Heine
The Norwegian Viking
Welcome to my 2nd regular NES. This is a slightly alternate history version of WW2. there are 20 playable nations. I will start when 10 spots are filled. I will NPC the rest.
I saw many poeple wanted an new board NES as we only have 2 as for now, and Erez want to close his.
This NES is an copy of NaNES1 that I thought would be the best board NES haven't he killed it.....
Map
A square or circle will represent a city. With black lines representing provincial/sea/national borders. Units will be kept track of on the map as numbers then the unit type. If there is no room, missing units will be posted in the thread.
On land:
I=Infantry
T=Tank
A=Artillery
F=Fighter
B=Bomber
At sea:
AC=Aircraft Carrier
T=Transport (number of units inside known only to player)
D=Destroyer
B=Battleship
S=Submarine
Movement
Switzerland and Nepal are impassable
A naval unit may move through the following seas that may look impassable because of land obstructions:
Gulf of Panama to Carribean Sea:
Aegean Sea to Black Sea
North Sea to Baltic Sea
Aegean Sea to Red Sea.
Also, the bit of land east of Cairo and west of Palestine is considered part of the Cairo (CAI) province. The land south of Panama and north of Colombia is considered part of the Panama (PAN) province
Units may move, but not attack on the turn they are built.
Although they are not marked, there are cities in Finland (FIN) and Arabia (ARA)
Income
Provinces give you 3 credits and cities give you an additional 3 credits. Your income is then halved after it is totaled to represent the fact that a nation could not double its treasury in one season. The max amount able to be in a treasury is 100g
Combat
Combat will be based on the Axis & Allies system. Each unit has its own defense and attack value. Each value represents which number (or lower) a unit needs to roll on a 6-sided dice to get a hit. If a hit is scored one unit is taken out of combat. Before a defending unit is taken out of coombat and after all the attackers have fired, then it is the defense's turn to fire back in the same manner, except that the any attacking units hit are automatically taken out of the game. After combat is done and all units are removed the controller of the province is determined. If there are no units on either side left in the province or the defender has units left, then the defender controls the province. If the attacker has units left, then he controls the province. Combat at sea works exactly the same way except there are no provinces, just seas.
Special Combat Rules
Submarine: At the beginning of each naval battle, each attacking submarine gets a sneak attack unless there are enemy destroyers present. If a submarine scores a sucessful hit, an enemy ship is automatically taken out without a chance to fire back.
Battleship: Battleships need two hits to be sunk.
Shore Bombardment: A battleship may bombard a costal province to take out enemy units their. (Hint/Note: If used in conjunction with an amphibious assault, a defending unit hit by shore bombardment is automatically taken out.)
Artillery: An Infantry unit's attack value is upgraded to two when paired with an artillery unit.
Units
Infantry:
Cost- 3c
Attack- 1
Defense-2
Movement-1
Tank:
Cost- 6c
Attack- 3
Defense-2
Movement- 2
Artillery:
Cost- 4c
Attack- 2
Defense-2
Movement-1
Fighter:
Cost- 12c
Attack- 3
Defense- 4
Movement- 4
Bomber:
Cost- 15c
Attack-4
Defense-1
Movement-6
Aircraft Carrier:
Cost- 18c
Attack- 1
Defense- 3
Movement- 2
(Note: 2 Fighters or one bomber may be held on an Aircraft Carrier.)
Destroyer:
Cost- 15c
Attack- 3
Defense- 3
Movement- 3
Battleship:
Cost- 24c
Attack-4
Defense- 4
Movement- 2
Submarine:
Cost- 12g
Attack-2 (see First Strike rule)
Defense-2
Movement- 2
Transport:
Cost- 6g
Attack- 0
Defense- 1
Movement- 2
(Note: May carry 2 Infantry, 2 Artillery, or a combination of the two OR one tank)
You may purchase cities for 15c each. They do not move. Cities give you added income and let you build units in that province. They do not move.
Nations
Major Powers
USA:
Player-
Starting Treasury- 72c
Income- 36 cpt
Germany:
Player-
Starting Treasury- 81c
Income- 40 cpt
Japan:
Player-
Starting Treasury- 78c
Income-39cpt
USSR:
Player-
Starting Treasury- 90c
Income- 45cpt
Britain:
Player-
Starting Treasury-100c
Income- 50cpt
Vichy France:
Player-
Starting Treasury-78c
Income- 39 cpt
Secondary Powers
Italy
Player-
Starting Treasury- 27c
Income- 13cpt
China:
Player-
Starting Treasury- 36c
Income- 18cpt
Turkey:
Player-
Starting Treasury- 30c
Income- 15cpt
Australia:
Player-
Starting Treasury- 39c
Income- 14 cpt
Canada:
Player-
Starting Treasury- 27c
Income: 13 cpt
Brazil:
Player-
Starting Treasury- 27c
Income- 13cpt
Colombia:
Player-
Starting Treasury- 27c
Income-13cpt
Mexico:
Player-
Starting Treasury-30c
Income- 15cpt
Central American Pact:
Player- AugSan
Starting Treasury-30c
Income- 15cpt
Minor Powers
Spain:
Player-
Starting Treasury- 12c
Income- 6 cpt
Argentina:
Player-
Starting Treasury-12c
Income- 6cpt
Sattelite States:
Player-
Starting Treasury- 12c
Income- 6cpt
Saudi Arabia:
Player-
Starting Treasury-6c
Income- 3cpt
Finland:
Player-
Starting Treasury-6c
Income- 3cpt
Everyone is Welcome, orders PMed
I saw many poeple wanted an new board NES as we only have 2 as for now, and Erez want to close his.
