uknemesis
The Nemesis
- Joined
- Jan 16, 2002
- Messages
- 2,293
It is 1935. The nations of the world had been at war for over a hundred years, until people finally grew tired of fighting. They elected new leaders to bring peace.
The destruction of those wars has killed most scientists, meaning that the nations are stuck with what they can build already, they have no way to advance in technology.
The new peace treaties made the countries of the world fairer, each having about the same amount of land as everyone else.
But now the two four-year terms of these peaceful leaders has finished. New leaders must be elected.
But will they be warriors or politicians? Weak or strong? Patriots or tyrants?
The fate of the world is in the hands of these new leaders.
The countries of the world are:
Britain(Orange)=President Hjalmar Mitchell[PIETER THERON]
Germany(Blue)=Chancellor Gothart von Hotzendorf[TOASTY]
France(Bright Pink)=President Phillipe Henry [DEXTER]
Italy(Red)=President Martin de Atalanta[__LUFFAREN]
Spain(Yellow)=
Russia(Dark Brown)=Premier Romanov[WILBOMAN]
Sweden(White)=Max Gustaf af Stockholm[ICE-EYE]
Greece(Bright Green)
China(Light Pink)=Chairman Matt Sung-Hui[WARLORD MATT]
Japan(Light Brown)=Emperor Kwan-Sn[KWANSN]
South Africa(Black)
America(Light Blue)=President James Cain[EMPROR COOPINIUS]
Egypt(Pale Yellow)
Canada(Purple)=Prime Minister Pierre Trudeau[KUSHANIS]
Iran(Turquoise)=Prime Minister Farid al-Qafar[RANDOM PASSERBY]
Brazil(Grey)=President Gustavo Bergero[KENNELLY]
And here is the map:
MAJOR RULE CHANGE
To make war more frequent, as it is boring without it, I introduce the SKIRMISH concept.
You can order your troops to skirmish along the border, which can result in hightened tensions but not war, as it is a "misunderstanding". Skirmishes don't activate alliances, and are usually not that costly.
To reflect this, the fight is only one round of combat per defender(in comparison to 1 round per attacker normally). A draw, which is usually lethal in normal combat, is just that, a draw between those troops. This will hopefully make skirmishes less costly.
Winning a skirmish can give you a bit of land, not as much as a war though.
************************************************
Okay, now due to the lack of scientists, there are no technological advances to be made, hopefully making the game easier to play.
Also, there will now be no trading either, but there will be one thing which makes the world go round: money.
Each unit costs a certain amount to build; you begin with 500 gold to spend on your first army, and then you get 250 gold per week after that. Losing or gaining territory will make your gold per week level rise and fall accordingly.
Each nation has 10 generals(nicked from Troq's NES ). These can each command up to 10 units. They are named as per their number, ie; Britain's first general commands the 1st Army, and Britain's seventh general may actually be an admiral who commands a fleet of up to 5 ships, which would be known as the 7th Fleet. Air armies are called squadrons, ie; 4th Squadron.
COMBAT
The defence value of the defender is taken away from the attack value of the attacker(Attack Value - Defence Value = Modifier). The resulting number, be it negative or positive, is the modifier. I then roll two dice for the defender, and two for the attacker. I then add(or in the case of negative, subtract) the modifier to the attacker's roll. Whoever has the biggest number, attacker or defender, wins the combat. The other unit dies. Then another unit takes that unit's place, and combat continues. This goes on until either one side retreats as per their orders, or one side loses all their forces defending that area. A battle may stalemate when the attacker has lost half their force, on a roll of 7 or below on two dice.
Opposing units, such as tanks and infantry, will automatically seek each other out on the battlefield.
BOMBARDING= Artillery are the only unit that can bombard in the game(for simplicity). Their fire "attacks" a unit, even if it is on the offensive against the player. The bombard value has the defence value of the unit it is attacking taken away from it, and then the normal roll is made with the modifier. If the artillery wins, the unit it fired at is destroyed. If it fails, another roll is made exactly the same. If the artillery wins, it doesn't kill the unit, but survives counter-fire. If the enemy wins again, the artillery is destroyed. Artillery may fire only once during a battle.
Also, at the beginning of battle, artillery may fire at fortifications instead of at units. If it rolls below a 5 on a 2 dice roll, it succeeds in destroying one line of fortifications. Artillery that has fired on fortifications cannot fire at units in the battle that ensues.
PARATROOPERS= Paratroopers can be loaded onto a transport aircraft, which can carry only one paratrooper regiment at a time. On the ground, paratroopers fight as normal infantry, but when dropped from a transport aircraft, which can also drop them across the sea onto an island, they gain a +2 attack bonus.
