LHIOT2 - The Storm of God

Lighthearter

President of the United States
Joined
Apr 29, 2010
Messages
3,357
Location
The West Wing
2012 - and you are a bright young officer in your nation's military. Your small element has been dispatched to join a massive global exercise to celebrate the impending establishment of the Unity Council of Earth.

But then - something happens. A cosmic storm strikes the planet, and abruptly you find yourself hurtled back in time. You land in Seventeenth Century - but something's different. There aren't even the nations that existed in your history books . . . every province is out for itself.

With the power of your forces, you could build an empire - but will it last, in the end? You must train the people of this world to fight for themselves - or serve you as gods. Whatever happens, soon your tanks and destroyers will serve alongside cannon batteries, musketeers and ironclads - for you are far from the only unit that came through the Storm of God.

__

The Rules:

Standard courtesy rules apply. Don't be a jackhole and I won't.

Starting Out:

Choose five units from the list below:

Spoiler :
Main Battle Tanks
1 Oil per turn
Strength 20
SPECIAL: Blitzkrieg - +10 Bonus against all Artillery and Infantry.

Battlespace Artillery/MLRS
1 Oil per turn
Strength 20
SPECIAL 1(Battlespace Artillery): Artillery - Removes Defensive bonuses for target units, may engage hostile structures.
SPECIAL 2(MLRS): Artillery - Removes Defensive bonuses for target units, may engage two units at once.

IFVs
1 Oil per turn
Strength 20
SPECIAL: TOW Missile - +10 against all Helicopters, Fighters, Cavalry and Tanks.

Paratroopers
Strength 20
SPECIAL: Tactical Mobility - +10 against all Heavy Infantry and Anti-Tank.

Supertanker
1 Oil per turn
Strength 0
SPECIAL: Trader - Can set up Trade Routes(Capacity 4).

Supercarrier
2 Oil or 1 Uranium per turn
Strength 20
SPECIAL: Carrier - +10 against all Heavy Ships, Tactical Bombers and Medium Ships.

Missile Destroyer
2 Oil per turn
Strength 20
SPECIAL: Battlespace Superiority - +10 against all Light Ships

Missile Cruiser
2 Oil or 1 Uranium per turn
Strength 20
SPECIAL: Missile Bombardment - +10 against all Light and Medium Ships.

Nuclear Submarine
2 Oil or 1 Uranium per turn
Strength 20
SPECIAL: Seawolf - +10 against Heavy Ships, Merchantmen, Trade Ships and Supertankers, +7 against Medium Ships.

Corvette:
2 Oil per turn
Strength 19
SPECIAL: ASW Helicopters - +10 aganist all Submarines.

Stealth Fighters
1 Oil per turn
Strength 20
SPECIAL: BVR Engagement - +10 against all Strategic Bombers and Helicopters.

Strike Jets
1 Oil per turn
Strength 20
SPECIAL: Napalm Bombardment - +10 against all Heavy Infantry, Anti-Tank and Light Ships.

Stealth Bombers
2 Oil per turn
Strength 20
SPECIAL: Carpet Bombing - Can attack Structures in province, +5 against Structures.

Attack Helicopters
1 Oil per turn
Strength 20
SPECIAL: Close Air Support - +10 against Cavalry, Tanks and Light Infantry.


Done? Good. We have only begun.

Pick six provinces from the map below:

Spoiler :
[
stormofgod.png


Now declare one to be your capital. This territory starts with both a Recruitment Booth and a Resource Gathering Structure.(These do NOT count against your capital territory's Structure Limit, and CAN be upgraded.)