This NES is an copy of NaNES1 that I thought would be the best board NES haven't he killed it.....
Map
A square or circle will represent a city. With black lines representing provincial/sea/national borders. Units will be kept track of on the map as numbers then the unit type. If there is no room, missing units will be posted in the thread.
On land:
I=Infantry
T=Tank
A=Artillery
F=Fighter
B=Bomber
At sea:
AC=Aircraft Carrier
T=Transport (number of units inside known only to player)
D=Destroyer
B=Battleship
S=Submarine
Movement
Switzerland and Nepal are impassable
A naval unit may move through the following seas that may look impassable because of land obstructions:
Gulf of Panama to Carribean Sea:
Aegean Sea to Black Sea
North Sea to Baltic Sea
Aegean Sea to Red Sea.
Also, the bit of land east of Cairo and west of Palestine is considered part of the Cairo (CAI) province. The land south of Panama and north of Colombia is considered part of the Panama (PAN) province
Units may move, but not attack on the turn they are built.
Although they are not marked, there are cities in Finland (FIN) and Arabia (ARA)
Income
Provinces give you 3 credits and cities give you an additional 3 credits. Your income is then halved after it is totaled to represent the fact that a nation could not double its treasury in one season. The max amount able to be in a treasury is 100g
Combat
Combat will be based on the Axis & Allies system. Each unit has its own defense and attack value. Each value represents which number (or lower) a unit needs to roll on a 6-sided dice to get a hit. If a hit is scored one unit is taken out of combat. Before a defending unit is taken out of coombat and after all the attackers have fired, then it is the defense's turn to fire back in the same manner, except that the any attacking units hit are automatically taken out of the game. After combat is done and all units are removed the controller of the province is determined. If there are no units on either side left in the province or the defender has units left, then the defender controls the province. If the attacker has units left, then he controls the province. Combat at sea works exactly the same way except there are no provinces, just seas.
Special Combat Rules
Submarine: At the beginning of each naval battle, each attacking submarine gets a sneak attack unless there are enemy destroyers present. If a submarine scores a sucessful hit, an enemy ship is automatically taken out without a chance to fire back.
Battleship: Battleships need two hits to be sunk.
Shore Bombardment: A battleship may bombard a costal province to take out enemy units their. (Hint/Note: If used in conjunction with an amphibious assault, a defending unit hit by shore bombardment is automatically taken out.)
Artillery: An Infantry unit's attack value is upgraded to two when paired with an artillery unit.
Units
Infantry:
Cost- 3c
Attack- 1
Defense-2
Movement-1
Tank:
Cost- 6c
Attack- 3
Defense-2
Movement- 2
Artillery:
Cost- 4c
Attack- 2
Defense-2
Movement-1
Fighter:
Cost- 12c
Attack- 3
Defense- 4
Movement- 4
Bomber:
Cost- 15c
Attack-4
Defense-1
Movement-6
Aircraft Carrier:
Cost- 18c
Attack- 1
Defense- 3
Movement- 2
(Note: 2 Fighters or one bomber may be held on an Aircraft Carrier.)
Destroyer:
Cost- 15c
Attack- 3
Defense- 3
Movement- 3
Battleship:
Cost- 24c
Attack-4
Defense- 4
Movement- 2
Submarine:
Cost- 12g
Attack-2 (see First Strike rule)
Defense-2
Movement- 2
Transport:
Cost- 6g
Attack- 0
Defense- 1
Movement- 2
(Note: May carry 2 Infantry, 2 Artillery, or a combination of the two OR one tank)
You may purchase cities for 15c each. They do not move. Cities give you added income and let you build units in that province. They do not move.
Nations
Major Powers
USA:
Player-
Starting Treasury- 72c
Income- 36 cpt
Germany:
Player-
Starting Treasury- 81c
Income- 40 cpt
Japan:
Player-
Starting Treasury- 78c
Income-39cpt
USSR:
Player-
Starting Treasury- 90c
Income- 45cpt
Britain:
Player-
Starting Treasury-100c
Income- 50cpt
Vichy France:
Player-
Starting Treasury-78c
Income- 39 cpt
Secondary Powers
Italy
Player-
Starting Treasury- 27c
Income- 13cpt
China:
Player-
Starting Treasury- 36c
Income- 18cpt
Turkey:
Player-
Starting Treasury- 30c
Income- 15cpt
Australia:
Player-
Starting Treasury- 39c
Income- 14 cpt
Canada:
Player-
Starting Treasury- 27c
Income: 13 cpt
Brazil:
Player-
Starting Treasury- 27c
Income- 13cpt
Colombia:
Player-
Starting Treasury- 27c
Income-13cpt
Mexico:
Player-
Starting Treasury-30c
Income- 15cpt
Central American Pact:
Player- AugSan
Starting Treasury-30c
Income- 15cpt
Minor Powers
Spain:
Player-
Starting Treasury- 12c
Income- 6 cpt
Argentina:
Player-
Starting Treasury-12c
Income- 6cpt
Sattelite States:
Player-
Starting Treasury- 12c
Income- 6cpt
Saudi Arabia:
Player-
Starting Treasury-6c
Income- 3cpt
Finland:
Player-
Starting Treasury-6c
Income- 3cpt
Everyone is Welcome, orders PMed