Transport aircraft can also ferry normal land regiments around your own territory, but these cannot attack from the transport, to do that they must attack from a sea transport, in a D-Day style landing. They do not get any bonus.
Sea transports are needed to move units around across the sea, the only other unit able to do that being the transport aircraft. The sea transport is the only one which can carry normal land units straight into combat, usually an invasion. A sea transport can carry an ENTIRE ARMY, not just one regiment.
AIR AND NAVAL COMBAT
Air units fight it out for control of the sky before any other combat, and the winner in the air can use air transports to deliver paratroopers. The loser's transports remain on the ground, as they aren't stupid enough to try a suicidal parachute drop, and their paratroopers go into battle as normal infantry. Naval combat comes next, and the winner of that can send in sea transports. The loser cannot, and any of his troops arriving by transport remain inside it. Both times, for air and sea transports, a suicide run could be ordered by the nation's leader(must be in orders), where it tries to survive one round of combat with the opposing nation's aircraft/ships to deploy it's cargo. If it is unsuccessful and is killed in the first round of combat against an enemy, all the men inside die. If it survives one round of combat, then the men deploy as normal, but the transport is certain to die as it has no guns and is outpaced by its pursuers.
The units you can buy are:
TANK REGIMENT
Attack=7 Defence=5 Cost=15
INFANTRY REGIMENT
Attack=5 Defence=7 Cost=10
ARTILLERY REGIMENT
Bombard=5 Cost=20
ANTI-AIRCRAFT GUN REGIMENT
Attack=3 Defence=5 Cost=15
Gets a +2 Defence bonus against air units.
PARATROOPER REGIMENT
Attack=5 Defence=7 Cost=25
Gets a +2 Attack bonus if dropped from a transport aircraft.
TRANSPORT AIRCRAFT WING
Attack=0 Defence=5 Cost=10
Can deliver ONE paratrooper regiment into combat, or can ferry units around your holdings.
FIGHTER WING
Attack=5 Defence=7 Cost=15
Acts as a normal unit against ground and sea targets, but can only attack them, gets a +2 Attack bonus against infantry/paratroopers and transport aircraft.
BOMBER WING
Attack=7 Defence=5 Cost=20
Acts as a normal unit against ground and sea targets, but can only attack them, gets a +2 Attack bonus against tanks and battleships.
AIRCRAFT CARRIER
Attack=0 Defence=7 Cost=50
Can carry a squadon of aircraft(5 wings), extending their range. Fighters can defend a fleet, and the carrier is the only way bombers can attack when more than a certain distance from your holdings.
BATTLESHIP
Attack=5 Defence=7 Cost=25
Gets a +2 Attack bonus against other ships.
DESTROYER
Attack=5 Defence=5 Cost=20
Gets a +2 Defence and Attack bonus against submarines.
FRIGATE
Attack=3 Defence=5 Cost=15
Gets a +2 Defence bonus against air units.
SUBMARINE
Attack=7 Defence=3 Cost=20
Gets a +2 Defence bonus against ships.
TRANSPORT
Attack=0 Defence=5 Cost=50
Can carry an entire army(5 regiments and one general) into combat or just ferrying them around.
FORTIFICATIONS
Fortifications cost 25 gold per reasonable area of border(ie; France's border with Germany would need one fortification to cover it, Sweden's border in South America with Brazil would need two, Russia's border with China would need three, and America's border with Canada would need four). They add a +1 defence bonus to all troops defending that border. They can be doubled up. Fortifications will be shown on the map, with doubled up ones being in two colours instead of one. Fortifications can also be built along the coast, at 25 gold for twice the amount of coastline that fortifications would normally cover(ie; 25 gold for coastline that would have been covered by 50 gold had it been a border).
SECRET SERVICE
Secret services are now so sharp from years of war that they know everything that's going on in the world(so no PMing, just post it in the thread for simplicity!). So there will be no secret orders via PM, and no negotiating via PM, it will all be done on this thread.
DEPLOYMENTS
Deployments must be posted on this thread at the end of every week, in the form of:
1st Army deployed in India.
Composed of 3 infantry regiments and 2 tank regiments.
And so on for each of your ten Generals. If they are attacking somewhere, say so. This will mean at the end of every week, I can easily post the combat results.
Finally, the per week money will enable you to build new units and replacements. They will begin in your home country, and then either move overland to their new assignment, or over sea. They do not really exist until they reach their assigned Army, which shouldn't take any time at all. If you haven't assigned them by the end of the week, they die.
Play will begin when I say so, although you can already say what you will spend your money on.