Resources:

Manpower:

RESOURCE # - 0/0/0/0

Men are the lifeblood of your army, navy and air force. The more men you have, the stronger you will be, in the end. Manpower is acquired through Manpower Structures:
Recruitment Booth - 0/1/0/0
1 Manpower per turn

Research: 4
Recruitment Center - 0/2/0/0
3 Manpower per turn

Research: 7
Recruitment Headquarters - 1/3/1/0
6 Manpower per turn

Raw Materials:

RESOURCE # - 0/0/0/0

Raw Materials - iron, copper, steel, ore, coal. Without them, you can't build anything. THE most valuable resource, in the short term. RM is acquired though Raw Material Structures:

Resource Gathering - 1/0/0/0
1 Raw Materials per turn

Research: 4
Shaft Mining - 1/2/0/0
3 Raw Materials per turn

Research: 7
Mineral Processing Center - 2/3/1/0
6 Raw Materials per turn

Oil:

RESOURCE # - 0/0/0/0

Oil is the blood of modern armies. Not so important in the short term, but your up-time units will need lots of it to run. Oil is acquired through Oil Structures:

Research: 1
Drilling Operation - 1/2/0/0
1 Oil per turn

Research: 5
Oil Field - 1/3/0/0
3 Oil per turn

Research: 8
Oil Refinery - 2/4/1/0
6 Oil per turn

Uranium:]

RESOURCE # - 0/0/0/0

Uranium isn't but so useful, all-told. It can be used in place of oil to power some ships, but the staggering research costs make it less than optimal for such a use. Then again - who doesn't like nuclear bombs?

Research: 3
Laboratory - 1/4/1/0
1 Uranium per turn

Research: 6
Reactor - 3/6/3/2
2 Uranium per turn

Research: 10
Nuclear Power Plant - 5/8/4/4
3 Uranium per turn

Research Points:

Research Points are acquired through spending 4 of any combination of resources per point. Very simple. BUT - Research Points can be exchanged for Expansion Points. Every Expansion Point can be used to claim a province, attack an enemy province, or settle in a pool of defensive engagements.

All resources can be stockpiled.

To produce a unit, structure or upgrade, you must have the requisite resources. No excuses :p 2-structure limit per province.

Production Options:

Spoiler :
Pikemen - 1/1/0/0
Strength 1
SPECIAL: Anti-Cavalry - Gains +4 against Knights, Dragoons and Cavalry.

Arquebusiers - 1/1/0/0
Strength 1
SPECIAL: Ranged Engagement - Gains +4 against Pikemen, Musketeers and Riflemen.

Knights - 1/1/0/0
Strength 1
SPEICAL: Flanking Charge - Gains +4 against Arquebusiers, Skirmishers and Irregulars.

Sloop - 1/1/0/0
Strength 1
SPECIAL: Privateer - Gains +4 against Merchantmen, Trade Ships and Supertankers.

Man of War - 2/2/0/0
Strength 2
SPECIAL: Full Broadside - Gains +4 against Sloops, Fourth Rates and Frigates.

Merchantman - 1/1/0/0
Strength 0
SPECIAL: Trader - Can set up trade routes(Capacity 1).


Research Options:

Spoiler :
ARTILLERY LINE:

Research: 1
Bronze Gun - 1/2/0/0
Strength 2
SPECIAL: Artillery - Removes Defensive bonuses for target units.

Research: 3
Cannon - 1/3/0/0
Strength 4
SPECIAL: Artillery - Removes Defensive bonuses for target units.

Research: 5
Rifled Cannon - 2/4/0/0
Strength 7
SPECIAL: Artillery - Removes Defensive bonuses for target units.

INFANTRY LINE:

Research: 2
Musketeers - 2/2/0/0
Strength 3
SPECIAL: Volley Fire - Gains +5 against Knights, Dragoons and Cavalry.

Research: 3
Riflemen - 3/2/0/0
Strength 6
SPECIAL: Volley Fire - Gains +6 against Knights, Dragoons and Cavalry.

Research: 2
Skirmishers - 1/2/0/0
Strength 3
SPECIAL: Ranged Engagement - Gains +5 against Pikemen, Musketeers and Riflemen.

Research: 3
Irregulars - 2/2/0/0
Strength 6
SPECIAL: Ranged Engagement - Gains +6 against Pikemen, Musketeers and Riflemen.

CAVALRY LINE:

Research: 2
Dragoons - 2/2/0/0
Strength 3
SPECIAL: Flanking Charge - Gains +5 against Arquebusiers, Skirmishers, Irregulars, Bronze Guns, Cannons and Rifled Cannons.

