UKNES7 - "Hope and Glory"

uknemesis

The Nemesis
Joined
Jan 16, 2002
Messages
2,293
It takes just one person to become a hero, and to create a legend.

They must be one who will fight for what they believe in, one who will fight against all the odds to save those around them. They must have courage, and have the conviction that what they are fighting for is right.

For without heroes, nations are torn apart, consigned to the history books.

In Europe now, Russia is a giant, threatening those around them. Prussia and Austria now strike to help save Sweden, a nation who's leader has fought to the end to save his nation, but even the biggest of victories cannot save him now.

Sweden will most likely be remembered as a courageous nation, strong but destroyed by the tyrannical Russians aided by the British.

But new hope emerges as the Prussians march towards Moscow, and Britain stands by, knowing this is a blood feud they should not get involved in. Can someone finally bring this tyrant down? Prussia's ally, Austria, has no leader for now, and is instead ruled by a Parliament, who cannot make the decisions as well as a single man.

Can a hero arise to lead Austria? Can he and the great leader of Prussia finally defeat the darkness that threatens to overwhelm Europe?

Only time will tell if a legend is born in that battle, but with the French seemingly supporting the Russians, it could easily turn into the darkest days of Europe, with Berlin and Vienna falling rather than Moscow.

In Africa, Carthage seemed on the verge of extinction, until one great man, Hannibal, descendant of the famous elephant rider, emerged to lead his nation to victory over the Italians as his ancestor did against the Romans, Italy's own ancestor.

Now the tables have turned, and Italy is on the defensive. Can Carthage win a victory over those who have scorned it for so long, and Hannibal earn his status as a hero like his predecessor?

No one knows yet, but with the Spanish, the second largest power in Europe seemingly moving to aid the Italians should they be attacked, and Turkey, another large power moving to help bring down the Italians, the whole of Europe seems on the brink of a catastrophic war.

The darkest days are upon Europe, but to the south and to the west new hope emerges. Nations there have been formed from the squabbles between tribes, and now they are ready to take their place in the history books. But can they match the might of the Great Powers of Europe? Or will they simply become another European colony?

History will be made, and heroes and their nations will rise and fall, until one hero proves himself above all.

And becomes a legend...

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

When you go home,
Tell them of us and say,
For their tomorrow,
We gave our today.

The Kohima Epitaph

All gave some,
Some gave all.

Unknown

They shall not grow old as we that are left grow old.
Age will not weary them, nor the years condemn.
At the going down of the sun, and in the morning,
We will remember them.

Laurence Binyon

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

HMS Victory fired another broadside like the one that had so devastated the French flagship, Bucentaure. This one hurt the Redoubtable, but not enough. HMS Temeraire, known as the Saucy Lady, sailed past the stern of the Redoubtable as the men on board readied themselves to board Victory, their sharpshooters having cleared Victory's upper deck.

The Temeraire opened fire, her three decks, like the Victory's meaning her top cannon fired right down the upper deck of the Redoubtable.

And this was not any ordinary cannon ball fire. This was grapeshot, small balls of iron slightly bigger than a musket ball. There were many in each grapeshot, and now a wave of it poured over Redoubtable.

The French ship was left stunned, and most of her crew lay dead.

But as the Redoubtable tried to escape the vengeful wave of British Marines jumping onto her deck, one of the sharpshooters in her rigging spotted a rich target who only had one arm and was blind in one eye.

Admiral Lord Horatio Nelson, hero of Great Britain.

The man fired, and the figure on HMS Victory's quarterdeck fell.

The Marines continued their attack, and the sharpshooter was killed soon after, but the damage was done. On board Victory, Captain Hardy rushed Nelson below before his men could see the injuries.

The Redoubtable struck her colours, another prize for Nelson, but the great man lay below dying in Victory's cockpit.

Nelson received word that he had won the battle - that he had done his duty and saved Great Britain from invasion.

Then he died, knowing he would get a hero's funeral in Britain.

For now Britain was safe, revenge against Napoleon would come soon...

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

Rules

Orders will be PMed to me. I will try to update every night, at probably midnight GMT, sometimes earlier as I may be going out(not more than twice a week usually, too tiring doing it too often lol).

