Lighthearter
President of the United States
September, 1989
The Soviet Union and its allies in the Warsaw Pact, supported after much negotiation and concessions by China, Argentina and a few other smaller states, have begun a full-scale war against the forces of NATO and the United States. The Third World War, so long feared, has begun. Now, enterprising officers from around the world must take up arms in support of their leaders and their homelands, driving onward to victory!
The Soviet Union and its allies in the Warsaw Pact, supported after much negotiation and concessions by China, Argentina and a few other smaller states, have begun a full-scale war against the forces of NATO and the United States. The Third World War, so long feared, has begun. Now, enterprising officers from around the world must take up arms in support of their leaders and their homelands, driving onward to victory!
Joining The Game:
....is simple. Just declare three things:
-Your faction(NATO or Warsaw Pact)
-Your color(Must not have yet been claimed by anyone in your faction)
-Your starting province(Must belong to your faction)
Spoiler :

You must make a list in your signup post of the units in your army. You begin with one low-tier Infantry unit and one low-tier Light Ship.
Playing the Game:
Everyone commands a single army on the global map, represented by a circle of your chosen color, ringed in black to stand out. Your army can move up to three territories in one turn, and may contain up to 25 units. Customize as you will. Each of the available units counters another type - play this system well in order to be effective in your chosen area.
Units:
NATO Units:
Spoiler :
Infantry:
Marines(2 Strength, +2 vs. Anti-Tank/Aircraft) 1IP
M113(4 Strength, +6 vs. Anti-Tank/Aircraft) 2IP
M2A3 Bradley(6 Strength, +10 vs. Anti-Tank/Aircraft) 3IP
Anti-Tank:
LAW Infantry(2 Strength, +2 vs. Tank) 1IP
Cobra Gunship(4 Strength, +6 vs. Tank) 2IP
Apache Gunship(6 Strength, +10 vs. Tank) 3IP
Tank:
M60 Patton(2 Strength, +2 vs. Infantry) 1IP
M1A1 Abrams(4 Strength, +6 vs. Infantry) 2IP
Leopard(6 Strength, +10 vs. Infantry) 3IP
Command:
Great General +2 1IP
Enlightened General +4 2IP
Military Genius +6 3IP
Submarines:
Los Angeles-class(2 Strength, +2 vs. Heavy Ships) 1IP
Trident-class(4 Strength, +6 vs. Heavy Ships) 2IP
Seawolf-class(6 Strength, +10 vs. Heavy Ships) 3IP
Heavy Ships:
Virginia-class(2 Strength, +2 vs. Light Ships) 1IP
Ticonderoga-class(4 Strength, +6 vs. Light Ships) 2IP
Iowa-class(6 Strength, +10 vs. Light Ships) 3IP
Light Ships:
Oliver Hazard Perry-class(2 Strength, +2 vs. Submarines/Aircraft) 1IP
Type 42-class(4 Strength, +6 vs. Submarines/Aircraft) 2IP
Spruance-class(6 Strength, +10 vs. Submarines/Aircraft) 3IP
Command:
Invincible-class +2 1IP
Kitty Hawk-class +4 2IP
Nimitz-class +6 3IP
Fighters:
F4 Phantom(2 Strength, +2 vs. Bombers) 1IP
F16 Falcon(4 Strength, +6 vs. Bombers) 2IP
F15 Eagle(6 Strength, +10 vs. Bombers) 3IP
Bombers:
F105 Thunderchief(2 Strength, +2 vs. Tanks/Anti-tank/Heavy Ships/Submarines) 1IP
Mir2000D(4 Strength, +6 vs. Tanks/Anti-tank/Heavy Ships/Submarines) 2IP
A10 Thunderbolt II(6 Strength, +10 vs. Tanks/Anti-tank/Heavy Ships/Submarines) 3IP
Marines(2 Strength, +2 vs. Anti-Tank/Aircraft) 1IP
M113(4 Strength, +6 vs. Anti-Tank/Aircraft) 2IP
M2A3 Bradley(6 Strength, +10 vs. Anti-Tank/Aircraft) 3IP
Anti-Tank:
LAW Infantry(2 Strength, +2 vs. Tank) 1IP
Cobra Gunship(4 Strength, +6 vs. Tank) 2IP
Apache Gunship(6 Strength, +10 vs. Tank) 3IP
Tank:
M60 Patton(2 Strength, +2 vs. Infantry) 1IP
M1A1 Abrams(4 Strength, +6 vs. Infantry) 2IP
Leopard(6 Strength, +10 vs. Infantry) 3IP
Command:
Great General +2 1IP
Enlightened General +4 2IP
Military Genius +6 3IP
Submarines:
Los Angeles-class(2 Strength, +2 vs. Heavy Ships) 1IP
Trident-class(4 Strength, +6 vs. Heavy Ships) 2IP
