The Plot:
The year is 1945, the world has been more or less at peace for the past two years after the Chinese and Japanese concluded an uneasy peace after nearly a decade of war. In Europe Germany has recovered from the Depression under the rule of a new democracy and with support from other Europeon powers. Mussolini remains in control in Italy after successful wars with Eithiopia, Albania, and Greece, creating a new Europeon power to be reckoned with, however he has recently taken a more peaceful approach in previous years. Despite the peaceful loss of India, France and Britian continue to lead Europe in trade and hope to see neverending peace. However since the Great War some omens of future war have been apparent.
In 1937 the Spainish Civil War devastated the Iberian penninsula, as the USSR and Italy supported opposing sides. In 1939 the peace was finally restored as a pro-communist Spain emerged under Soviet guidance. In the past 5 years the Soviet Union has continued to expand its influence by winning an unofficial war against Japan and annexing the Baltic states and parts of Finland and Romania. In 1944 things came to a head as British and French diplomats desperating tried to preserve Polish independence at the Warsaw Conference. Inevitably Poland was divided by germany, the Soviets and Czechslovakia. Now as rumors of communist plots in France, Britian, Italy, and Germany emerge, the nations of Europe must decide who to align with in the growing Red threat.
OOC Intro:
After a two week long trip to Russia and extensive study in Moscow and Volgograd on WW2 stuff (for fun mostly) I have come up with this damn good NES. I hope that the rules will allow extensive variety in tanks and equipment, not to mention tactics as well.
This uses some of Warman's old Red Alert NES rules, including trade of technology and a similar form of update. I hope i have taken the best aspects of that very fun NES.
Anyways, read carefully the rules as the game you might save could be your own.
Rules:
Industrial Capacity
Industrial Capacity (IC) is the form of production for your nation. Players cannot change their IC, though the loss of colonies, cities, and land will effect it. In addition there are occasions on which the IC might change as result of increased independent production or luck.
IC cannot be saved, all must be spent or converted into Build or Research Points, which can't be converted back.
Build and Research Points
Build Points (I use abbreviation BP below because i'm lazy) are used to construct great works, such as defensive lines and other important buildings. You dont have to save Build Points if you dont want to and IC can be directly used to construct a work if you have enough. The available Works are below, each costs 5 IC/BP:
Army/Navy/Air Force Command Center- Provides combat bonuses to which ever branch you have one for. You can build three of these, one for each branch.
Spy Agency- Spy Agencies cost 5 IC to create but if you want to improve your intelligence capacities, you'll have to spend more.
Great Laboratory- Provides a bonus Research Point every turn for your scientific pleasure.
Great Factory- Provides a bonus Build Point every turn for your construction pleasure.
Radar Network- Provides combat bonuses for your planes when on defense and your ships off your coastline.
Atomic Reactor- The more of these you build, the quicker it takes to build atomic weapons.
Research Points are used to get technology. As with Build Points you can directly gain technology with IC or save by turning your IC into the points.
Another Reminder: IC cannot be saved, if you dont want to waste IC or grow military you'll have to use Build and Research Points
Military
Military is rather straightforward at the start. Almost all nations have the same generic troops, which will change once new technology is researched and new weapons are developed.
For now there are very few differences in Europeon armies. However Soviet/American plus other nations designs for different weapons can be shared if a deal is brokered with that power. Below are the types of soldiers and their prices in IC:
Army-
Conscripts- 1 IC for 20,000. You can get a lot of these cheap but they arent very useful outside of their own countries.
Infantry (includes costs for all Infantry)- 1 IC for 10,000. This is your basic, not so mobile infantry. All nations use them, and Infantry is the staple of any balanced army.
Paratroopers- 1 IC for 10,000. These forces are specially trained to drop behin enemy lines using parachutes and are usually in a support role for other forces.
Elite Infantry/Marines/Guards/Commandos/Hawks- 1 IC for 2,500. These are the elite of any army, the best of the best. They are armed with the best of equipment available to a modern army.