The game is just like UKNES2/3 in most ways. Each unit has one movement point, which can be spent:

Loading and unloading from a fleet(this costs the fleet no movement points). Only loading or only unloading doesn't mean that you can use another half point - that half point goes to waste.
Moving one province.
Moving one sea.
Attacking.
Constructing a building.

Defending costs no movement points.

Combat

To begin with, your units kill at only 4 or below on a ten sided dice. You can upgrade this however:

Flintlock muskets Costs 10 credits.
Makes your armies kill at 5 or below on a ten sided dice.

Flintlock cannon Costs 12 credits.
Makes your fleets kill at 5 or below on a ten sided dice.

Rifles Costs 25 credits.
YOU MUST HAVE FLINTLOCK MUSKETS FIRST. Makes your armies kill at 6 or below on a ten sided dice.

Rifled barrels Costs 30 credits.
YOU MUST HAVE FLINTLOCK CANNON FIRST. Makes your fleets kill at 6 or below on a ten sided dice.

Breech-loading rifles Costs 50 credits.
YOU MUST HAVE RIFLES FIRST. Makes your armies kill at 7 or below on a ten sided dice.

Breech-loading cannon Costs 60 credits.
YOU MUST HAVE RIFLED BARRELS FIRST. Makes your fleets kill at 7 or below on a ten sided dice.

When it comes to combat, there are still everyone's favourite, the MILITIA! This little guy kills at 2 or below on a ten sided dice to begin with, but upgrades with your army since they get all the cast offs. Basically, if you have breech loading rifles, your militia will kill at 5 or below!

The person with the most units at the end of combat(each unit has one roll) wins the battle, and the other side must retreat from the province - leaving it in enemy hands.

You CANNOT attack with a new army. You must wait till the turn after. New fleets CANNOT transport armies to invade. You must wait till the turn after.

When you move into a neutral province, and another nation does too, unless one side has been given orders to take it even if it means fighting, then they will not fight, but instead just sit there waiting for orders the next turn. Neither side will be able to claim the province until they either force the enemy to retreat using armed force(fighting) or one side backs out, usually after diplomatic negotiations.

Bombarding is basically an attack, which cannot be responded to. It can target buildings, resources or units, including Town Halls. ARMIES AND FLEETS CAN BOMBARD! But be warned, bombarding with an army CAN be responded to by a returned-fire bombardment.

NEW FLEETS AND NEW ARMIES CANNOT BOMBARD!

Military Bases, Docks and Barracks are the exception however. They DO fire back, with the same strength a militia does. Also targetting these incurs a -1 penalty for the attack if it's a barracks or docks, and a -2 if it is a military base.

Resources

Just like JNES and UKNES6. ONE RESOURCE IS THE CONSTANT FLOW OF RESOURCES NEEDED TO MAINTAIN ONE UNIT. Basically, once a resource and a unit are paired, that resource cannot be used to build any other unit until the unit is destroyed or disbanded.

One grain is required for one army, and one wood is required for one fleet. You must still pay for the units to buy it first though.

When you take a province, you automatically destroy the Mills and Carpenters that are in it, and you can also choose to destroy the resources that naturally come with that province to hurt the enemy economically if they can take the province back next turn.

Resources CAN be traded, but this is NOT permanent - it's merely an agreement to give each other the supply of resources and can be cancelled at any time. You can also trade resources for credits.

UNITS WITHOUT RESOURCES

You CAN build units without resources, but it is expensive. It costs the same amount to build a unit that requires no resources, but it costs 3 credits per turn in income.

If you destroy the resources of another player, leaving them without the resources to support a unit, then they have to pay the 3 credits per turn, until they either make the resource for it again(you may always assign an unused resource to a unit without a resource to get rid of the upkeep needed) or disband the unit.

Nation Bonuses

Each nation gets a bonus to defence and attack, at sea and on land(well, basically you may get a bonus for land attack, or sea defence etc). These do NOT affect bombardment or militia.

These bonuses ARE equal. Each nation got a bonus point, and could get extra by incurring penalties in other areas. So no complaining :p. What I hope with these bonuses is that each nation will be more individual, with their own strengths and weaknesses, and therefore be more fun to play.