Seawolf-class(6 Strength, +10 vs. Heavy Ships) 3IP
Heavy Ships:
Virginia-class(2 Strength, +2 vs. Light Ships) 1IP
Ticonderoga-class(4 Strength, +6 vs. Light Ships) 2IP
Iowa-class(6 Strength, +10 vs. Light Ships) 3IP
Light Ships:
Oliver Hazard Perry-class(2 Strength, +2 vs. Submarines/Aircraft) 1IP
Type 42-class(4 Strength, +6 vs. Submarines/Aircraft) 2IP
Spruance-class(6 Strength, +10 vs. Submarines/Aircraft) 3IP
Command:
Invincible-class +2 1IP
Kitty Hawk-class +4 2IP
Nimitz-class +6 3IP
Fighters:
F4 Phantom(2 Strength, +2 vs. Bombers) 1IP
F16 Falcon(4 Strength, +6 vs. Bombers) 2IP
F15 Eagle(6 Strength, +10 vs. Bombers) 3IP
Bombers:
F105 Thunderchief(2 Strength, +2 vs. Tanks/Anti-tank/Heavy Ships/Submarines) 1IP
Mir2000D(4 Strength, +6 vs. Tanks/Anti-tank/Heavy Ships/Submarines) 2IP
A10 Thunderbolt II(6 Strength, +10 vs. Tanks/Anti-tank/Heavy Ships/Submarines) 3IP
Soviet Units:
Spoiler :
Infantry:
Guards(2 Strength, +2 vs. Anti-tank/Aircraft) 1IP
BTR-80(4 Strength, +6 vs. Anti-tank/Aircraft) 2IP
BMP-3(6 Strength, +10 vs. Anti-tank/Aircraft) 3IP
Anti-tank:
RPG Infantry(2 Strength, +2 vs. Tank) 1IP
MI-24(4 Strength, +6 vs. Tank) 2IP
MI-28(6 Strength, +10 vs. Tank) 3IP
Tank:
T-72(2 Strength, +2 vs. Infantry) 1IP
T-80(4 Strength, +6 vs. Infantry) 2IP
T-90(6 Strength, +10 vs. Infantry) 3IP
Command:
Great General +2 1IP
Enlightened General +4 2IP
Military Genius +6 3IP
Light Ships:
Grisha-class(2 Strength, +2 vs. Submarines/Aircraft) 1IP
Udaloy-class(4 Strength, +6 vs. Submarines/Aircraft) 2IP
Sovremenny-class(6 Strength, +10 vs. Submarines/Aircraft) 3IP
Submarines:
Victor-class(2 Strength, +2 vs. Heavy Ships) 1IP
Typhoon-class(4 Strength, +6 vs. Heavy Ships) 2IP
Akula-class(6 Strength, +10 vs. Heavy Ships) 3IP
Heavy Ships:
Kara-class(2 Strength, +2 vs. Light Ships) 1IP
Slava-class(4 Strength, +6 vs. Light Ships) 2IP
Kirov-class(6 Strength, +10 vs. Light Ships) 3IP
Command:
Moskva-class +2 1IP
Kiev-class +4 2IP
Admiral Kuznetsov-class +6 3IP
Fighters:
MiG-21 Fishbed(2 Strength, +2 vs. Bombers) 1IP
MiG-29 Fulcrum(4 Strength, +6 vs. Bombers) 2IP
SU-27 Flanker(6 Strength, +10 vs. Bombers) 3IP
Bombers:
MiG-27 Flogger(2 Strength, +2 vs. Tanks/Anti-tank/Heavy Ships/Submarines) 1IP
Su-24 Fencer(4 Strength, +6 vs. Tanks/Anti-tank/Heavy Ships/Submarines) 2IP
Su-25 Frogfoot(6 Strength, +10 vs. Tanks/Anti-tank/Heavy Ships/Submarines) 3IP
Guards(2 Strength, +2 vs. Anti-tank/Aircraft) 1IP
BTR-80(4 Strength, +6 vs. Anti-tank/Aircraft) 2IP
BMP-3(6 Strength, +10 vs. Anti-tank/Aircraft) 3IP
Anti-tank:
RPG Infantry(2 Strength, +2 vs. Tank) 1IP
MI-24(4 Strength, +6 vs. Tank) 2IP
MI-28(6 Strength, +10 vs. Tank) 3IP
Tank:
T-72(2 Strength, +2 vs. Infantry) 1IP
T-80(4 Strength, +6 vs. Infantry) 2IP
T-90(6 Strength, +10 vs. Infantry) 3IP
Command:
Great General +2 1IP
Enlightened General +4 2IP
Military Genius +6 3IP
Light Ships:
Grisha-class(2 Strength, +2 vs. Submarines/Aircraft) 1IP
Udaloy-class(4 Strength, +6 vs. Submarines/Aircraft) 2IP
Sovremenny-class(6 Strength, +10 vs. Submarines/Aircraft) 3IP
Submarines:
Victor-class(2 Strength, +2 vs. Heavy Ships) 1IP
Typhoon-class(4 Strength, +6 vs. Heavy Ships) 2IP
Akula-class(6 Strength, +10 vs. Heavy Ships) 3IP
Heavy Ships:
Kara-class(2 Strength, +2 vs. Light Ships) 1IP
Slava-class(4 Strength, +6 vs. Light Ships) 2IP
Kirov-class(6 Strength, +10 vs. Light Ships) 3IP
Command:
Moskva-class +2 1IP
Kiev-class +4 2IP
Admiral Kuznetsov-class +6 3IP
Fighters:
MiG-21 Fishbed(2 Strength, +2 vs. Bombers) 1IP
MiG-29 Fulcrum(4 Strength, +6 vs. Bombers) 2IP
SU-27 Flanker(6 Strength, +10 vs. Bombers) 3IP
Bombers:
MiG-27 Flogger(2 Strength, +2 vs. Tanks/Anti-tank/Heavy Ships/Submarines) 1IP
Su-24 Fencer(4 Strength, +6 vs. Tanks/Anti-tank/Heavy Ships/Submarines) 2IP
Su-25 Frogfoot(6 Strength, +10 vs. Tanks/Anti-tank/Heavy Ships/Submarines) 3IP
