Lighthearter
President of the United States
The year is 1940. Tensions around the globe have been building since the dramatic conclusion of the Great War in 1920 - now, the peoples of Earth have assembled their industrial might, their armies and fleets, their greatest politicians. The Last War has begun - and only the strongest will survive.
Are you a conqueror and victor - or a tinpot ruler, to be crushed under the heel of a greater realm's champions?
The Rules:
Right, first off:
No powergaming, no flaming, no pointless spam, no OOC rudeness. If you wanna engage in that, take it to VMs or PMs. I'll have no problem WoGing your nation if you tick me off, so play nice.
Joining:
Step-by-step analysis is coming below.
Map:
Pick one province and choose an(available) color.
Ideology:
Pick one of the following Ideologies(you cannot change your own ideology, so choose WISELY):
- Fascism: +2 in Land Combat
- Communism: +2IP
- Monarchy: +50% bonus to initiative
- Empire: +2 in Naval Combat
- Democracy: 1 Unit Upgrade does not require you to Downgrade another Unit
- Federation: +1 Army OR Fleet
Units:
There are three Land units, and three Sea units, and both Land and Sea operate in a Rock-Paper-Scissors relationship. A>B>C>A and such. There is a random element to it as well, so it's not ironclad, but in general it holds. There are three variants on each unit - Default, Upgraded and Downgraded. A Downgraded unit is weaker than Default, whereas an Upgraded one is stronger(obviously). So, you should choose the Upgraded variant of everything, right? Well, there's a catch. For every Upgraded unit you pick, you must also have a Downgraded unit in your arsenal. I. E. if you Upgrade Tanks to MBTs and Submarines to Attack Submarines, you must drop two other units - say Artillery to Grenadiers and Battlecruisers to Dreadnoughts. Choose wisely.
There are also the two "Command" units. These exist outside the normal unit tree, and remain behind the battle. See the "Combat" section for more details on how they work.
Each Army starts with one Infantry/Motorized/Mechanized, and each Fleet starts with one PT Boat/Destroyer/Cruiser.
Land Units:
Downgraded: Infantry(+2 v. Grenadiers/Artillery/Tactical Bombers, +1 in general)
Default: Motorized(+4 v. Grenadiers/Artillery/Tactical Bombers, +2 in general)
Upgraded: Mechanized(+6 v. Grenadiers/Artillery/Tactical Bombers, +3 in general)
Downgraded: Grenadiers(+2 v. Armored Cars/Tanks/MBTs, +1 in general)
Default: Artillery(+4 v. Armored Cars/Tanks/MBTs, +2 in general)
Upgraded: Tactical Bombers(+6 v. Armored Cars/Tanks/MBTs, +3 in general)
Downgraded: Armored Cars(+2 v. Infantry/Motorized/Mechanized, +1 in general)
Default: Tanks(+4 v. Infantry/Motorized/Mechanized, +2 in general)
Upgraded: Main Battle Tanks(+6 v. Infantry/Motorized/Mechanized, +3 in general)
Downgraded: Corps HQ(+1 to all friendly units)
Default: Officer Corps(+2 to all friendly units)
Upgraded: Great General(+3 to all friendly units)
Sea Units:
Downgraded: PT Boat(+2 v. Mini-sub/Submarine/Attack Submarine, +1 in general)
Default: Destroyer(+4 v. Mini-sub/Submarine/Attack Submarine, +2 in general)
Upgraded: Cruiser(+6 v. Mini-sub/Submarine/Attack Submarine, +3 in general)
Downgraded: Mini-sub(+2 v. Dreadnought/Battlecruiser/Battleship, +1 in general)
Default: Submarine(+4 v. Dreadnought/Battlecruiser/Battleship, +2 in general)
Upgraded: Attack Submarine(+6 v. Dreadnought/Battlecruiser/Battleship, +3 in general)
Downgraded: Dreadnought(+2 v. PT Boat/Destroyer/Cruiser, +1 in general)
Default: Battlecruiser(+4 v. PT Boat/Destroyer/Cruiser, +2 in general)
Upgraded: Battleship(+6 v. PT Boat/Destroyer/Cruiser, +3 in general)
Downgraded: Escort Carrier(+1 to all friendly units)
Default: Aircraft Carrier(+2 to all friendly units)
Upgraded: Flag Carrier(+3 to all friendly units)
Playing the Game:
Combat:
Everyone has two Armies and two Navies. These forces can have up to 6 units in them at a time. You cannot acquire new Armies and Navies, but other players can loan them to you as Expeditionary Forces. However, you cannot add troops to Expeditionary Forces - and the units in them are the troops of your ally, not you. Armies and Navies can move two Provinces/Seazones at a time on the map - Armies moving through unoccupied enemy territories instead of stopping is allowed, but the Army will not claim the territory it passed through. Armies can move into Seazones at will, but each Seazone movement counts for 2 - an Army can only move 1 Seazone per turn, as opposed to Fleets with 2. Plus, Armies cannot defend themselves at sea.