Any questions or comments? And I hope that the Simple and Regulated NES people will come to this one and play, so I can shut the old one down as it was becoming too complicated to run.
Nemesis
The destruction of those wars has killed most scientists, meaning that the nations are stuck with what they can build already, they have no way to advance in technology.
The new peace treaties made the countries of the world fairer, each having about the same amount of land as everyone else.
But now the two four-year terms of these peaceful leaders has finished. New leaders must be elected.
But will they be warriors or politicians? Weak or strong? Patriots or tyrants?
The fate of the world is in the hands of these new leaders.
The countries of the world are:
Britain(Orange)=President Hjalmar Mitchell[PIETER THERON]
Germany(Blue)=Chancellor Gothart von Hotzendorf[TOASTY]
France(Bright Pink)=President Phillipe Henry [DEXTER]
Italy(Red)=President Martin de Atalanta[__LUFFAREN]
Spain(Yellow)=
Russia(Dark Brown)=Premier Romanov[WILBOMAN]
Sweden(White)=Max Gustaf af Stockholm[ICE-EYE]
Greece(Bright Green)
China(Light Pink)=Chairman Matt Sung-Hui[WARLORD MATT]
Japan(Light Brown)=Emperor Kwan-Sn[KWANSN]
South Africa(Black)
America(Light Blue)=President James Cain[EMPROR COOPINIUS]
Egypt(Pale Yellow)
Canada(Purple)=Prime Minister Pierre Trudeau[KUSHANIS]
Iran(Turquoise)=Prime Minister Farid al-Qafar[RANDOM PASSERBY]
Brazil(Grey)=President Gustavo Bergero[KENNELLY]
And here is the map:
MAJOR RULE CHANGE
To make war more frequent, as it is boring without it, I introduce the SKIRMISH concept.
You can order your troops to skirmish along the border, which can result in hightened tensions but not war, as it is a "misunderstanding". Skirmishes don't activate alliances, and are usually not that costly.
To reflect this, the fight is only one round of combat per defender(in comparison to 1 round per attacker normally). A draw, which is usually lethal in normal combat, is just that, a draw between those troops. This will hopefully make skirmishes less costly.
Winning a skirmish can give you a bit of land, not as much as a war though.
************************************************
Okay, now due to the lack of scientists, there are no technological advances to be made, hopefully making the game easier to play.
Also, there will now be no trading either, but there will be one thing which makes the world go round: money.
Each unit costs a certain amount to build; you begin with 500 gold to spend on your first army, and then you get 250 gold per week after that. Losing or gaining territory will make your gold per week level rise and fall accordingly.
Each nation has 10 generals(nicked from Troq's NES ). These can each command up to 10 units. They are named as per their number, ie; Britain's first general commands the 1st Army, and Britain's seventh general may actually be an admiral who commands a fleet of up to 5 ships, which would be known as the 7th Fleet. Air armies are called squadrons, ie; 4th Squadron.
COMBAT
The defence value of the defender is taken away from the attack value of the attacker(Attack Value - Defence Value = Modifier). The resulting number, be it negative or positive, is the modifier. I then roll two dice for the defender, and two for the attacker. I then add(or in the case of negative, subtract) the modifier to the attacker's roll. Whoever has the biggest number, attacker or defender, wins the combat. The other unit dies. Then another unit takes that unit's place, and combat continues. This goes on until either one side retreats as per their orders, or one side loses all their forces defending that area. A battle may stalemate when the attacker has lost half their force, on a roll of 7 or below on two dice.
Opposing units, such as tanks and infantry, will automatically seek each other out on the battlefield.
BOMBARDING= Artillery are the only unit that can bombard in the game(for simplicity). Their fire "attacks" a unit, even if it is on the offensive against the player. The bombard value has the defence value of the unit it is attacking taken away from it, and then the normal roll is made with the modifier. If the artillery wins, the unit it fired at is destroyed. If it fails, another roll is made exactly the same. If the artillery wins, it doesn't kill the unit, but survives counter-fire. If the enemy wins again, the artillery is destroyed. Artillery may fire only once during a battle.
Also, at the beginning of battle, artillery may fire at fortifications instead of at units. If it rolls below a 5 on a 2 dice roll, it succeeds in destroying one line of fortifications. Artillery that has fired on fortifications cannot fire at units in the battle that ensues.
PARATROOPERS= Paratroopers can be loaded onto a transport aircraft, which can carry only one paratrooper regiment at a time. On the ground, paratroopers fight as normal infantry, but when dropped from a transport aircraft, which can also drop them across the sea onto an island, they gain a +2 attack bonus.
