The title knocked off of "The Dark Valley: A Panorama of the 1930s," by Piers Brendon (an excellent book which I reccomend to any fellow history buff), this map takes place at the dawn of 1932.
The rules are very much the same as Historical NES I, but I've decided to allow a little more room to negotiate by not starting it off with a crisis. This is very much a cut and dry NES, very similar to the original UKNES, and hopefully it will run a little smoother than the WWINES.
The 1930s was marked, ultimately, by the beginning of World War II in September 1939 by Adolf's Hitler Nazi Germany. However, the Weimar Republic still stands, and nations now have the opportunity to crush any attempts by the Germans in order to stave off the wrath that was wrought in World War II.
So, off we are, to the rules:
COMBAT
Basics
Leaders of nations will buy units, deploy them (these can also be called orders), and PM them to me. It works fairly simple in that respect and it has been done by several other NESers and it will continue to here.
We'll be using the (patent pending) ToastyNES combat system, which was originally employed in Historical NES I. This will work as such: each unit has a number value. I will roll one die for that unit. If the number on the top face of the die is less than the unit's number value, it will destroy an enemy unit.
Enemy units are the units controlled by any nation you are at war with. In the event that you are fighting forces of two different nationalities, they will spread out the casualties evenly.
When a "hit" is made by a unit, one unit on the opponent's side will die. The first hits will be units lowest in monetary value (in order to make exceptions for transports), and the last for those with the highest monetary value. The first nation to run out of units loses the battle, and if they are the defenders, any surrounding land.
Scouts
Scouts are unarmed soldiers who try to discover forward enemy areas. There is a chance they will be discovered, and by a roll of the die, they will be found and shot. However, should they return safely, they can give detailed information of an enemy established. Scouts cannot go far past the border or front line, and cannot give details on enemy gold amounts or purchases.
Air Combat
Air combat as part of a battle
There will be two air units in this game, rather simply, fighters and bombers. Fighters act as both air units and ground units, while bombers work as artillery did in the WWINES. This is done to represent how air power is not enough to destroy an enemy force, as shown at Dunkirk in May 1940.
Fighters will firstly encounter any enemy aircraft in the area. Bombers will too, but fighters will inevitable be killed first as they are cheaper (this also represents how fighters usually tried to clear out enemy planes before bombers came in). AA Guns will each have one roll before combat to shoot down any attacking planes. However, once the roll is made, the AA guns will not fire again and regardless of the outcome of the air battle will not be killed.
Planes have limited fuel amounts and only have a relative range. For instance, if you are desperate to attack a base or fleet far away, you may send a plane beyond its range to return to friendly territory to do the damage but not get the plane back.
Air combat is resolved before ground combat. Any defending fighters will continue to defend once the ground battle commences, and any attacking fighters will continue to attack once the ground battle commences. Surviving bombers, given they have enough fuel, will return to the closest friendly territory. Fighters will as well, but only once ground combat has been resolved.
Bombing
Bombing is a powerful tool, but is very unlikely to succeed. Depending on units that have the bombard ability, a number lower or equal to the number must be made. However, should a bombard succeed, all units on the defence lose 1 for their defence value (i.e. an infantry normally has 2 defence; after a successful bombard, they all have 1). Bombard uses two dice, but the standard is similar.
Each bomber has a 4/12 chance of successfully bombing the opposing forces.
Only air battles and strategic bombing
If a player wishes to only eliminate the airforce in a certain area, then they may send only fighters and bombers to create an air battle. This works same as before except that no ground battle will commence afterwards and bombers will only intercept other aircraft. This is why only fighters should be used in air-only battles, but bombers can be used as well.
Strategic bombing is an effort one can make to hurt or even cripple another player's economy. By committing bombers to a strategic bombing, they will target industry and gold vaults to take away purchasing power for the player's next turn. Because of the scarcity and stealthiness of the bomber pilots, only AA guns will retalliate against strategic bombing attacks.
Naval Combat
Naval combat works similarly to ground combat in that it will follow the resolution of air combat, however it only takes place on the high seas. Any hits by submarines may not be used against air units.