Mech Infantry- 1 IC for 5,000. These are mobile forces, suited mostly for rapid offensives and blitzkrieg warfare.
Light Tank/Sherman/T-34- 1 IC for 250. Basic starting tanks for each nation, though technology should be research rather quickly to improve these.
Panther/IS-3/Pershing/Fist- 1 IC for 50. Medium tanks, distinctly better than Light tanks in nearly every regard.
Navy-
Carrier- 3 IC for 1. Airfield on the sea, best of the ships available. Includes its own planes.
Battleship- 2 IC for 1. Powerful ship, though easily destroyed by a Carrier.
Battlecruier- 1 IC for 1. Quicker than a Battleship and more suited for support roles in a Carrier group.
Cruiser- 1 IC for 2. Fast, somewhat powerful ships, used for escort and support roles.
Destroyer- 1 IC for 5. Special ships suited for escort and anti-submarine warfare.
Submarine- 1 IC for 3. Submarines are best suited for blockades, anti-merchant warfare, and ambushes.
Air Force
Fighter/YAK/Mustang/Zero/Sagitarrio/S.245- 1 IC for 200. Air to Air combat planes, can also be used for light support of ground troops.
Me-262/P-59/Svi-77/MiG-9- 1 IC for 100. Also air to air combat planes, but with jet engines that give them advantages over most other planes.
Bomber/DB-2/B-29/Lancaster- 1 IC for 50. Provides heavy ground support and can be used to damage other nations' IC.
A-21- 1 IC for 100. Provides decent ground support and can hold its own against some fighters if attacked, much unlike regular bombers
Power Chart
Infantry:
Conscripts<Paratroopers<Infantry=Soviet Paratroopers=American Airborne<Soviet Infantry=Mech Infantry<Scandinavian Infantry<American Infantry<Gaurds (Islamic)=Commandos(Allied)=Yuris(Communist)<Marines
Armor:
Light Tank<Sherman<T-34<Fist<Panther=Pershing<IS-3
Fighters:
Fighters<YAK<Mustang=Zero=S.245(Czech)<A-21(Swedish)<Sagitarrio(Italian)=P-59(American)=Spitfire (British)=MiG-9(Soviet)<Svi-77(Scandinavian)=Me-262(German)=Meteor(British)
Bombers:
A-21<Bombers<DB-2=Lancaster<B-29
Atomic Weapons
Nukes are not built via IC, but rather by how many atomic reacters you have. With one you get 1 nuke every 3 turns, with 2 every 2 turns, with 3 every turn, and for every 3 reactors you get another nuke per turn. Atomic Reactors count as a Great Work and you get 1 free when you discover Atomic Reactor tech,
Military Focus
This is my own new rule, and allows for a very interesting game. Each focus provides bonuses. You may choose your focus at the very beginning of the game before the first update. Each technology corresponds with a focus and if you have the same focus as the technology that tech is 1 Research Point/IC cheaper for you. In addition, weapons developed by you that correspond with your focus are more powerful than other nations' counterparts. The focuses are as follows:
Blitzkrieg Focus: Mech Infantry, Tanks, and Fighters are the center of this focus. As such, technologies involving those three things are cheaper for you.
Attrition Focus: Infantry, ships, and bombers are the focus of this. Once again technologies involving these are cheaper.
Scientific Focus: Science not directly related to military are cheaper for you. In addition any units created through these techs by you are better than others.
Airpower Focus: Technologies involving air force are cheaper and air units developed by you are superior to others.
Technology
As mentioned above here are the technologies and their cost in IC/Research Points (RP). IN parenthesis is the focus to which they belong. Remember if you share the focus of the tech it is 1 IC/RP cheaper for you.
Technology can be shared and I recommend this is the best way to go in many cases. In addition nations can cooperate to discover a technology as long as i know whose cooperating and how much each nation is spending. Also if you cooperate to buy a tech, bonuses from focus combine, allowing much cheaper tech and better weapons
Army:
Mobile Infantry (Blitzkrieg): Costs 3 IC/RP. Allows creation of generic Mech Infantry, which are more mobile than regular infantry.