Producing a Unit costs one IP. Every province gives 1IP to your nation. Units not actually in armies/navies can be pooled, but cannot perform any actions without being part of an army/navy. You may give units to other factions, but only if their unit selection is compatible with yours. I.E. you can't give Player B MBTs if he has Tanks as his selection, but you can give him Battlecruisers if Battlecruisers are his chosen unit in that category.
Combat is handled very simply - when two Armies/Navies of opposing factions meet in a province, a coin is flipped and the winning player gains Initiative, arranging his units to counter the other player's. Battle is conducted via opposed rolls(1-20) + modifiers. Rolling a 1 results in your unit being instantly destroyed, rolling a 20 results in the enemy being instantly destroyed. If both sides roll the same number(including 1s and 20s) both units are destroyed.
Command Units(Corps GQ/Officer Corps/Great General and Escort Carrier/Aircraft Carrier/Flag Carrier) provide a certain bonus, but every time you lose a unit there is a chance of the Command Unit being destroyed. If the Command Unit is lost, all units in the army lose the bonus immediately.
Claiming:
To claim new provinces, move an army into them. If they are Neutral, there is a chance they will fight back - but spending 1IP AND sending an army THAT SAME TURN will cause them to peacefully align with you. Combat with NPCs is handled just like combat with PCs, except that NPCs are counted as having only Downgraded units.
If they belong to another player, they won't fight back unless there's an Army in them. Otherwise, they're all yours.
Client States:
A player becoming your Client State will cause it to immediately change to your Ideology, gaining all relevant benefits. Your Client State will be unable to declare war on you(though the reverse does not hold true) and will automatically join with you in any wars, defensive or aggressive.
It can be nice to have Clients in order to protect flanks, seeing as how Army and Fleet counts are static.
You are expected to keep track of your own units. I'll try my best, but I'm expecting you to keep a better tally than I.
Can you prove victorious in the Last War?
-L
Are you a conqueror and victor - or a tinpot ruler, to be crushed under the heel of a greater realm's champions?
The Rules:
Right, first off:
No powergaming, no flaming, no pointless spam, no OOC rudeness. If you wanna engage in that, take it to VMs or PMs. I'll have no problem WoGing your nation if you tick me off, so play nice.
Joining:
Step-by-step analysis is coming below.
Map:
Spoiler :

Pick one province and choose an(available) color.
Ideology:
Pick one of the following Ideologies(you cannot change your own ideology, so choose WISELY):
- Fascism: +2 in Land Combat
- Communism: +2IP
- Monarchy: +50% bonus to initiative
- Empire: +2 in Naval Combat
- Democracy: 1 Unit Upgrade does not require you to Downgrade another Unit
- Federation: +1 Army OR Fleet
Units:
There are three Land units, and three Sea units, and both Land and Sea operate in a Rock-Paper-Scissors relationship. A>B>C>A and such. There is a random element to it as well, so it's not ironclad, but in general it holds. There are three variants on each unit - Default, Upgraded and Downgraded. A Downgraded unit is weaker than Default, whereas an Upgraded one is stronger(obviously). So, you should choose the Upgraded variant of everything, right? Well, there's a catch. For every Upgraded unit you pick, you must also have a Downgraded unit in your arsenal. I. E. if you Upgrade Tanks to MBTs and Submarines to Attack Submarines, you must drop two other units - say Artillery to Grenadiers and Battlecruisers to Dreadnoughts. Choose wisely.
There are also the two "Command" units. These exist outside the normal unit tree, and remain behind the battle. See the "Combat" section for more details on how they work.
Each Army starts with one Infantry/Motorized/Mechanized, and each Fleet starts with one PT Boat/Destroyer/Cruiser.