Aircraft carriers allow planes to stay with a fleet for prolonged amounts of time. Also, it makes their range longer to protect against any bombing or air attacks by enemy countries--instead of having to save feul to also return home, it may simply land on the carrier much further out to sea.
Countries may attempt to form a blockade in areas or attack merchant ships to decrease the enemy nation's gold income. However, this will give away the position of your ships to the enemy and allow them to engage your forces easily.
INCOME
The relative value (read: development) and area of land lost or aquired affects your seasonal income (turns will be in seasons). Nations can spend 45g to industrialize a region, keeping it small, and increase its value. Some nations start off with more land or more industrialized areas because that's how it was in 1932. Nations that invest too much in development will not have a standing army, and nations that do not invest enough without building an army may find themselves unable to keep up in war.
One industrialization order makes for an extra 15 gold per turn. However, if the area is lost, the income will add to the enemy's gold reserve.
ORGANIZATION
Because of the large mass of units, it is requested that you group your units together in "armies" (i.e. 1st army, 2nd fleet, 3rd air squadron). It makes it considerable easier for me to keep track of units. Also, more than one army can fight in one battle.
UNITS
Infantry Regiment
Defence: 1
Attack: 2
Cost: 10g per regiment.
Noted: Ground unit.
Tank Regiment
Defence: 2
Attack: 3
Cost: 15g per regiment.
Notes: Recieves a +1 attack against infantry & fortresses. Ground unit.
AA Gun
Attack: 0
Defence: 3
Cost: 15g per gun.
Notes: Ground unit. May only defend against air.
Fortress
Defence: 3
Attack: 0
Cost: 60g
Notes: Stationary.
Fighter Wing
Defence: 2
Attack: 3
Cost: 35g per regiment.
Notes: Air unit.
Bomber Wing
Defence: 2
Attack: 2
Cost: 45g per regiment.
Notes: Air unit. Can bomb units, with a 4/12 chance of success, or commit to strategic bombing with a 3/6 chance of success.
Battleship
Attack: 5
Defence: 3
Cost: 70g per ship.
Notes: Naval unit.
Aircraft Carrier
Attack: 2
Defence: 3
Cost: 55g per ship.
Notes: Naval unit. Can carry planes.
Destroyer
Attack: 4
Defence: 3
Cost: 35g per ship.
Notes: Naval unit. Recieves +1 defence bonus when defending against submarines.
Submarine
Attack: 4
Defence: 2
Cost: 25g per sub.
Notes: Naval unit. Recieves +1 bonus against battleships.
Transport
Attack: 0
Defence: 1
Cost: 25g per ship.
Notes: Naval unit. Can carry 6 infantry, 3 tanks or 3 AA guns.
The rules are very much the same as Historical NES I, but I've decided to allow a little more room to negotiate by not starting it off with a crisis. This is very much a cut and dry NES, very similar to the original UKNES, and hopefully it will run a little smoother than the WWINES.
The 1930s was marked, ultimately, by the beginning of World War II in September 1939 by Adolf's Hitler Nazi Germany. However, the Weimar Republic still stands, and nations now have the opportunity to crush any attempts by the Germans in order to stave off the wrath that was wrought in World War II.
So, off we are, to the rules:
COMBAT
Basics
Leaders of nations will buy units, deploy them (these can also be called orders), and PM them to me. It works fairly simple in that respect and it has been done by several other NESers and it will continue to here.
We'll be using the (patent pending) ToastyNES combat system, which was originally employed in Historical NES I. This will work as such: each unit has a number value. I will roll one die for that unit. If the number on the top face of the die is less than the unit's number value, it will destroy an enemy unit.
Enemy units are the units controlled by any nation you are at war with. In the event that you are fighting forces of two different nationalities, they will spread out the casualties evenly.
When a "hit" is made by a unit, one unit on the opponent's side will die. The first hits will be units lowest in monetary value (in order to make exceptions for transports), and the last for those with the highest monetary value. The first nation to run out of units loses the battle, and if they are the defenders, any surrounding land.