Discovered By: ALL
Medium Tanks (Blitzkrieg): Costs 4 IC/RP. Allows creation of generic Medium Tanks which are slower than, though better in every other aspect than Light Tanks.
Discovered By: USSR, USA, Stonewall pact, Arab Alliance
Submachine Guns (attrition): Costs 6 IC/RP. Creates better version of basic Infantry.
Known By: USA, Arab Alliance, Commitern, Stonewall Pact, China
Elite Infantry (Attrition): Requires Submachine Guns. Costs 6 IC/RP. Creates a new type of infantry which is extremely versatile in any situation and specializes in raids and amphibious assualts.
Discovered By: USA, Islamic Alliance, Stonewall Pact, Commitern
Paratroopers (Blitzkrieg): Requires Submachine Guns. Costs 6 IC/RP. Creates a new type of infantry which specializes in airborne assualts and supporting attacks.
Discovered by: Commitern, USA
Navy:
Sonar (Attrition): Costs 4 IC/RP. Improves Anti-Submarine warfare by Destroyers.
Discovered By: Commitern, Stonewall Pact, USA
Jet Carrier Planes (Airpower): Requires Jet Engines. Costs 5 IC/RP. Carriers will now hold jet aircraft instead of the old piston engine planes.
Discovered By: Stonewall Pact, USA
Air Force:
Improved Fighter Engines (Science): Costs 5 IC/RP. Fighters are improved for the nations that gain this technology.
Discovered By: Stonewall Pact
Improved Bomber Capacity (Airpower): Costs 6 IC/RP. Bombers are improved for country that gains this tech.
Discovered by: USA, UK
Jet Fighter-Bomber (Airpower): Requires Jet Engines and Improved Bomber Capacity. Costs 6 IC/RP. Allows a new type of plane especially designed for infantry support though it is capable of air to air combat.
Discovered By: Stonewall Pact, UK
Science:
Jet Engines (Airpower): Costs 5 IC/RP. Allows creation of basic Jet Fighters.
Discovered by: USA, Stonewall Pact, Commitern, Islamic Alliance
Medium Tank Mass Production (Blitzkrieg): Requires Medium Tanks. Costs 5 IC/RP. Allows construction of 100 Mediums for only 1 IC.
Discovered By: USA, Stonewall Pact, Commitern, Islamic Alliance
Rocketry (Science): Requires Jet Engines. Costs 6 IC/RP. Will unlock later techs.
Discovered By: USA, UK
Rockets (Science): Requires Rocketry. Costs 6 IC/RP. Allows rockets to be built, which are a more cost efficient way of leveling an enemy's economy.
Atomic Research (Science): Costs 5 IC/RP Each. This must be researched 3 times before the final steps in the search for an ultimate weapon.
Known by: USA, Germany, UK, USSR, Italy, Japan, India (2/3), Yugoslavia (1/3)
Atomic Reactor (Science): Costs 7 IC/RP. Requires Atomic Research. This is the 2nd part of building a nuclear weapon and much be taken before futher research is made.
Discovered By: Germany, USA, USSR, Italy, UK
Alliances (and what they build)
Stonewall Pact- Germany, Italy, Romania, Czechslovakia, Hungary, Austria, United Kingdom, Brazil, Portugal, Japan, Sweden, Finland, Norway, Denmark
Army: Panther Medium Tank
Air Force: S.245 Fighter, Sagitarrio Fighter, Spitfire Fighter, Me-262 Jet Fighter, A-21 Fighter-Bomber
Commitern- Soviet Union, Bulgaria, Greece, Spain, Communist France
Army: Soviet Infantry, T-34 "Light" Tank, IS-3 Medium Tank(Soviets only)
Air Force: YAK Fighter, MiG jet Fighter, DB-2 Bomber (Soviets only)
Islamic Alliance: Turkey, Iraq, Syria, Saudi Arabia
Army: Fist Medium Tank, Allah's Guards Elite Infantry
The year is 1945, the world has been more or less at peace for the past two years after the Chinese and Japanese concluded an uneasy peace after nearly a decade of war. In Europe Germany has recovered from the Depression under the rule of a new democracy and with support from other Europeon powers. Mussolini remains in control in Italy after successful wars with Eithiopia, Albania, and Greece, creating a new Europeon power to be reckoned with, however he has recently taken a more peaceful approach in previous years. Despite the peaceful loss of India, France and Britian continue to lead Europe in trade and hope to see neverending peace. However since the Great War some omens of future war have been apparent.