Research: 3
Cavalry/Light Cavalry - 2/3/0/0
Strength 6
SPECIAL 1(Cavalry): Flanking Charge - Gains +6 against Arquebusiers, Skirmishers, Irregulars, Bronze Guns, Cannons and Rifled Cannons.
SPECIAL 2(Light Cavalry): Mounted Raiders - If unengaged for 1 round in battle in enemy territory, may destroy enemy Structure, Gains +3 against Arquebusiers, Skirmishers, Irregulars, Bronze Guns, Cannons and Rifled Cannons.

NAVAL LINE:

Research: 2
First Rate - 2/3/0/0
Strength 4
SPECIAL: Full Broadside - Gains +5 against Sloops, Fourth Rates and Frigates.

Research: 3
Ship of the Line - 3/4/0/0
Strength 7
SPECIAL: Full Broadside - Gains +6 against Sloops, Fourth Rates and Frigates.

Research: 2
Fourth Rate - 1/3/0/0
Strength 3
SPECIAL: Privateer - Gains +5 against Merchantmen and Trade Ships.

Research: 3
Frigate - 2/4/0/0
Strength 6
SPECIAL: Privateer - Gains +6 against Merchantmen and Trade Ships.

Research: 2
Third Rate - 2/2/0/0
Strength 3
SPECIAL: Heated Shot - Gains +3 against Men Of War, First Rates and Ships of the Line.

Research: 4
Battle Ironclad/Turreted Ironclad - 3/6/0/0
Strength 7
SPECIAL 1(Battle Ironclad): Explosive Shot - Gains +9 against Men of War, First Rates and Ships of the Line.
SPECIAL 2(Turreted Ironclad): Rotating Turret - Gains +3 against Sloops, Fourth Rates, Frigates and +6 against Men of War, First Rates and Ships of the Line.


Combat:

In combat, all units are lined up against each other randomly. The first round consists of the artillery bombarding the other side. The second is the start of the engagement, and between the second and third the units will attempt to reposition to tactical effect. The third and fourth rounds see the artillery resume firing and the fight continues. After Round Four, both sides disengage and a winner is declared.

Aircraft attack in the first and third rounds, while helicopters stay through all rounds with the ground forces.

Navies are represented on the map and move two Seazones per turn.

Trade:

With any nation you are not at war with, you can set up a trade route using Merchantmen, Trade Ships or Supertankers. The "capacity" number indicates how much in the way of resources they can carry back and forth. I.E. a Merchantman can carry 1 Oil, Raw Materials, Uranium or Manpower, and return with 1 of any of them. A Trade Ship can carry 2, and a Supertanker 4. All combinations are accepted. Trade Fleets are subject to the same movement rules as other ships - they will fight back if attacked, but they are unlikely at best to emerge victorious. Raider Ships and Submarines are the best at stopping Trade vessels, though others have the capability.

POST!

-L
 
I'm interested in doing my first IOT. I'll post some stats in a bit.
 
Grand Mexico

tHDsL.png


Government: Fascist State
Dictator: Simon Voloy
Capital: Mexico City
History Later

Units:

MBT
IFV
Supertanker
Missle Cruiser
Strike Jets
 
500px-Flag_of_Russia.svg.png


RUSSIAN FEDERATION

Government: Authortairan Democracy
President: Vladimir Putin (Who else? :p)
Prime Minister: Dmitry Medvedev
Capital: Moscow
History: Later

Units Carried Over:
Main Battle Tanks
Artillery
IFVs
Nuclear Submarine
Stealth Fighter
 

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Swederland



I'm turning an in-joke into a nation. :cool:

Government: Democracy
Capital: Bern
President: Bill Nye the Science Guy


Units:
MLRS
Supercarrier
IFV
MBT
Stealth Bomber
 
Claiming my provinces.

34zefip.png


25ey5ub.png

United Zionist Confederacy

Government: Capitalist Parliamentary Democracy
Capital: Jerusalem (Dot is in the wrong spot, I'll fix it later.)
Prime Minister: David Sharret

Units:
Missile Cruiser
Strike Jets
Main Battle Tanks
IFV's
Battlespace Artillery
 
Imma Dibbs British Isles!

The United Kingdom of Great Britain and Ireland!