Britain +1 Defence on land, -2 Attack at sea, +2 Defence at sea
France +2 Attack on land, -1 Defence on land
Spain +1 Defence on land
Carthage +1 Attack at sea
Italy +1 Defence at sea
Prussia +1 Attack on land, +1 Defence on land, -1 Attack at sea, -1 Defence at sea.
Austria +1 Defence on land, +1 Attack at sea, -1 Defence at sea.
Ottoman Turkey +1 Attack on land, -1 Attack at sea, +1 Defence at sea.
Russia -1 Attack on land, +2 Defence on land, -1 Attack at sea, +1 Defence at sea.
Sweden +1 Attack on land.

Credits

You get five credits from your capital, and three from a province. FOR THE FIRST TURN, YOU GET A BONUS FIVE CREDITS, MEANING YOU START WITH TEN CREDITS.

Also, for those who begin with landlocked capitals - you may have one coastal province which can be upgraded straight to Docks for the price of an upgrade to a Town Hall, to make up for your Military Base being worthless :p.

Buying List

Army - 3 credits. Moves only on land, needs fleets to transport it across sea. It can bombard an enemy province rather than invade it, but enemy armies WILL fire back.

Fleet - 5 credits. Moves only at sea, can bombard a coastal province to destroy buildings and kill units.

Mill - 7 credits. Gives you one extra grain resource in that province. Each province can hold up to 5 Mills or Carpenters, in addition to its basic resources(once these are destroyed, you cannot count them in the amount of Mills and Carpenters you can have to replace them though - 5 is still the max). AN ARMY MUST BE PRESENT IN THE PROVINCE TO BUILD THIS, AND IT TAKES UP IT'S TURN.

Carpenter - 7 credits. Gives you one extra wood resource in that province. Each province can hold up to 5 Mills or Carpenters, in addition to its basic resources(once these are destroyed, you cannot count them in the amount of Mills and Carpenters you can have to replace them though - 5 is still the max). AN ARMY MUST BE PRESENT IN THE PROVINCE TO BUILD THIS, AND IT TAKES UP IT'S TURN.

Town Hall - 7 credits. Increases the income from a province to 5 credits per turn. You MUST have this building before you can begin upgrading to docks or barracks. AN ARMY MUST BE PRESENT IN THE PROVINCE TO BUILD THIS, AND IT TAKES UP IT'S TURN.

Barracks - 10 credits. YOU MUST HAVE A TOWN HALL IN THE PROVINCE FIRST TO BUILD THIS. This allows you to build land units in the province it is built in. AN ARMY MUST BE PRESENT IN THE PROVINCE TO BUILD THIS, AND IT TAKES UP IT'S TURN.

Docks - 10 credits. YOU MUST HAVE A TOWN HALL IN THE PROVINCE FIRST TO BUILD THIS. This allows you to build naval units in the province it is built in. It must be built in a coastal province. AN ARMY MUST BE PRESENT IN THE PROVINCE TO BUILD THIS, AND IT TAKES UP IT'S TURN.

Military Base - 15 credits. YOU MUST HAVE A BARRACKS OR A DOCKYARD IN THE PROVINCE TO BUILD THIS. This allows you to build naval units and armies in the province. Your capital begins as one of these. AN ARMY MUST BE PRESENT IN THE PROVINCE TO BUILD THIS, AND IT TAKES UP IT'S TURN.

uknesvii.jpg


Britain(Jason the King)
France
Spain(Dexter)
Carthage(lmsw08233)
Italy(Kennelly)
Prussia(SKILORD)
Austria(Toasty)
Russia(AnarchyRulz)
Sweden(IceEye)
Ottoman Turkey(RoddyVR)

I've realised over the last few UKNESs I abandoned the traditional principles of the UKNES - simple but enjoyable gaming. That's why with this NES I've really returned to the basics of the UKNESs 2 and 3, and as most of you may remember, the UKNES3 is the longest thread in this forum! But I have added some new things to add some spice to the game and to prevent the stalemates we had in UKNES3.

Enjoy, and the game starts now!

Nemesis
 
I would like to be Spain please :D
 
i'll regret this, but....

I'll take.....

....Turkey
 
ID like to take Tunisia, but is it okay if i say that it is still Carthage? or was that the idea?
 
First post updated with rules. Nation bonuses will be posted tomorrow as soon as I can.

Nemesis
 
Oh, and if I forgot to mention it:

You can take neutral(unowned provinces) for free without a fight.

The game begins now, the first turn will be 2 days to get you settled in and allow more people to join.

