Lighthearter
President of the United States
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:
Done? Good. We have only begun.
Pick six provinces from the map below:
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:
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:
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:
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 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
2-structure limit per province.
Production Options:
Research Options:
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
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.
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 :
[

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

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).
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.
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