Daftpanzer
canonically ambiguous
*Theme music*
What if World War One went on too long, and spread too far?
What if the Spanish flu was even deadlier?
What if the Great Depression happened earlier, and was even more dramatic?
What if Socialist and Fascist revolutions were spectacular failures, doing nothing but spreading chaos around the world?
What if the world of 1935 was conveniently split into warring territories, suitable for a simple risk-style game using cheerful sprite graphics?
INFO
This is as much a test as it is anything else. I have a ton of ideas for research and all sorts of things, but that might come in a future game, if this has any success.
So, you probably know how this goes. Like Risk, or Axis 'n Allies... You receive income, you make units, and give them orders. You can even attack and conquer territory if you want, for more moneys.
RULEZ
Units have strength ratings, and different bonuses. Most units are either dead or alive, only Battleships have any kind of damage counters. There are dice rolls involved here for scoring hits and saving. But this is not a pure board game NES, as that would get to complicated. I will be deciding certain things. Hopefully you can trust me
ORDERS - some things need to be said:
Movement issues:
EDIT: Battles and movement, on land and sea, will now happen simultaneously. I will now do my best to explain this: Some units have two points of 'move', and this means each turn consists of two different 'phases'.
Regardless of 'move', any surface units can end up fighting twice during the turn as they encounter enemies. Note that units may have to wait around for one 'phase' in order to launch a combined attack with mobile units moving up from behind... In order to launch a blitzkrieg-style invasion with mobile units, all attacks should start the turn on the front lines, so they can use both 'move' points to invade enemy territory.
Note that transports have a move of 'two'. If they move two sea zones before unloading (IE, they unload during the second 'phase' of the turn), then the first phase has already passed. In this case units can still unload as normal, but any unloaded tanks etc cannot do a blitz-style move afterwards.
Aircraft fit into this ambiguously. They can potentially fight during both phases, but are limited in the amount of kills they can inflict, and only get one mission/target zone per turn (anywhere within their range of operation). If there is a chance for ground/ship support, they will tend to loiter and wait for it to arrive before pressing an attack.
Aircraft can of course rebase to a different territory (fighters can use carriers too), and can move x4 their range to do this. However they cannot really fight and rebase in the same turn. If the new base is under attack, the rebasing aircraft have only a 50% chance to join the defence that turn, due to being disorganised.
Some island territories are nestled within a single sea zone. In this case, it still counts as one move to go from the islands into the surrounding sea, or vice versa. This is mainly an issue for aircraft.
Bombers can transport a single foot soldier unit while rebasing, or drop them as paratroopers, provided the bomber does not actually bomb anything that turn, and that the soldier is in the same territory as the bomber at the start of the turn. Note that there is a 1/6 chance of the paratroopers dying from accidents before even getting into combat. Paratroops will count as a seperate angle of attack and give a bonus if combined with others, see 'multi-pronged attacks' below.
So, otherwise, to cross water, you need transports, which can only carry two infantry or one vehicle each.
Sea units can only move into named sea zones, not the far northern artic for instance.
Valid moves around the edges of the map are:
Panama Canal and Suez Canal only allow ship movement if the territory is in friendly hands, obviously.
If armies try to move into each other's territories, they obviously don't pass through each other, one of them is halted and forced to fight in defence. I roll dice to decide this. Having more troops involved, especially more mobile units, will increase the odds that your attack will force the enemy back.
Combat:
Multi-pronged attacks:
Saving throws:
Hit points:
Immunity:
Special attacks:
Fortification:
Any ground unit (except Militia) that stays in place for a whole turn will automatically become fortified. It will gain +1 strength in combat and a saving-throw option of Toughness: 1 alongside any existing saves (currently this can only be negated by Stormtroopers). Fortification is lost when the unit moves out of the territory, it cannot be passed to other units.
ADDITIONAL STUFF FOR ADVANCED FORCES:
Helicopters are a special case of land unit, rules are as follows:
TERRAIN TYPES:
Terrain icons are on the map, they can be ignored for now. That's for the extra advanced version.
CAPITOLS:
If your capitol is lost, the following effects apply:
Note that 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. If this is ordered deliberately, it occurs at the very start of the turn, and the old capitol is removed from play. But, if this occurs automatically because the old capitol has been lost to an enemy, there will still be a loss of all income for that turn.