REMEMBER YOU BEGIN WITH 10 CREDITS!

Nemesis
 
2 countries go into the same white province with 1 army each. What happens?

can an army attack the turn its built?
(i mean attack a player country, not the white provinces)

sea connections:
P to M. is permision required from prov 48 to pass?
K to L. are they connected? does it need Prov 27's permision to pass?
C to D ?

if an army is on a boat, does the boat moving use up the armies move for the turn also, or just the boats? (can i: load, move boat, unload in one turn?)
 
I'm Italy (again).I hope it doesn't get crashed a third time :D
 
What resources do we start off with? just the 10 credits?
 
The resources you start with are written in your capital province. Each capital has 5 resources in total, and most taken will usually contain 3.

G stands for grain, W stands for wood.

Originally posted by RoddyVR
2 countries go into the same white province with 1 army each. What happens?

can an army attack the turn its built?
(i mean attack a player country, not the white provinces)

sea connections:
P to M. is permision required from prov 48 to pass?
K to L. are they connected? does it need Prov 27's permision to pass?
C to D ?

if an army is on a boat, does the boat moving use up the armies move for the turn also, or just the boats? (can i: load, move boat, unload in one turn?)

1) Depends. If one is ordered to take it at any cost, then they will fight. If both go for it but neither is ordered to fight to take it, they will both just sit there for that turn, until given further orders. But in this NES, one side won't withdraw unless ordered or there is a fight - superior numbers can't intimidate in these times of tactics and glorious battles.

2) THIS IS ONE MAJOR RULE I FORGOT. You can take white(neutral) provinces the turn that your troops are built, and they can even be ordered to fight to take it, but they CANNOT invade an enemy province until the turn after. Also, new fleets CANNOT transport armies to invade until their second turn. They can however attack enemy fleets.

Also, ONE MAJOR OTHER RULE. You CAN ONLY BANK UP TO 10 CREDITS, not including presents. But if two nations send presents to each other, or they set up a triangle or group to get past the banking limit, IT WILL NOT WORK. The money will just cancel each other out until there is only one gift left.

3) ALL of those are connected, and no permission is required for any of them, but don't expect the nation you defy to be too happy...

4) This was explained above. Unloading/loading(you can do both in the same turn) takes up the army's turn, but not the fleet's. So basically yes, you can load, move one and unload. But just remember:

YOU CANNOT INVADE A NATION AMPHIBIOUSLY UNTIL ALL OF THEIR FLEETS ARE DESTROYED IN THAT SEA.

Good luck all! Get your PMs in by midnight GMT tomorrow night, and I will update!

Nemesis
 
Oh and I may have forgot to mention this - but you can trade resources.

Nemesis
 
UK,
nation bonuses?.......... ;)
dont forget those now. they could be somewhat important. lol
 
Right, some MAJOR updates to the first post, and a few changes.

Now ARMIES can also bombard. This should result in some cool tactics, such as one nation providing bombarding support while another invades the province!

However, only PROVINCES can be bombarded. So don't try sniping at ships lol.

And everyone have fun! This NES I am hoping will be the UKNES3 reborn :) !

Nemesis
 
Orders sent,but I won't be able to send orders on Friday.

From:Vice-King Giovanni I of Italy
To:European nations

The new Kingdom of Italy claims all Italian speaking areas of Europe,namely 26,27,28,30,31 and 32.
 
Revolution In Spain!!
At 8 o'clock yesterday evening the Spainish Revolutionary group, Socialist Workers, stormed the King's palace in Madrid. The weakly defended palace feel within hours as Revolutionary troops secured important strongholds throughout the city.
King Ferninand Bourbon VII was forced to abdicate his thrown as the new Republic of Spain was formed. The King is currently believed to be imprisoned in Madrid.
People throughout Madrid celebrated the Revolution, for many years the people of Spain had been growing unhappy with the rule of the Bourbons especially Ferninand, they were growing weary of brutal land-owners and tough laws.
Francisco Azana, leader of the Socialist Workers, began to incite revolt with his promise of Land and a fair democratic system. People have already rallied around Azana and former soldiers to the king have all began to sign-up for the Spainish Republican Army to fight against Loyalists to the former King. Azana meanwhile has already declared his intentions to unite Spain under the "free principles of democracy"...
 
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