You may not purchase any additional units on the first turn.
If you are fighting on land, naval units cannot engage, and Naval command units will provide no bonus. However, they're not at risk from enemy fire. The same applies to land units if you are fighting at sea. On the other hand, if you lose all of your land/sea units, the others are instantly destroyed as well.
Aircraft function slightly differently from naval and land units. They can separate from the army temporarily and bomb an army in another province, then return to the army they launched from even if that army has moved. Or, the army can move first and THEN launch the planes. Fighters cannot attack any ground units, but Bombers can fight back against fighters and other bombers.
Building Units:
In order to build units, you must have been allocated funds by your faction leader. You may use however much in the way of funds you have been allocated, and not a single IP more. Each territory produces 1IP, save the Capitals(marked with a large black dot) which produce 3.
Faction Leader:
The Warsaw Pact's Secretary General and NATO's Chairman have ironclad control over how the funding of their faction is divided up. They can award IP to commanders in order to boost their ability to wage war, or they can use it themselves to construct Nuclear Weapons.
Faction Leaders may also spend IP to convince neutrals to align with their faction. Each IP is a 10% chance that the neutral will ally with you. Mexico(North Mexico/South Mexico), Brazil(Brazil/Amazonia) and Indonesia(Java/Borneo/New Guinea) are the only NPCs which possess multiple regions. They are harder to sway to your side than 1-province NPCs, with each IP only representing a 5% chance.
Every 5 turns, the Faction Leader comes up for reelection in both sides. At this point, the game is paused for a week while all Commanders vote in their specific Faction's elections to produce their next Chairman or General Secretary. Running for a second term is allowed.
The first Chairman and General Secretary will be determined randomly when the first turn(Winter 1989) begins.
If a player is disliked by his Faction Leader, the Faction Leader may start a kick vote. If the majority of his players vote in favor of the kick, then the player is banned from this Faction unless a Faction Leader repeals the ban. They may at that point defect to the other team, but only if a similar vote on the other team accepts them. For example: if Lighthearter is kicked from the Warsaw Pact, he may contact NATO and request to take up arms with them. Chairman Whatshisface of NATO will then start a vote on whether to allow Lighthearter in or not. If the answer is yes, Lighthearter begins his NATO career in New England with a default starter army. Note that NATO is required to hold the vote on whether to accept Lighthearter - they can't just say "nope."
Nuclear Weapons:
Nukes cost 5IP and can only be constructed by the Faction Leader. They may be fired at a province at any time. A province hit by a nuke has its income value decreased by 1 permanently. A nuked province will change color to represent its status as a barren wasteland. A capital hit with a nuke will see its marker decrease substantially in size after the first hit, disappear after the second, and finally the province will change color after the third. Any army of either faction caught within the blast radius of a nuke will lose a significant portion of its forces, so be wary.
Nuclear missile launches and targets MUST be public. If I am PM'd nuclear launch orders, I will immediately put them in the thread.
Winning the Game:
In order to win the game, you must reduce the enemy to less than 10 provinces, while having either captured or destroyed their Capital.
Let the Third World War begin!