DIPLOMACY:
Non-Aggression: declare this so that your units won't fight another faction if they run into their units.
Alliance: agree this so that your units fight side by side in combat, your units can move through each other's territories, your planes can rebase in each other's territories, and your ground units can board each other's transports.
Other treaties: are allowed, but I'll leave it up to players to enforce their own rules about honour and reputation.
You can of course donate $ to other players at any time, but make sure there is a line of supply!
ECONOMY:
Income and spending: the city icons on the map represent $1 of income from that province. Factories (warehouses) produce $5. Note that some territories do not give income, but could be important in other ways.
Territories must have a route to your capitol in order to send money. If they are totally blockaded by enemy units on land and sea, they produce no income at all
New units appear at the end of a turn, so they cannot be used the same turn they are built.
Rules for placement are as follows:
If newly purchased units find themselves placed in enemy territory, then I roll dice to see what happens. It is possible that a new unit will escape, or be captured and used by the enemy, but more likely it will be disbanded for a small refund.
Units can be scrapped: for randomly up to 2/3 of their original value. This always gives at least $1.
UNIT SHOP: (normal units, version 7)
PROTOTYPE UNITS (extra options for 1942 onwards, note that prototype costs apply):
BONUSES have all been trigged, and are redundant now.
'Africa' is these territories:
Libya-Egypt, Al-Atlas, Sahara, Timbuktu, Great Kongo, Abyssinia, Tangayika, Suudrika (achieved by tuxedohamm)
'Middle East' is these territories:
Libya-Egypt, Great Arabia, Persia, Caucasus, Anatolia (achieved by Matt0088)
'Greater Europe' is these territories:
Gallicia, Adriatalia, Reichland, Njordiviken, Uslavia, Anatolia (achieved by Kraznaya)
'Greater Russia' is these territories:
Karelia, Uslavia, Sibir, Caucasus, Astrakhan, Novograd, Yakutsk, Okhotsk, Kanchurea (achieved by Matt0088)
'Greater China' is these territories:
Mandalay, Chang, Qinghai, Huang, Sinkiang, Kanchurea (achieved by Matt0088)
'Greater South Asia' is these territories:
Rajputana, Hyderabad, Persia, Dai Viet, Mandalay (achieved by Supermath)
'Greater Pacific Sphere' is these territories:
Great Honshu, Namayan, Great Sarawak, West Oceana, Dai Viet, Papua (achieved by Ninja Dude)
'Greater Australia' is these territories:
Geraldton, Queensland, New Zealand, Tonga-Fiji, Papua (achieved by Gelion)
'Greater Canada' is these territories:
Artica, Greenland, Quebec, Manitoba, Colombia, Alaska (achieved by Lord Iggy)
'US Legacy' is these territories:
Seaboard, Mississippi, Midwest, Hawaii, California, Gulf Coast, Colombia, Alaska (achieved by Lord Iggy)
'New Spain' is these territories:
Mexico, Isthmus, Carribia, Venezuela, Gulf Coast, California (achieved by Luckymoose)
'South America' is these territories:
La Plata, Santiago, Potosi, Brazilia, Amazonia, Peruvia, Venezuela (achieved by Luckymoose)
NOTE that the following territories are not part of any bonus groups:
*Iceland-Britannia, Finnkola, Aralistan, Madagascar, Atlantic Isles, East Oceana*
JOINING THE GAME: (updated)
As of Update #16, there isn't really any room, but feel free to put yourself forward as a reserve player for when someone drops out, which has happened several times already.
Nestea Oreo is currently reserve player #1.
Cosmetic things:
You can choose a soldier head/helmet style
You can choose a flag
What if World War One went on too long, and spread too far?
What if the Spanish flu was even deadlier?
What if the Great Depression happened earlier, and was even more dramatic?
What if Socialist and Fascist revolutions were spectacular failures, doing nothing but spreading chaos around the world?
What if the world of 1935 was conveniently split into warring territories, suitable for a simple risk-style game using cheerful sprite graphics?

INFO
This is as much a test as it is anything else. I have a ton of ideas for research and all sorts of things, but that might come in a future game, if this has any success.
So, you probably know how this goes. Like Risk, or Axis 'n Allies... You receive income, you make units, and give them orders. You can even attack and conquer territory if you want, for more moneys.