Land Units:
Downgraded: Infantry(+2 v. Grenadiers/Artillery/Tactical Bombers, +1 in general)
Default: Motorized(+4 v. Grenadiers/Artillery/Tactical Bombers, +2 in general)
Upgraded: Mechanized(+6 v. Grenadiers/Artillery/Tactical Bombers, +3 in general)
Downgraded: Grenadiers(+2 v. Armored Cars/Tanks/MBTs, +1 in general)
Default: Artillery(+4 v. Armored Cars/Tanks/MBTs, +2 in general)
Upgraded: Tactical Bombers(+6 v. Armored Cars/Tanks/MBTs, +3 in general)
Downgraded: Armored Cars(+2 v. Infantry/Motorized/Mechanized, +1 in general)
Default: Tanks(+4 v. Infantry/Motorized/Mechanized, +2 in general)
Upgraded: Main Battle Tanks(+6 v. Infantry/Motorized/Mechanized, +3 in general)
Downgraded: Corps HQ(+1 to all friendly units)
Default: Officer Corps(+2 to all friendly units)
Upgraded: Great General(+3 to all friendly units)
Sea Units:
Downgraded: PT Boat(+2 v. Mini-sub/Submarine/Attack Submarine, +1 in general)
Default: Destroyer(+4 v. Mini-sub/Submarine/Attack Submarine, +2 in general)
Upgraded: Cruiser(+6 v. Mini-sub/Submarine/Attack Submarine, +3 in general)
Downgraded: Mini-sub(+2 v. Dreadnought/Battlecruiser/Battleship, +1 in general)
Default: Submarine(+4 v. Dreadnought/Battlecruiser/Battleship, +2 in general)
Upgraded: Attack Submarine(+6 v. Dreadnought/Battlecruiser/Battleship, +3 in general)
Downgraded: Dreadnought(+2 v. PT Boat/Destroyer/Cruiser, +1 in general)
Default: Battlecruiser(+4 v. PT Boat/Destroyer/Cruiser, +2 in general)
Upgraded: Battleship(+6 v. PT Boat/Destroyer/Cruiser, +3 in general)
Downgraded: Escort Carrier(+1 to all friendly units)
Default: Aircraft Carrier(+2 to all friendly units)
Upgraded: Flag Carrier(+3 to all friendly units)
Playing the Game:
Combat:
Everyone has two Armies and two Navies. These forces can have up to 6 units in them at a time. You cannot acquire new Armies and Navies, but other players can loan them to you as Expeditionary Forces. However, you cannot add troops to Expeditionary Forces - and the units in them are the troops of your ally, not you. Armies and Navies can move two Provinces/Seazones at a time on the map - Armies moving through unoccupied enemy territories instead of stopping is allowed, but the Army will not claim the territory it passed through. Armies can move into Seazones at will, but each Seazone movement counts for 2 - an Army can only move 1 Seazone per turn, as opposed to Fleets with 2. Plus, Armies cannot defend themselves at sea.
Producing a Unit costs one IP. Every province gives 1IP to your nation. Units not actually in armies/navies can be pooled, but cannot perform any actions without being part of an army/navy. You may give units to other factions, but only if their unit selection is compatible with yours. I.E. you can't give Player B MBTs if he has Tanks as his selection, but you can give him Battlecruisers if Battlecruisers are his chosen unit in that category.
Combat is handled very simply - when two Armies/Navies of opposing factions meet in a province, a coin is flipped and the winning player gains Initiative, arranging his units to counter the other player's. Battle is conducted via opposed rolls(1-20) + modifiers. Rolling a 1 results in your unit being instantly destroyed, rolling a 20 results in the enemy being instantly destroyed. If both sides roll the same number(including 1s and 20s) both units are destroyed.
Command Units(Corps GQ/Officer Corps/Great General and Escort Carrier/Aircraft Carrier/Flag Carrier) provide a certain bonus, but every time you lose a unit there is a chance of the Command Unit being destroyed. If the Command Unit is lost, all units in the army lose the bonus immediately.
Claiming:
To claim new provinces, move an army into them. If they are Neutral, there is a chance they will fight back - but spending 1IP AND sending an army THAT SAME TURN will cause them to peacefully align with you. Combat with NPCs is handled just like combat with PCs, except that NPCs are counted as having only Downgraded units.
If they belong to another player, they won't fight back unless there's an Army in them. Otherwise, they're all yours.
Client States:
A player becoming your Client State will cause it to immediately change to your Ideology, gaining all relevant benefits. Your Client State will be unable to declare war on you(though the reverse does not hold true) and will automatically join with you in any wars, defensive or aggressive.
It can be nice to have Clients in order to protect flanks, seeing as how Army and Fleet counts are static.
You are expected to keep track of your own units. I'll try my best, but I'm expecting you to keep a better tally than I.
Can you prove victorious in the Last War?
-L