don't move.
-> Some units have optional attack modes with different effects. EG, tanks can fire armour-piercing rounds, if you specify it.
-> Most units can only attack the adjacent square (range 1), but some units can attack at long range.

Notes on Digging In: -> It makes it 50% less likely to take damage from enemy fire.
-> Troops get extra defence bonus when dug in, especially in cover of terrain or buildings.
-> It lasts until the unit moves again.

Notes on Regrouping: -> 50% chance to repair all damage.
-> BUT unit will take extra damage if attacked while trying to regroup.

Notes on Air Missions: -> Aeroplanes can perform one mission per turn in a roughly 3x3 square area, the following are some ideas:
*Air combat (attempt to intercept enemy aircraft over the target area)
*Ground attack (possibly in support of friendly ground units)
*Strike (attack a specific building/airfield/bridge)
*Recon (give advanced warning of enemy troop movements, basically giving a bonus to friendly units in battle)
*Raiding (try to distract enemy anti-air or lure away enemy fighters)
*Freelancing (doing whatever seems most appropriate)

Other Notes: -> Attacking from multiple directions at once will be more effective.
-> If a unit is surrounded, it will fight very poorly.
-> If a unit is in a tight spot, it may decide to retreat against your orders.
 


Previous Turns:

-1-
-2-
-3-
-4-
-5-
-6-
-7-
-8-
-9-
-10-
-11-
-12-
-13-
-14-
-15-
-16-
-17-
-18-
-19-
-Endgame-
-Epilogue-

Player Stats:

As of Turn 2, all player data is shown on the map image itself. Please see the latest update!



Joining:

If you would like to join either RED, GOLD, AQUA or GREEN armies (the four main protagonists), then feel free to jump straight in. You will have $6 to spend on units that you will personally control, and will get your own slice of income from that team's total. You can give orders to your units the same turn as building them. If you do well, you may get a bigger share of income, or be given control of more units.

You can also create you own custom team, with some advantages and disadvantages, but please talk to me about that first (either by PM or in the thread). As of turn 13, things are getting more confusing with regards to different factions :)

Default Template:
Your name / desired team
(you get $6 - spending/ unit placement/ initial orders here)

Examples:
Spoiler :
Daftpanzer / Red
Buy heavy tank (-$6), place on D1. Orders=double move, get as close as possible to airbase at F6.

---

Daftpanzer#2 / Aqua
Buy heavy trooper (-$3), buy transport boat (-$3). Place trooper inside transport on A4. Orders=unload, move south and secure the docks at B4.

---

Daftpanzer#3 / Green
Buy heavy trooper (-$3), hire transport jet (-$2). Paradrop the heavy troops over the city at E6. Orders=unload and dig in.

---

Vermillion Mephisto / Gold
Buy trooper (-$2), place at J2.
Buy trooper (-$2), place at J5.
Buy trooper (-$2), place at J7.
All units move in random directions, reserving one action for opportunity fire.
 
I liked Advance Wars 2.
 
Just noticed the typo in the title.

Dachs said:
I liked Advance Wars 2.

Actually, I've never played it and don't even have a GBA. I just found the sprites during a downloading spree a while back. Along with a load of SNES and Genesis and Amiga games...

Also got Dune2 and Battle Isle graphics that could have done just as well. And Fairline's ww2 unit graphics for civ2/ToT scenarios.
 
Joining the Blue Team.

EDIT: Can I do some stories on this world?
 
Lurkerism: Awww dangit I was supposed to use Advance Wars sprites (among other sprites Daft hasn't used yet) for something at some point! :(
 
Charles Li/Red Team
(you get $6 - spending/ unit placement/ initial orders here)

Trooper at D1 Protect Base from Barbarian attack.

Light Tank at E2. Protect from attack.

CONTINGENCY. If Barb trooper tries to attack light tank (know known as the Litans) attack the barb trooper.
 
I want to join, but your pictures aren't showing. :(
*Kicks Computer*

EDIT:
Refresh, MooseWarrior, Refresh!

After 20 refreshes it works! :)

I call Green Team.

Buy 1 heavy trooper. (-$3) Put on G10.
Buy 1 trooper. (-$2) Put on H10.
H10 trooper moves to H9.
G10 heavy trooper move to G9, and fights if he has to.
 