In 1937 the Spainish Civil War devastated the Iberian penninsula, as the USSR and Italy supported opposing sides. In 1939 the peace was finally restored as a pro-communist Spain emerged under Soviet guidance. In the past 5 years the Soviet Union has continued to expand its influence by winning an unofficial war against Japan and annexing the Baltic states and parts of Finland and Romania. In 1944 things came to a head as British and French diplomats desperating tried to preserve Polish independence at the Warsaw Conference. Inevitably Poland was divided by germany, the Soviets and Czechslovakia. Now as rumors of communist plots in France, Britian, Italy, and Germany emerge, the nations of Europe must decide who to align with in the growing Red threat.
OOC Intro:
After a two week long trip to Russia and extensive study in Moscow and Volgograd on WW2 stuff (for fun mostly) I have come up with this damn good NES. I hope that the rules will allow extensive variety in tanks and equipment, not to mention tactics as well.
This uses some of Warman's old Red Alert NES rules, including trade of technology and a similar form of update. I hope i have taken the best aspects of that very fun NES.
Anyways, read carefully the rules as the game you might save could be your own.
Rules:
Industrial Capacity
Industrial Capacity (IC) is the form of production for your nation. Players cannot change their IC, though the loss of colonies, cities, and land will effect it. In addition there are occasions on which the IC might change as result of increased independent production or luck.
IC cannot be saved, all must be spent or converted into Build or Research Points, which can't be converted back.
Build and Research Points
Build Points (I use abbreviation BP below because i'm lazy) are used to construct great works, such as defensive lines and other important buildings. You dont have to save Build Points if you dont want to and IC can be directly used to construct a work if you have enough. The available Works are below, each costs 5 IC/BP:
Army/Navy/Air Force Command Center- Provides combat bonuses to which ever branch you have one for. You can build three of these, one for each branch.
Spy Agency- Spy Agencies cost 5 IC to create but if you want to improve your intelligence capacities, you'll have to spend more.
Great Laboratory- Provides a bonus Research Point every turn for your scientific pleasure.
Great Factory- Provides a bonus Build Point every turn for your construction pleasure.
Radar Network- Provides combat bonuses for your planes when on defense and your ships off your coastline.
Atomic Reactor- The more of these you build, the quicker it takes to build atomic weapons.
Research Points are used to get technology. As with Build Points you can directly gain technology with IC or save by turning your IC into the points.
Another Reminder: IC cannot be saved, if you dont want to waste IC or grow military you'll have to use Build and Research Points
Military
Military is rather straightforward at the start. Almost all nations have the same generic troops, which will change once new technology is researched and new weapons are developed.
For now there are very few differences in Europeon armies. However Soviet/American plus other nations designs for different weapons can be shared if a deal is brokered with that power. Below are the types of soldiers and their prices in IC:
Army-
Conscripts- 1 IC for 20,000. You can get a lot of these cheap but they arent very useful outside of their own countries.
Infantry (includes costs for all Infantry)- 1 IC for 10,000. This is your basic, not so mobile infantry. All nations use them, and Infantry is the staple of any balanced army.
Paratroopers- 1 IC for 10,000. These forces are specially trained to drop behin enemy lines using parachutes and are usually in a support role for other forces.
Elite Infantry/Marines/Guards/Commandos/Hawks- 1 IC for 2,500. These are the elite of any army, the best of the best. They are armed with the best of equipment available to a modern army.