RULEZ
Units have strength ratings, and different bonuses. Most units are either dead or alive, only Battleships have any kind of damage counters. There are dice rolls involved here for scoring hits and saving. But this is not a pure board game NES, as that would get to complicated. I will be deciding certain things. Hopefully you can trust me

ORDERS - some things need to be said:
- You always attack territories and sea zones, you cannot target individual units.
- Your orders must be definite -you are not allowed to set conditions (what if's) regarding the actions of other players.
- However, you can set a limit of casualties that you are willing to take (eg, 50%) before breaking off an attack or retreating from a defence.
Movement issues:
EDIT: Battles and movement, on land and sea, will now happen simultaneously. I will now do my best to explain this: Some units have two points of 'move', and this means each turn consists of two different 'phases'.
- Units with only one 'move' can move during either phase, but not both.
- Units with two 'move' can move during both phases, if they want.
Regardless of 'move', any surface units can end up fighting twice during the turn as they encounter enemies. Note that units may have to wait around for one 'phase' in order to launch a combined attack with mobile units moving up from behind... In order to launch a blitzkrieg-style invasion with mobile units, all attacks should start the turn on the front lines, so they can use both 'move' points to invade enemy territory.
Note that transports have a move of 'two'. If they move two sea zones before unloading (IE, they unload during the second 'phase' of the turn), then the first phase has already passed. In this case units can still unload as normal, but any unloaded tanks etc cannot do a blitz-style move afterwards.
Aircraft fit into this ambiguously. They can potentially fight during both phases, but are limited in the amount of kills they can inflict, and only get one mission/target zone per turn (anywhere within their range of operation). If there is a chance for ground/ship support, they will tend to loiter and wait for it to arrive before pressing an attack.
Aircraft can of course rebase to a different territory (fighters can use carriers too), and can move x4 their range to do this. However they cannot really fight and rebase in the same turn. If the new base is under attack, the rebasing aircraft have only a 50% chance to join the defence that turn, due to being disorganised.
Some island territories are nestled within a single sea zone. In this case, it still counts as one move to go from the islands into the surrounding sea, or vice versa. This is mainly an issue for aircraft.
Bombers can transport a single foot soldier unit while rebasing, or drop them as paratroopers, provided the bomber does not actually bomb anything that turn, and that the soldier is in the same territory as the bomber at the start of the turn. Note that there is a 1/6 chance of the paratroopers dying from accidents before even getting into combat. Paratroops will count as a seperate angle of attack and give a bonus if combined with others, see 'multi-pronged attacks' below.
So, otherwise, to cross water, you need transports, which can only carry two infantry or one vehicle each.
- Boarding a ship always consumes any remaining movement - no hopping on and off boats in the same turn.
- Unloading counts as one move, but units with 2+ move can unload and move again.
- Land movement is FORBIDDEN across the straights of Gibraltar, the English Channel, Korea/Tsushima Straight, Asia to Sakhalian, or anywhere that has black borders in the way. Aircraft can fly over these straights as one move, however.
Sea units can only move into named sea zones, not the far northern artic for instance.
Valid moves around the edges of the map are:
- 'North East Pacific' to 'North West Pacific', and vice versa
- 'Hawaiian Sea' to 'Central Pacific', and vice versa
- 'Manihiki Sea' to 'South West Pacific', and vice versa
- ALSO, aircraft with range 2 or more (bombers) can fly from Alaska to Okhotsk, and vice versa. IE, crossing the Bering Straight counts as two moves for aircraft.
Panama Canal and Suez Canal only allow ship movement if the territory is in friendly hands, obviously.
If armies try to move into each other's territories, they obviously don't pass through each other, one of them is halted and forced to fight in defence. I roll dice to decide this. Having more troops involved, especially more mobile units, will increase the odds that your attack will force the enemy back.
Combat:
Spoiler The Mechanics :
Basically, each unit is assigned an appropriate target, then it makes a dice roll, and adds its strength. Its target does the same. The highest score inflicts a 'hit' on the other. Note that a roll of one always fails, and a roll of six always scores a hit, so it is possible that both or neither units will take a hit. Hits can sometimes be countered with saving throw, which must score equal or under the value of the save ability. A unit can only roll to hit once per combat round, so if one side outnumbers the other, it will get some free attacks in safety. Once every unit has rolled for combat, the process starts again, for a maximum of three combat rounds. After this, the attacking force has to withdraw, exhausted. It is possible that there is no actual defender (clash over a neutral territory), in which case both sides withdraw. Also, both attacking or defending forces can retreat after taking a certain percentage of losses, depending on standing orders.
