GzzIOT

Gzz

Warlord
Joined
Oct 14, 2012
Messages
182
Location
Viareggio, Italy
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For the start, you choose ten territories, you spend your starting 15 production points on the starting armies and buildings and, of course, you will need to write a background for your nation.

Movement: you can move an infinite number of armies/fleets as long you move it to a bordering territory (unless the land units are on a transport or the Infantry is on a Helicopter Squad).

Attack: Each unit has his own stat about how many dice to roll in attack and defense ( if the stat is "0", then the unit cannot defend/attack) : the attacking units confront their total attack stat with the defense stat of the defender, then X ( where X is the total number of units ) 6-faces dices are rolled : if the attack and defense stat are equal, 1-3 is an win for the attacker for that fight, if it's a 4-6, then it's a defender win; but, if the attack and defense values aren't equal, then a +1 to the attacker/defender roll ( according whose side has a bigger value), naturally, if the +1 go over the 1/6, then the attacker/defender lose for default.
Example : 2 basic infantry attack an Elite Infantry : 3 dices are rolled :
1,5,2.
The elite infantry is killed, but so is a Basic infantry.
An Heavy Armour Division attacks two Light Armour Divison, because the attack value of the Heavy Armour Division is higher by 1 than the total Defense value of the two Light Armour Divisions, a +1 is added; the rolls are :
4,1,1
In a normal case, the Heavy Tank Division should be destroed, but because the attacker has a 1+ bonus, the 4 is an attacker win.
But there are some territories that are more easy to defend than the average, thus, some territories ( highlighted by a light gray four-tip star) are said "Easy to Defend", and thus they add a die in defense.

Diplomacy: Well, pretty much self-explanatory, no limits in it but that both partiess must agree.

Unit Creation: Each territory, unless specified or is a crossroads (which gives 3 points Production and marked by a purple dot on the territory) gives a Production point, usable for the creation of armies, cities, or commercial bases.

A city costs 3 points and gives a free Basic Infantry unit and two production points each turn

A commercial base costs 5 production points and gives 3 each turn turn and cannot be destroyed (unlike the armies and city), so when you lose a territory, the commercial base in it is took by the enemy. The accumulated points are NOT lost at the end of the turn.

The units are:
Basic Infantry : Attack 1 Defense 1 Cost 1

Elite Infantry : Defence 2 Defence 2 Cost 1 Only in the initial territories (can only be produced in the territories held right from' the beginning of the game)

Anti-aircraft machine gun: Attack 1 Defense 1 Cost 1
anti-aircraft (can attack air units)

SAM: Attack 2 Defense 2 Cost 3 anti-aircraft

Cavalry Division: Attack 1 Defense 2 Cost 2

Light Armored Division: Attack 2 Defence 2 Cost 2

Medium Armoured Division : Attack 3 Defense 2 Cost 3

Heavy Armored Division: Attack 5 Defense 3 Cost 6

Light Artillery: 2 Attack 1 Defense 3 Cost 3

Heavy Artillery: Attack 1 Defense 5 Cost 4 Multiple kills of Infantry ( every win by this unit counts as two kills insted of one against Infantry )

Fighter: Attack 1 Defense 1 Cost 3 anti-aircraft,
Airplane (can only be attacked by anti-aircraft units)

Reaction Fighter : Attack 2 Defense 2 Cost 4 anti-aircraft, Airplane

Bomber: Attack 4 Defense 0 Cost 4 Airplane

Helicopter team: Attack 2 Defense 2 Cost 2 Air Transport (may carry infantry units over a neutral or hostile territory without flak)

Destroyer: Attack 1 Defense 1 Cost 2 antiaircraft

Cruiser: Attack 3 Defense 2 Cost 3

Battleship: Attack 3 Defense 2 Cost 3

Transport: Attack 0 Defense 0 Cost 2 Maritime transport (can carry up to 4 units of land through the sea).

Unique Units: once a background is created, I will create a Unique Unit for everyone. It isn't needed an elaborate background for having a decent Unique Unit, but more the background is good, more the Unique unit will be so.
Technical Squad (Great Lakes Confederation unique unit) : Attack 2 Defense 2 Cost 3, Repair ( if a Tank unit or an Artilllery units is going to be destroyed in a battle, kill this unit instead).

Floggers ( Polish-Lithuanian Commonwealth unique unit) : Attack 4 Defense 4 Cost 4, Fanatical ( this unit is always killed first in a roll, but if this unit is killed in Defense, the other units of the smae side get a +1 in Defense for that battle, and in attack they alway wins a roll, no matter what)

Joventud ( Cuba unique unit) : Attack 3 Defense 1 Cost 5, Volunteers ( this unit win every time a roll in defense)




Research: Each turn, you have to spend at least one production point in research (if you want you can spend more): every twenty points spent on production, a new technology is discovered: send me the background of 'units / infrastructure (at your choice) that you want to create and I will do the stats, the 'units / infrastructure will be added to the list of units / infrastructure.

Events: At the start of each turn, I will assign everyone an event that can be good or bad. This will vary from Conscription Boom to Alien Artifact Discovered.
 