Refresh, MooseWarrior, Refresh!

I'm very close to joining this NES as the yellow or red teams. Especially if its anything like the Advance Wars.
 
Turn 1



War casts a shadow over the once peaceful land. Where so many have fallen, others know they must follow…

Anarchist soldiers watch from the rooftops of the Imperial Palace (E6) as three different army factions approach from the distant west, north and east. The final battle has begun… but will the army soldiers unite to restore order, or will they fight amongst themselves?




RED forces advanced eastwards without incident.
RED high command sent a Flakker and another Trooper to reinforce Charles Li.

The Anarchist Humvee at C8 decided to join Neverwonagame3's command rather than fight the combined AQUA forces. The appearance of bestshot9's heavy tanks has spread panic in the Anarchist ranks.

GREEN forces led by MooseWarrior's Heavy Troopers encountered resistance from Anarchist troopers in the industrial area at G9. Facing superior firepower, the Anarchist troopers eventually broke and fled. MooseWarrior's Heavy Troopers took also casualties, but gained an experience level.
GREEN high command sent a Light Tank and a Trooper to reinforce MooseWarrior

Bunny rabbits in F3 are being chased by wolves!

A giant squid has been detected at C7.

Giant squirrels have been spotted in C2. They did not attack the passing soldiers of Charles Li.

INCOME:

All sides gained $2, which means the two AQUA players receive only $1 each this time!

NOTES:


Well Photobucket seems to be having some problems. Hopefully you can see the pics :)

I'd prefer PM's to be reserved for important things only. At this point, there isn't really any need for secrecy.

You are allowed to defect to another side, but if the other side won't accept you, you'll be stuck fighting against everyone, and won't be able to recruit more units. Although, if you have a powerful army, you might get a new HQ of your own, and be able to start a new faction.

To repeat, those who post orders first (and don't change them later on :) ) will have the 'initiative', which means they can surprise enemy units, even if other players know what is coming!

Also to repeat, I've actually never played Advance Wars, I've just got the sprites from a random sprite website. So I don't know if this is much like that game!
 
EDIT: Eliminated query answered by stats.

2: Can I do stories?
 
Oops, yep the Humvee joined you, not Charles Li!

You can do stories but only for your own amusement, I can't promise any bonuses from them :)
 
I assumed that will be the case. I'll edit this post to have one.
 
EDIT: In time, I'm going to try and start a new saga. I'll try and make it better then my NESLife one. I'll set the scene first...

The Soldian Wars
Soldia was once a peaceful, stable country. It's unusual square borders came from it being a buffer state between the Three Great Powers. The Xenions, sticklers for order, insisted upon the borders for some reason.

At this time, Soldia was ruled by the Soldian Emperor, at the capital of Noshura (E6). The country was backward, but not by that much- everybody agreed it would soon catch up technologically. Socially, it still had human rights abuses in the South, though.

Then came the usurpation of Year 50. Xolniu, fourth in line to the throne, had taken the capital in a palace coup. Proclaiming the rightful doctrine of anarchy, he carried a very tenous support from the army.

The result was the formation of The Coalition. All Three Great Powers were distracted (as Xolniu had hoped), but sent in all resources they could spare (though the Ebrians could spare none). A local coup de'tat also began, forming a fourth power.

Krebro, foriegn by birth but undoubted rightful heir to the throne, led the Yellow Army of Shangnia. Charismatic and brave, he knew rightly that law was on his side. He had few resources to hand, and was behind his competitors- but he was determined to defeat the usurper and regain his rightful throne...

The Democrats of the West were controlled by the Utaran Army. Fighting in the name of the people, they argued that Great Power politics had no right to impose a reigme on the Soldian people unless they wanted it. Led by skilled professional generals, they marched on to liberate...

The U.N forces of the Green faction argued that the state of the country required an undemocratic reigme. The people, all evidence suggested, would vote for racism, sexism, religious intolerance- this was unacceptable. The southern island people were discriminated against by segregation measures- this had to be ended...

The Nationalists of the North were a local faction. They were led by a dictator with no legal basis for rule, who was going to retain human rights abuses. But he was a local- not some foriegner. He wouldn't allow the people to run the country, but he would run it in accordance with Soldian traditions- and would give them his ears.
 
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