Army Men Revival-Welcome to the Real World

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SamSniped

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-=Army Men Revival=-

Earth, December 21st, 2012
*a phone rings*
"Hello?"

"Is this Colonel Johnston?"

"Retired."

"Not anymore, Colonel. You're being recalled to duty."

"I was wondering when you people would call. Is Russia giving you a hard time?"

"The Russians have proven more resourceful than anticipated, Colonel. They've broken through essentially all our defenses in Alaska, and the Fifth Fleet has been effectively destroyed."

"Yeah, I heard. So I guess you want me to go to Alaska?"

"Affirmative, sir. You'll command the Ninth Battalion, a joint nations task force with the objective of forcing the Russians away from there and seizing it back for America."

"You do know why I retired, don't you?"

"Well, all has been forgiven, Colonel."

"I didn't ask for your god damn forgiveness! You people got us into this mess in the first place and now you're sitting there with your pants melting and don't know what to do! That's what you get with a bunch of sycophant bureaucrats making all the decisions."
...
"Do you accept the command, Colonel?"
...
"When do I leave?"

----------
A few days ago, I learned LH has supposedly decided to quit CFC. He has left 2 great ACs running, and I plan to carry on his legacy. This is the first of 2, and the original thread is here. The original Army Men AC was based off of a video game series, where you played as plastic army men. This AC, Army Men Revival, is based off of a what-if scenario, one explored frequently.
What if Russia attacked America?
In this world, Russia-wanting more money, and with all nations' nuclear programs deactivated by the UN-invades Alaska for the oil and natural resources. You have been sent with the Ninth Battalion under Colonel Johnston to dispatch this invasion force, and to strike back. You control a squad of soldiers and equipment, and your rank determines how many troops you control.
Now, on to the good stuff.

First make a character.
Name- your name
Rank-Sergeant
GP- Amount of GP, you start with 30
CP- Your CP. The number next to your rank in the rank list is how much you have.
Primary Weapon-any gun
Secondary Weapon-Any gun
Equipment-Any item bought with GP that is NOT a gun
Units-The Units you have in your squad
Fire Support-The Fire Supports you have

In this game, there are two types of points- GP and CP

-=Gear=-
Gear Points are used to buy things for yourself, from assault rifles to knives. More things will become available as the game goes on. Also, these are just generic categories, so you can specify what gun or piece of equipment it is specifically, but you get no bonuses for this. Also, there is a limit to what you can have with you, and you can sell gear for 1/2 the price rounded up. You start with 30 GP.
List of Gear and cost
Spoiler :
Assault Rifle: 10GP (good for medium range-close range fighting)
Grenade Launcher Attachment: 5GP (attaches a grenade launcher to your assault rifle)
Frag Grenades: 10GP (self-explanatory. pull the pin, count to three release & throw, boom)
Pistol: 5GP (works well in close range, and can fire off multiple, rapid shots)
Knife: 5GP (silent and quick in close range. you can also throw one)
Grenade Launcher: 10GP (a stand-alone grenade launcher)
Saber: 8GP (more range than a knife, and more deadly, but cannot be thrown)
Sniper Rifle: 20GP (great for medium to long range, but ineffective in close range)
Machinegun: 15GP (A portable machine gun, it slows you down but good for all ranges(falters a bit in long range))
Flamethrower: 30GP (close range flame-spewing death, and extremely heavy)
Missile Launcher: 30GP (Long range and can lock on to targets, but slows you down)
Mortar: 20GP (good for taking out targets at a distance, but does nothing at close range and needs 1 turn to set it up)
Mines: 10GP (Can be placed and hidden, good for defending places)
Minesweeper: 15GP (Lets you detect mines)
Sticky Bombs: 10GP (C4. Nuff said)
Flashbangs: 10GP (Disorients enemie sin its radius for 1 turn)
Smoke Grenades: 10GP (puts out a smoke screen for 3 turns)
Fire Grenades: 40GP (MOLOTOV!)
Submachinegun: 15GP (rapid fire, close range weapon)
Shotgun: 15GP (slow rate of fire, but amazing power at close to medium range)


-=Units=-
In this game, everyone starts out at the rank of Sergeant (except for NPCs). You will rank up according to your performance in missions, and for doing heroic deeds (example- saving the pilot of a downed helicopter). You can get demoted if you directly disobey orders without good reason. Also, if you die, you need to create a new character at 1 rank lower than your previous character (in the case of people who die at the rank of Sergeant, you stay the same rank). The higher your rank, the more troops and fire support you can bring to battle with you.
Spoiler List of Ranks :
Sergeant: 10 CP
2nd Lieutenant: 30 CP
1st Lieutenant: 60 CP
Captain: 100 CP
Major: 150 CP
Lieutenant Colonel: 200 CP
Colonel: 300 CP
Brigadier: 500 CP
Major General: 700 CP
Lieutenant General: 1000 CP
General: 1300 CP
Marshal: 1600 CP
Field Marshal: 2000CP


You buy units and fire support before the game begins. When you level up or if units die, you can get more. Occasionally, during rounds, I will allow you to call in reinforcements if your men die. However, for the most part, if your men and/or vehicles are destroyed, you need to wait until the end of the round.