Mech Infantry- 1 IC for 5,000. These are mobile forces, suited mostly for rapid offensives and blitzkrieg warfare.
Light Tank/Sherman/T-34- 1 IC for 250. Basic starting tanks for each nation, though technology should be research rather quickly to improve these.
Panther/IS-3/Pershing/Fist- 1 IC for 50. Medium tanks, distinctly better than Light tanks in nearly every regard.
Navy-
Carrier- 3 IC for 1. Airfield on the sea, best of the ships available. Includes its own planes.
Battleship- 2 IC for 1. Powerful ship, though easily destroyed by a Carrier.
Battlecruier- 1 IC for 1. Quicker than a Battleship and more suited for support roles in a Carrier group.
Cruiser- 1 IC for 2. Fast, somewhat powerful ships, used for escort and support roles.
Destroyer- 1 IC for 5. Special ships suited for escort and anti-submarine warfare.
Submarine- 1 IC for 3. Submarines are best suited for blockades, anti-merchant warfare, and ambushes.
Air Force
Fighter/YAK/Mustang/Zero/Sagitarrio/S.245- 1 IC for 200. Air to Air combat planes, can also be used for light support of ground troops.
Me-262/P-59/Svi-77/MiG-9- 1 IC for 100. Also air to air combat planes, but with jet engines that give them advantages over most other planes.
Bomber/DB-2/B-29/Lancaster- 1 IC for 50. Provides heavy ground support and can be used to damage other nations' IC.
A-21- 1 IC for 100. Provides decent ground support and can hold its own against some fighters if attacked, much unlike regular bombers
Power Chart
Infantry:
Conscripts<Paratroopers<Infantry=Soviet Paratroopers=American Airborne<Soviet Infantry=Mech Infantry<Scandinavian Infantry<American Infantry<Gaurds (Islamic)=Commandos(Allied)=Yuris(Communist)<Marines
Armor:
Light Tank<Sherman<T-34<Fist<Panther=Pershing<IS-3
Fighters:
Fighters<YAK<Mustang=Zero=S.245(Czech)<A-21(Swedish)<Sagitarrio(Italian)=P-59(American)=Spitfire (British)=MiG-9(Soviet)<Svi-77(Scandinavian)=Me-262(German)=Meteor(British)
Bombers:
A-21<Bombers<DB-2=Lancaster<B-29
Atomic Weapons
Nukes are not built via IC, but rather by how many atomic reacters you have. With one you get 1 nuke every 3 turns, with 2 every 2 turns, with 3 every turn, and for every 3 reactors you get another nuke per turn. Atomic Reactors count as a Great Work and you get 1 free when you discover Atomic Reactor tech,
Military Focus
This is my own new rule, and allows for a very interesting game. Each focus provides bonuses. You may choose your focus at the very beginning of the game before the first update. Each technology corresponds with a focus and if you have the same focus as the technology that tech is 1 Research Point/IC cheaper for you. In addition, weapons developed by you that correspond with your focus are more powerful than other nations' counterparts. The focuses are as follows:
Blitzkrieg Focus: Mech Infantry, Tanks, and Fighters are the center of this focus. As such, technologies involving those three things are cheaper for you.
Attrition Focus: Infantry, ships, and bombers are the focus of this. Once again technologies involving these are cheaper.
Scientific Focus: Science not directly related to military are cheaper for you. In addition any units created through these techs by you are better than others.
Airpower Focus: Technologies involving air force are cheaper and air units developed by you are superior to others.
Technology
As mentioned above here are the technologies and their cost in IC/Research Points (RP). IN parenthesis is the focus to which they belong. Remember if you share the focus of the tech it is 1 IC/RP cheaper for you.
Technology can be shared and I recommend this is the best way to go in many cases. In addition nations can cooperate to discover a technology as long as i know whose cooperating and how much each nation is spending. Also if you cooperate to buy a tech, bonuses from focus combine, allowing much cheaper tech and better weapons
Army:
Mobile Infantry (Blitzkrieg): Costs 3 IC/RP. Allows creation of generic Mech Infantry, which are more mobile than regular infantry.