Reserving Great Lakes region (border of Lake Michigan, Huron, Superior). I'll post a map shortly.
 
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THE GREAT LAKES CONFEDERATION
Background:
As it became more and more apparent that the United States was crumbling, the mayor of Chicago had an idea. His city required a lot of resources, resources that were bound to be hard to come by if the Union was doomed. Agriculturally, the surrounding area was fairly rich, and could probably support the city if need be, but as far as natural resources were concerned, the area was poor. Chicago could perhaps feed itself, but without steel and timber, the city could never hold it's own on the regional, much less world, stage.

His vision was an economic and industrial powerhouse based on the relatively safe shipping lanes of the Great Lakes. With the manpower and industrial capability of Chicago (and to a lesser extent the other major Great Lakes cities), combined with the vast natural wealth of the northern regions of Minnesota, Wisconsin, Michigan, and the Canadian shoreline, the new nation would be a force to be reckoned with.

He was able to obtain support from the Governor of Michigan, the mayor of Duluth, Minnesota, and large swathes of support across Wisconsin. From this base, the new nation was created, with it's capital in Chicago.

Government:
The government is republic-style, similar to the United States, but with more emphasis on the executive branch. The president has substantially more power and although he is still checked to some extent by Congress, generally his proposals will fly.

The president is elected for 4-year terms, limit of 2 consecutive terms (rather than limit of 2 lifetime). States have each 4 Senators and a population proportional amount of Representatives. A revised electoral college system is in place due to the worry by the other states that Chicago will dominate presidential elections: The number of Senators + the number of Representatives equal the amount of electoral votes available to each state. These votes are split based on voting results in each state, with the winner of the state getting remainder votes. For example, if 63% of the population of Michigan votes for Candidate A, 30% goes to Candidate B, and 7% to Candidate C, Michigan's 44 votes are split as such: 3 votes to Candidate C, 13 votes to Candidate B, and 27 votes to Candidate A, with the "remainder" vote going to Candidate A for a total of 28.

Information:
President: Joseph Brown (former Mayor of Chicago)
Vice President: Derek Sorenson (former Governor of Michigan)

States:
Chicagoland (48 electoral votes) - Chicago and Northern Indiana - Capital: Chicago
Michigan (44 electoral votes) - same as former U.S. state of Michigan - Capital: Detroit
Wisconsin (22 electoral votes) - former U.S. state of Wisconsin, minus the western quarter - Capital: Milwaukee
Duluth (5 electoral votes) - From Duluth, MN north to border with Canada, "North Shore" - Capital: Duluth

Starting Units and Buildings:
Commercial Base in Chicago
City in Southeast Wisconsin (Milwaukee)
City in Eastern Michigan (Detroit)
City in Minnesota North Shore (Duluth)
Basic infantry in Northern Indiana
 
CUBA​

gzziotcubastart.png

City; Commercial base in Havana- 8 PP

Elite infantry in Florida's purple dot territory; Havana- 2 PP

Battleship and transport, in Havana- 5 PP

15-8-2-5=0

Basic background. Cuba invades broken US, takes Florida, installs martial law. Starts expanding. Now holds Cuba, most of Florida, and Bahamas.

Claims Gulf of Mexico, Caribbean, Central America. Expansion there taken as offence to Cuba.

I would like to see this one get rolling. Only two three people so far though... what is everyone's deal?
 
The problem is that I am bad in advertising my things....

I really am excited for this IOT, come on people!

I think it's the perfect balance of complexity as far as the ruleset goes.
 
I really am excited for this IOT, come on people!

I think it's the perfect balance of complexity as far as the ruleset goes.

Cheap units on high province map is bad
 
Cheap units on high province map is bad

But they are not so powerful when a Unique unit or a Research unit with Multiple killing pops up, no ?
 
But they are not so powerful when a Unique unit or a Research unit with Multiple killing pops up, no ?

You missed the point.


15 Elites v. 15 Elites is 60 dice rolls. That can happen on turn 1.
 
You missed the point.


15 Elites v. 15 Elites is 60 dice rolls. That can happen on turn 1.

And so ? I can handle that
 
By turn 5 you'd be doing 300+ dice rolls for each war.

I don't care what you say, there's not a single person that frequents this forum that can do that without throwing up their hands.
 
By turn 5 you'd be doing 300+ dice rolls for each war.

I don't care what you say, there's not a single person that frequents this forum that can do that without throwing up their hands.

I still want to try
 
By turn 5 you'd be doing 300+ dice rolls for each war.

I don't care what you say, there's not a single person that frequents this forum that can do that without throwing up their hands.

Well, there is an easy adjustment. Just multiply cost of all units by whatever (2, 3, 4, 5...), or implement a supply limit?
 
Well, goo idea, a miximum of ten units, and only certain kind of units can go over it, and none of them ia basic one
 
Well, goo idea, a miximum of ten units, and only certain kind of units can go over it, and none of them ia basic one

So economy is worthless, then.
 
Combine the different stats in a roll (so 1 unit with 2 attack fights 1 unit with 2 defense it's a 1-4 roll; 1-2 and the first side wins and 3-4 the second side wins)
 
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