The 'iffy' part is deciding what units pair up to fight in combat. I could make a ton of rules for this, but I'd like to keep it 'natural'. It depends on the situation and the 'style' of your army. You can of course specify certain tactics and things in your orders.
The 'iffy' part is deciding what units pair up to fight in combat. I could make a ton of rules for this, but I'd like to keep it 'natural'. It depends on the situation and the 'style' of your army. You can of course specify certain tactics and things in your orders.
Multi-pronged attacks:
- All ground attackers of a territory get a +1 strength bonus for each additional direction of attack. Air units don't count.
Saving throws:
- Evasion, Retreat, Climb and Thrust: have to withdraw from the combat if successful, and maybe flee the territory.
- Dive and Hide: taken out of combat if succesful, but stay lurking in the territory till next turn.
- Armour and Toughness: can keep on fighting if succesful.
- Some units are able to negate (cancel out) certain kinds of saves when attacking, hence the extra different catergories.
- Note that if a unit has more than one save ability, then it always prefers to use the one with the lowest value, and there will still only be one saving throw to decide.
Hit points:
- currently, only Battleships have hit points (2). This means they can take one 'hit', passing through armour saves etc, without actually being destroyed. Another succesful hit will destroy them as normal.
- this damage will be represented by a smoke and flame graphic over the Battleship. Damage is automatically repaired if the ship spends a whole turn next to a friendly territory with a factory (no movement, and only defensive combat allowed).
Immunity:
- Air units are immune to return fire from surface units, except if their target rolls a 6. They can only kill one ground unit AND one air unit before running out of ammo, and cannot capture or hold territory by themselves. Air units always do their attacks at the beginning of a combat round. If air units attack by themselves (without ground or sea support), they will only get two combat rounds (instead of three) before withdrawing.
- Artillery can hide behind friendly units, and roll to hit without taking any return fire, except if they start duelling with enemy artillery. Artillery will do its attacks after aircraft, but before any other units engage.
- Similarly, transport ships try to hide behind friendly warships, and are fairly safe from surface attack while there are at least an equal number of escorts.
Special attacks:
- Battleships get to act as artillery in a land battle, if they accompany transports during an amphibious assault. They do not take return fire from their targets, unless they start duelling with enemy artillery.
- Bombers can do strategic bombing instead of normal combat. They get a dice roll for destroying cities or factories temporarily: 4, 5 or 6 is success, but 1 is being shot down by flak. The damaged facility has a 50% chance to recover at the start of each turn. Bombed factories only make $1 a turn, bombed cities produce nothing.
- 'Shock Weapons' (artillery, bombers and battleships) cause the target to be 'shaken' if hit. The target will suffer a -2 strength penalty for that round, assuming it is not killed outright.
- Carriers and Transports have 'defensive fire', which means these units only roll to block incoming attacks. They cannot score hits themselves, except if roll a 6 against aircraft (see immunity, above)
Fortification:
Any ground unit (except Militia) that stays in place for a whole turn will automatically become fortified. It will gain +1 strength in combat and a saving-throw option of Toughness: 1 alongside any existing saves (currently this can only be negated by Stormtroopers). Fortification is lost when the unit moves out of the territory, it cannot be passed to other units.
ADDITIONAL STUFF FOR ADVANCED FORCES:
Helicopters are a special case of land unit, rules are as follows:
- Helicopters can use carriers as an alternative to sea transports.
- Helicopters can cross straights like the English Channel for free.
- Helicopters can cross one zone of open water without using transports/carriers.
- Helicopters can rebase like aircraft, moving x4 their normal move, to any friendly territory. However, they cannot cross two consecutive water zones while doing this.
TERRAIN TYPES:
Terrain icons are on the map, they can be ignored for now. That's for the extra advanced version.
CAPITOLS:
If your capitol is lost, the following effects apply:
- all income you would have gained that turn (from your remaining and non-blockaded territories) is looted by the occupier, but only on the first turn the capitol is captured.
- in following turns, you can only gain income from one province at a time, which is a 'temporary capitol' (shown by a transparent capitol icon), you can however chose which territory this is.