Discovered By: ALL
Medium Tanks (Blitzkrieg): Costs 4 IC/RP. Allows creation of generic Medium Tanks which are slower than, though better in every other aspect than Light Tanks.
Discovered By: USSR, USA, Stonewall pact, Arab Alliance
Submachine Guns (attrition): Costs 6 IC/RP. Creates better version of basic Infantry.
Known By: USA, Arab Alliance, Commitern, Stonewall Pact, China
Elite Infantry (Attrition): Requires Submachine Guns. Costs 6 IC/RP. Creates a new type of infantry which is extremely versatile in any situation and specializes in raids and amphibious assualts.
Discovered By: USA, Islamic Alliance, Stonewall Pact, Commitern
Paratroopers (Blitzkrieg): Requires Submachine Guns. Costs 6 IC/RP. Creates a new type of infantry which specializes in airborne assualts and supporting attacks.
Discovered by: Commitern, USA
Navy:
Sonar (Attrition): Costs 4 IC/RP. Improves Anti-Submarine warfare by Destroyers.
Discovered By: Commitern, Stonewall Pact, USA
Jet Carrier Planes (Airpower): Requires Jet Engines. Costs 5 IC/RP. Carriers will now hold jet aircraft instead of the old piston engine planes.
Discovered By: Stonewall Pact, USA
Air Force:
Improved Fighter Engines (Science): Costs 5 IC/RP. Fighters are improved for the nations that gain this technology.
Discovered By: Stonewall Pact
Improved Bomber Capacity (Airpower): Costs 6 IC/RP. Bombers are improved for country that gains this tech.
Discovered by: USA, UK
Jet Fighter-Bomber (Airpower): Requires Jet Engines and Improved Bomber Capacity. Costs 6 IC/RP. Allows a new type of plane especially designed for infantry support though it is capable of air to air combat.
Discovered By: Stonewall Pact, UK
Science:
Jet Engines (Airpower): Costs 5 IC/RP. Allows creation of basic Jet Fighters.
Discovered by: USA, Stonewall Pact, Commitern, Islamic Alliance
Medium Tank Mass Production (Blitzkrieg): Requires Medium Tanks. Costs 5 IC/RP. Allows construction of 100 Mediums for only 1 IC.
Discovered By: USA, Stonewall Pact, Commitern, Islamic Alliance
Rocketry (Science): Requires Jet Engines. Costs 6 IC/RP. Will unlock later techs.
Discovered By: USA, UK
Rockets (Science): Requires Rocketry. Costs 6 IC/RP. Allows rockets to be built, which are a more cost efficient way of leveling an enemy's economy.
Atomic Research (Science): Costs 5 IC/RP Each. This must be researched 3 times before the final steps in the search for an ultimate weapon.
Known by: USA, Germany, UK, USSR, Italy, Japan, India (2/3), Yugoslavia (1/3)
Atomic Reactor (Science): Costs 7 IC/RP. Requires Atomic Research. This is the 2nd part of building a nuclear weapon and much be taken before futher research is made.
Discovered By: Germany, USA, USSR, Italy, UK
Alliances (and what they build)
Stonewall Pact- Germany, Italy, Romania, Czechslovakia, Hungary, Austria, United Kingdom, Brazil, Portugal, Japan, Sweden, Finland, Norway, Denmark
Army: Panther Medium Tank
Air Force: S.245 Fighter, Sagitarrio Fighter, Spitfire Fighter, Me-262 Jet Fighter, A-21 Fighter-Bomber
Commitern- Soviet Union, Bulgaria, Greece, Spain, Communist France
Army: Soviet Infantry, T-34 "Light" Tank, IS-3 Medium Tank(Soviets only)
Air Force: YAK Fighter, MiG jet Fighter, DB-2 Bomber (Soviets only)
Islamic Alliance: Turkey, Iraq, Syria, Saudi Arabia
Army: Fist Medium Tank, Allah's Guards Elite Infantry