Transport aircraft can also ferry normal land regiments around your own territory, but these cannot attack from the transport, to do that they must attack from a sea transport, in a D-Day style landing. They do not get any bonus.
Sea transports are needed to move units around across the sea, the only other unit able to do that being the transport aircraft. The sea transport is the only one which can carry normal land units straight into combat, usually an invasion. A sea transport can carry an ENTIRE ARMY, not just one regiment.
AIR AND NAVAL COMBAT
Air units fight it out for control of the sky before any other combat, and the winner in the air can use air transports to deliver paratroopers. The loser's transports remain on the ground, as they aren't stupid enough to try a suicidal parachute drop, and their paratroopers go into battle as normal infantry. Naval combat comes next, and the winner of that can send in sea transports. The loser cannot, and any of his troops arriving by transport remain inside it. Both times, for air and sea transports, a suicide run could be ordered by the nation's leader(must be in orders), where it tries to survive one round of combat with the opposing nation's aircraft/ships to deploy it's cargo. If it is unsuccessful and is killed in the first round of combat against an enemy, all the men inside die. If it survives one round of combat, then the men deploy as normal, but the transport is certain to die as it has no guns and is outpaced by its pursuers.
The units you can buy are:
TANK REGIMENT
Attack=7 Defence=5 Cost=15
INFANTRY REGIMENT
Attack=5 Defence=7 Cost=10
ARTILLERY REGIMENT
Bombard=5 Cost=20
ANTI-AIRCRAFT GUN REGIMENT
Attack=3 Defence=5 Cost=15
Gets a +2 Defence bonus against air units.
PARATROOPER REGIMENT
Attack=5 Defence=7 Cost=25
Gets a +2 Attack bonus if dropped from a transport aircraft.
TRANSPORT AIRCRAFT WING
Attack=0 Defence=5 Cost=10
Can deliver ONE paratrooper regiment into combat, or can ferry units around your holdings.
FIGHTER WING
Attack=5 Defence=7 Cost=15
Acts as a normal unit against ground and sea targets, but can only attack them, gets a +2 Attack bonus against infantry/paratroopers and transport aircraft.
BOMBER WING
Attack=7 Defence=5 Cost=20
Acts as a normal unit against ground and sea targets, but can only attack them, gets a +2 Attack bonus against tanks and battleships.
AIRCRAFT CARRIER
Attack=0 Defence=7 Cost=50
Can carry a squadon of aircraft(5 wings), extending their range. Fighters can defend a fleet, and the carrier is the only way bombers can attack when more than a certain distance from your holdings.
BATTLESHIP
Attack=5 Defence=7 Cost=25
Gets a +2 Attack bonus against other ships.
DESTROYER
Attack=5 Defence=5 Cost=20
Gets a +2 Defence and Attack bonus against submarines.
FRIGATE
Attack=3 Defence=5 Cost=15
Gets a +2 Defence bonus against air units.
SUBMARINE
Attack=7 Defence=3 Cost=20
Gets a +2 Defence bonus against ships.
TRANSPORT
Attack=0 Defence=5 Cost=50
Can carry an entire army(5 regiments and one general) into combat or just ferrying them around.
FORTIFICATIONS
Fortifications cost 25 gold per reasonable area of border(ie; France's border with Germany would need one fortification to cover it, Sweden's border in South America with Brazil would need two, Russia's border with China would need three, and America's border with Canada would need four). They add a +1 defence bonus to all troops defending that border. They can be doubled up. Fortifications will be shown on the map, with doubled up ones being in two colours instead of one. Fortifications can also be built along the coast, at 25 gold for twice the amount of coastline that fortifications would normally cover(ie; 25 gold for coastline that would have been covered by 50 gold had it been a border).
SECRET SERVICE
Secret services are now so sharp from years of war that they know everything that's going on in the world(so no PMing, just post it in the thread for simplicity!). So there will be no secret orders via PM, and no negotiating via PM, it will all be done on this thread.
DEPLOYMENTS
Deployments must be posted on this thread at the end of every week, in the form of:
1st Army deployed in India.
Composed of 3 infantry regiments and 2 tank regiments.
And so on for each of your ten Generals. If they are attacking somewhere, say so. This will mean at the end of every week, I can easily post the combat results.
Finally, the per week money will enable you to build new units and replacements. They will begin in your home country, and then either move overland to their new assignment, or over sea. They do not really exist until they reach their assigned Army, which shouldn't take any time at all. If you haven't assigned them by the end of the week, they die.
Play will begin when I say so, although you can already say what you will spend your money on.
Any questions or comments? And I hope that the Simple and Regulated NES people will come to this one and play, so I can shut the old one down as it was becoming too complicated to run.
Nemesis