- other territories save up money and build random things if they can. Any new units will still be under your control.
- 1/6 chance of rebellions (forming independent NPC states) in the other territories each turn.
- all surviving units can still be controlled as normal.
- these effects last until a new permanent capitol is rolled on 5 or 6 each turn, or another capitol is retaken/captured!
Note that 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. If this is ordered deliberately, it occurs at the very start of the turn, and the old capitol is removed from play. But, if this occurs automatically because the old capitol has been lost to an enemy, there will still be a loss of all income for that turn.
DIPLOMACY:
Non-Aggression: declare this so that your units won't fight another faction if they run into their units.
Alliance: agree this so that your units fight side by side in combat, your units can move through each other's territories, your planes can rebase in each other's territories, and your ground units can board each other's transports.
Other treaties: are allowed, but I'll leave it up to players to enforce their own rules about honour and reputation.
You can of course donate $ to other players at any time, but make sure there is a line of supply!
ECONOMY:
Income and spending: the city icons on the map represent $1 of income from that province. Factories (warehouses) produce $5. Note that some territories do not give income, but could be important in other ways.
Territories must have a route to your capitol in order to send money. If they are totally blockaded by enemy units on land and sea, they produce no income at all
New units appear at the end of a turn, so they cannot be used the same turn they are built.
Rules for placement are as follows:
- Territories without any city or factory can only spawn one infantry per turn.
- Territories with a city can spawn infinite foot soldiers, but only one vehicle or aircraft per turn.
- Territories with a factory can spawn infinite units of all kinds.
- Ships must be spawned in a sea zone adjacent to a factory. It is OK to spawn in the path of enemy ships if you have no choice - combat will be resolved next turn.
- Your capitol territory counts as a factory for spawning purposes.
If newly purchased units find themselves placed in enemy territory, then I roll dice to see what happens. It is possible that a new unit will escape, or be captured and used by the enemy, but more likely it will be disbanded for a small refund.
Units can be scrapped: for randomly up to 2/3 of their original value. This always gives at least $1.
UNIT SHOP: (normal units, version 7)

PROTOTYPE UNITS (extra options for 1942 onwards, note that prototype costs apply):
Spoiler About prototype units... :
The idea is that you have to build the prototypes at first, which are more expensive. And guess what, a dice is rolled for each prototype built:
- 1 or 2 is a failure, you don't even get the prototype, but get 1/2 the money back (rounded down)
- 3 or 4 means you get the prototype unit to use, but you still have to pay the prototype cost in future.
- 5 or 6 means the technology is perfected, and you only pay the normal price in future. You also keep the prototype unit(s).

BONUSES have all been trigged, and are redundant now.
Spoiler who got what... :
Libya-Egypt, Al-Atlas, Sahara, Timbuktu, Great Kongo, Abyssinia, Tangayika, Suudrika
Libya-Egypt, Great Arabia, Persia, Caucasus, Anatolia
Gallicia, Adriatalia, Reichland, Njordiviken, Uslavia, Anatolia
Karelia, Uslavia, Sibir, Caucasus, Astrakhan, Novograd, Yakutsk, Okhotsk, Kanchurea
Mandalay, Chang, Qinghai, Huang, Sinkiang, Kanchurea
Rajputana, Hyderabad, Persia, Dai Viet, Mandalay
Great Honshu, Namayan, Great Sarawak, West Oceana, Dai Viet, Papua
Geraldton, Queensland, New Zealand, Tonga-Fiji, Papua
Artica, Greenland, Quebec, Manitoba, Colombia, Alaska
Seaboard, Mississippi, Midwest, Hawaii, California, Gulf Coast, Colombia, Alaska
Mexico, Isthmus, Carribia, Venezuela, Gulf Coast, California
La Plata, Santiago, Potosi, Brazilia, Amazonia, Peruvia, Venezuela
NOTE that the following territories are not part of any bonus groups:
*Iceland-Britannia, Finnkola, Aralistan, Madagascar, Atlantic Isles, East Oceana*
JOINING THE GAME: (updated)
As of Update #16, there isn't really any room, but feel free to put yourself forward as a reserve player for when someone drops out, which has happened several times already.
Nestea Oreo is currently reserve player #1.
Cosmetic things:
You can choose a soldier head/helmet style


You can choose a flag


Spoiler Lots more flags found in old Civ2 stuff :