Government: Constitutional Monarchy (Commons and Lords Parliment)
Monarch: King Edward I
Prime Minister: David Drake
Capital: London
Currency: The Pound £ (Decimalised)
Language: English
State Religion: Christian

Important notes:
- There is no 'Wales'. That is West England. It is not independent. It was NEVER independent!!!
-That little territory in Northern Ireland is not an english holdout. It's Scoteireland! It's SCOTISH!!!

Resources:
Current: 0/0/0/0
Income PT: 6/7/3/0

Research:
Oil: 1

Units:

3xKnights
MLRS
IFVs

Supertanker
Supercarrier
Nuclear Submarine

----------------

DT
British :king:
 
Supercarrier
Missile Cruiser
Stealth Fighters
Main Battle Tanks
IFVs


Capital is Tokyo. No time to mark it.
 

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There are a few things that I wish to clarify:

A) How does expansion work? :p
B) Does 'Research 1' mean research with one invested or research with none invested?
C) Trading in-game (as opposed to RP trading) can only be accomplished by trade ships, and can only take resources from another players resource stocks, rather than simply getting to chose whatever we want and magically exchange, say, Oil for Uranium, when the ship gets there, right?
D) Can resource buildings at lower levels be upgraded to higher level ones, or is it not possible to build higher level buildings without upgrading lower level ones to them? And if you can build higher without upgrades, are upgrades cheaper than straight building?

DT
 
The Confederacy of Mahgreb
int-umar.gif

Government: Federation
Capital: Algiers
Grand Malik: Harith al-Faiz

Units:
Missile Destroyer
" Cruiser
Nuclear Submarine
Stealth Fighters
Sealth Bombers

Spoiler :
attachment.php
 

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Omega, you DO bring five units. You can't build modern units until you tech back up, but you have these five on the field.

You may exchange Research Points for Expansion Points, which can be used to claim provinces, attack enemy provinces, or be exchanges for fleets on the global map.

Research: [number] - if it says 1, then you have to invest 1 Research Point. You can't research something without researching the previous tech.

Trade - correct. You cannot magically exchange resources.

All those listed are building upgrades. You build the level one, then upgrade to level two, then upgrade to level three.

-L
 
OK, You might want to make expansion stand out a bit better in the opening post, it's kinda important after all. :p

A few new questions:

- Are armies also represented on the map with units assigned to them, or are the units pooled or what?
- Can we use the modern units we start with immidiately, or do we need to get fuel sources first?
- Do we get a free fleet at the start, or are our ships stuck at home til we shell out the cash to designate them a fleet? :p

DT
 
Armies are not represented. The units are kept in a global pool, ala RAFOE.

You can use them. See bottom.

Your ships are stuck at home until you buy a fleet.

Opening information - you start with 5 Manpower, 5 Raw Materials and 5 Oil. Next turn your income structures start taking effect.

-L
 
Update 1- 1630

Spoiler :
stormofgod.png


It's a bold new world - can you balance the demands of your nobles and people against what you want from your nation?

Random Event:

Russia has seen the rise of a great scientist! Aided perhaps by textbooks from the future, a man has made great strides in innovation.

Russia gains +1 Research Point.

Let the games begin!

-L
 
6/6/5/0

I buy 3 research points 2/3/0/0
I build 3 Recruitment Booth's 2/0/0/0
I build 2 Resource Gatherers 0/0/0/0
I put 1 research into Oil buildings.
I turn the other 2 research into expansion points.

Edit: For clarity, the above numbers indicate how much I have left after each action.

My military lazes around at home, sipping their tea and eating their crumpets in serene bliss. :p

On the below map, my claims are the pink territories in black boxes, the red dots are Recruitment Booth's, and the blue dots are Resource Gatherers.

DT
Making Stuff Happen :king:
 
Is oil necessary for use, or will the units just sit there/float/stay on the runway until needed? I'd much rather use my oil for something else.

Swederland
6/6/5/0

Build 1 RP (use 0/0/4/0)
Build 6 RBs
Build 6 RGs
1 RP into expansion
claim Denmark (place an RB and RG in Denmark. If this is not possible, when building the RP, use 1/1/2/0 instead of 0/0/4/0)


Military does nothing
 
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