With the renewed interest in team NES, here is the (hopefully) first successful team NES. As everyone knows the basic rules, there is very little besides units i need to go over here. I will just list the basic ideas. by the way, as most of the stuff involving this NES goes on in AIM and PMs, the thread will be relatively short compared to most NESes, however feel free to taunt opponents and such here.
-Battles-
Battles will be decided in story NES form, logic and numbers being main determinants of the victor. However, there will be units as listed below.
-Units-
Allied Land
Armored Division- best on attack, average on defense, can move two spaces
Elite Forces- good on attack and good on defense
Elite Infantry- Great against armor and Class A and B infantry
Regular Infantry- average on defense and offense
Conscripts- poor on defense and offense
Allied Sea
Surface Warship- basic Allied ship, stronger than Soviet counterparts, moves 3
Carrier- Allied ship, weak in direct combat but carries fighters and bombers, moves 2
Submarine- can do missle attacks (non nuclear) against Soviet inland installations to destroy aircraft or resting troops
Allied Air
Stealth Bomber/Fighter- Best Allied jet, cannot be destroyed unless ground base is captured by Soviets. Awesome attack and defense, can wipe out whole divisions. Moves 3 Territory, cannot be based on carriers
Jet Fighter- Basic Fighter, average in defense, poor in offense, moves 5 territories
Support Helicopter- good offense, average defense, moves 2 territory
Soviet Land
Armored Division- best on attack, average defense, moves 2 spaces
Class A Infantry- good on attack, good on defense
Class B Infantry- average on attack, good on defense
Class C Infantry- poor on attack, average on defense
Class D Infantry- poor on attack and defense
Soviet Sea
Submarine- Good Offense, poor defense
Surface Warship- average on offense and defense
Soviet Air
Bomber- Great offense, bad defense, moves six territories.
Jet Fighter- average offense and defense
Support Helicopter- good offense, average defense
NOTE: no more units than what you start with can be created. Exceptions are conscription by soviets which creates new Class D units in MOS and 1 Allied Armored and 1 Allied Elite Infantry, which lands in BEL every turn after the first 7 turns.
-Nuclear Weapons-
If nuclear war occurs (full out nuclear usage) both sides lose. If nukes are fired at anywhere in Soviet Union or anywhere in the UK or United States, nukes are automatically fired, and both sides lose.
-Time-
All turns pass in days, thus why no units are produced except for conscripts.
-Overseas transport-
This is handled abstractly. Allied Carriers have 1 Elite Forces with them automatically which can be used to capture soviet ports and such. However, if need for movement of troops overseas is required, i will determine the amount of turns it takes and the troops will land automatically at their destination once the time is up (unless subs or warships block their path).
This takes a bit more work than i expected, being busy with other stuff, it wont be till this weekend when it fully opens.
-Battles-
Battles will be decided in story NES form, logic and numbers being main determinants of the victor. However, there will be units as listed below.
-Units-
Allied Land
Armored Division- best on attack, average on defense, can move two spaces
Elite Forces- good on attack and good on defense
Elite Infantry- Great against armor and Class A and B infantry
Regular Infantry- average on defense and offense
Conscripts- poor on defense and offense
Allied Sea
Surface Warship- basic Allied ship, stronger than Soviet counterparts, moves 3
Carrier- Allied ship, weak in direct combat but carries fighters and bombers, moves 2
Submarine- can do missle attacks (non nuclear) against Soviet inland installations to destroy aircraft or resting troops
Allied Air
Stealth Bomber/Fighter- Best Allied jet, cannot be destroyed unless ground base is captured by Soviets. Awesome attack and defense, can wipe out whole divisions. Moves 3 Territory, cannot be based on carriers
Jet Fighter- Basic Fighter, average in defense, poor in offense, moves 5 territories
Support Helicopter- good offense, average defense, moves 2 territory
Soviet Land
Armored Division- best on attack, average defense, moves 2 spaces
Class A Infantry- good on attack, good on defense
Class B Infantry- average on attack, good on defense
Class C Infantry- poor on attack, average on defense
Class D Infantry- poor on attack and defense
Soviet Sea
Submarine- Good Offense, poor defense
Surface Warship- average on offense and defense
Soviet Air
Bomber- Great offense, bad defense, moves six territories.
Jet Fighter- average offense and defense
Support Helicopter- good offense, average defense
NOTE: no more units than what you start with can be created. Exceptions are conscription by soviets which creates new Class D units in MOS and 1 Allied Armored and 1 Allied Elite Infantry, which lands in BEL every turn after the first 7 turns.
-Nuclear Weapons-
If nuclear war occurs (full out nuclear usage) both sides lose. If nukes are fired at anywhere in Soviet Union or anywhere in the UK or United States, nukes are automatically fired, and both sides lose.
-Time-
All turns pass in days, thus why no units are produced except for conscripts.
-Overseas transport-
This is handled abstractly. Allied Carriers have 1 Elite Forces with them automatically which can be used to capture soviet ports and such. However, if need for movement of troops overseas is required, i will determine the amount of turns it takes and the troops will land automatically at their destination once the time is up (unless subs or warships block their path).
This takes a bit more work than i expected, being busy with other stuff, it wont be till this weekend when it fully opens.