Note- all units have a knife and grenades unless specified.
Spoiler List of units :
Soldier: 1CP(Armed with an assault rifle)
Rocket Soldier: 1CP(armed with a missile launcher)
Flamer: 2CP(Armed with a flamethrower)
Mortar Man: 2CP(Armed with a mortar)
Sniper: 2CP(Armed with a sniper rifle)
Grenadier: 2CP (Armed with a grenade launcher)
Machinegunner: 2CP (Armed with a heavy machinegun)
Minesweeper: 2CP(Armed with mines and a minesweeping device)
Jeep: 3CP(Armed with a heavy MG, can carry 2 + driver and gunner)
Halftrack: 4CP(Armed with a heavy MG, can carry 6 + driver and gunenr)
Humvee: 5CP(Armed with a top-mounted machinegun, can carry 4 + driver and gunner, enclosed vehicle)
Light AA: 5CP(Humvee with AA chaingun, can carry 2 + driver and gunner)
APC: 7CP(Armed with a grenade launcher and MG, can carry 8 + driver and gunner, enclosed and armored)
IFV: 10CP(Armed with a chaingun, anti-armor missiles and smoke grenades, can carry 5 + driver and gunner, enclosed and armored)
Scout Helicopter: 10CP(Armed with machinegun and light rockets, can carry 1 + pilot, airborne unit)
Light Transport Helicopter: 10CP(Armed with 2 door-mounted machineguns, can carry 6 infantry + pilot, airborne unit)
Battlecarrier: 15CP(Armed with a cannon, MG, smoke grenades and minesweeping, can carry 8 + driver and gunner, enclosed)
Medium AA: 15CP(Armed with a gatling cannon to take down helicopters, armored)
Light Tank: 20CP(Armed with a cannon, anti-armor missiles, 2 MGs and smoke grenades, armored)
Light Artillery: 20CP(Armed with a light artillery cannon)


Fire Support-
During a mission, you can call in fire support, which are one-round bonuses. They take 1 round to come in, and leave when the round ends(unless specified), and need a 1-round cool down time to refuel and reload. you buy these BEFORE the mission starts, not during.
Spoiler List of Fire Support :
Paratroopers: 2CP(drops two soldiers and a rocket soldier to your position, and stay until the mission ends. However, can only be called in once per mission)
Mortars: 5CP(fires battery of light mortars at area - good for killing infantry)
Strafing Pass: 6CP(a jet sweeps over the area and strafes it with MGs)
Tankbuster: 8CP(a jet swoops in and fires a volley of antitank rockets at the target)
Medium Artillery: 10CP(Howitzers pound the target area with a volley of heavy shells)
Air to Air Strike: 10CP(A fighter sweeps past, engaging enemy helicopters and jets)
Cluster Bomb: 15CP(A jet drops a wave of cluster bombs on the area, shattering large concentrations of foes)
Laser-guided Bomb: 15CP(a jet hits a single target with an obscenely powerful LGB - best against buildings and stationary vehicles)
Napalm: 15CP(A jet coats the target area in napalm, burning anyone that happens to be inside)
Gas Strike: 20CP(artillery pounds gas shells into the area - deadly to infantry)
MRLS Strike: 20CP(Rocket artillery hammers the target area with a barrage)
Air Support: 20CP(A pair of Heavy Gunships appear from nodamnwhere and begin coating the area around you in rockets and gunfire. They depart after one round.)
Carpet Bombing: 45CP(A Heavy Bomber sweeps in and delivers a rain of bombs on the target)


Chatroom: coming soon.
The next mission will be on- April 13th
Please note that missions will usually occur on weekends, and will almost always occur before 12 AM EST unless I specify otherwise in this thread. If you can't wake up that early, 2 solutions.
1. Alarm clocks and caffeine.
2. Not all missions are that early.

PLEASE DO NOT POST YET!!!
 
Hmm? :hmm: Not interested.
 
Name: Benedict Osbourne Oskar Marquese
Nickname: BOOM
Rank: Sergeant
GP Reserves: 0
CP Reserves: 0
Primary Weapon: Assualt Rifle (10GP)
Secondary Weapon: None Yet
Equipment:
  • Grenade Launcher Attachment (5GP)
  • Knife (5GP)
  • Mines (10GP)
Units:
  • 2 Rocket Soldiers (2CP)
  • 2 Mortar Men (4CP)
  • 2 Grenadiers (4CP)
Fire Support: None Yet
 
Look under the rank list for CP. I did forget the GP though; it's 30. Let me add that.
@Joan- It's the Army Men AC that LH was doing, but in the real-world (I'm not all too familiar with the Army men world). I'm also doing it because LH quit, and I loved this AC, which wasn't finished.

EDIT: added, along with how to make your character.
 
So you can only have 2 guns?

And everything is still made of plastic, right?
 
I decided on the 2-gun limit because in the original Army Men AC, it was possible to have every single gun in the game with you, making you a tank. Most people IRL can't carry more than 2 or 3 guns with their equipment.

Also, yes, everything is still plastic, but it is in the real world, not the Army Men world. No portals, either.
 
Name: Elric Flairgold
Nickname: None
Rank: Sergeant
GP Reserves: 0
CP Reserves: 0
Primary Weapon: Assault Rifle (10GP)
Secondary Weapon: Pistol (5GP)
Equipment:

* Flashbangs (10GP)
* Knife (5GP)

Units:

* 1 Flamer (2CP)
* 4 Soldiers (4CP)
* 1 Halftrack (4CP)

Fire Support: None Yet


---

I'm assuming either vehicles come with drivers or anyone can drive because their is no driver unit to recruit.
 
...argh. forgot to close this.
Sorry to say I'm cancelling this. I don't have the time, and LH is back.
By the way, you are correct :p
 
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