Scouts
Scouts are unarmed soldiers who try to discover forward enemy areas. There is a chance they will be discovered, and by a roll of the die, they will be found and shot. However, should they return safely, they can give detailed information of an enemy established. Scouts cannot go far past the border or front line, and cannot give details on enemy gold amounts or purchases.
Air Combat
Air combat as part of a battle
There will be two air units in this game, rather simply, fighters and bombers. Fighters act as both air units and ground units, while bombers work as artillery did in the WWINES. This is done to represent how air power is not enough to destroy an enemy force, as shown at Dunkirk in May 1940.
Fighters will firstly encounter any enemy aircraft in the area. Bombers will too, but fighters will inevitable be killed first as they are cheaper (this also represents how fighters usually tried to clear out enemy planes before bombers came in). AA Guns will each have one roll before combat to shoot down any attacking planes. However, once the roll is made, the AA guns will not fire again and regardless of the outcome of the air battle will not be killed.
Planes have limited fuel amounts and only have a relative range. For instance, if you are desperate to attack a base or fleet far away, you may send a plane beyond its range to return to friendly territory to do the damage but not get the plane back.
Air combat is resolved before ground combat. Any defending fighters will continue to defend once the ground battle commences, and any attacking fighters will continue to attack once the ground battle commences. Surviving bombers, given they have enough fuel, will return to the closest friendly territory. Fighters will as well, but only once ground combat has been resolved.
Bombing
Bombing is a powerful tool, but is very unlikely to succeed. Depending on units that have the bombard ability, a number lower or equal to the number must be made. However, should a bombard succeed, all units on the defence lose 1 for their defence value (i.e. an infantry normally has 2 defence; after a successful bombard, they all have 1). Bombard uses two dice, but the standard is similar.
Each bomber has a 4/12 chance of successfully bombing the opposing forces.
Only air battles and strategic bombing
If a player wishes to only eliminate the airforce in a certain area, then they may send only fighters and bombers to create an air battle. This works same as before except that no ground battle will commence afterwards and bombers will only intercept other aircraft. This is why only fighters should be used in air-only battles, but bombers can be used as well.
Strategic bombing is an effort one can make to hurt or even cripple another player's economy. By committing bombers to a strategic bombing, they will target industry and gold vaults to take away purchasing power for the player's next turn. Because of the scarcity and stealthiness of the bomber pilots, only AA guns will retalliate against strategic bombing attacks.
Naval Combat
Naval combat works similarly to ground combat in that it will follow the resolution of air combat, however it only takes place on the high seas. Any hits by submarines may not be used against air units.
Aircraft carriers allow planes to stay with a fleet for prolonged amounts of time. Also, it makes their range longer to protect against any bombing or air attacks by enemy countries--instead of having to save feul to also return home, it may simply land on the carrier much further out to sea.
Countries may attempt to form a blockade in areas or attack merchant ships to decrease the enemy nation's gold income. However, this will give away the position of your ships to the enemy and allow them to engage your forces easily.
INCOME
The relative value (read: development) and area of land lost or aquired affects your seasonal income (turns will be in seasons). Nations can spend 45g to industrialize a region, keeping it small, and increase its value. Some nations start off with more land or more industrialized areas because that's how it was in 1932. Nations that invest too much in development will not have a standing army, and nations that do not invest enough without building an army may find themselves unable to keep up in war.
One industrialization order makes for an extra 15 gold per turn. However, if the area is lost, the income will add to the enemy's gold reserve.
ORGANIZATION
Because of the large mass of units, it is requested that you group your units together in "armies" (i.e. 1st army, 2nd fleet, 3rd air squadron). It makes it considerable easier for me to keep track of units. Also, more than one army can fight in one battle.
UNITS
Infantry Regiment
Defence: 1
Attack: 2
Cost: 10g per regiment.
Noted: Ground unit.
Tank Regiment
Defence: 2
Attack: 3
Cost: 15g per regiment.
Notes: Recieves a +1 attack against infantry & fortresses. Ground unit.
AA Gun
Attack: 0
Defence: 3
Cost: 15g per gun.
Notes: Ground unit. May only defend against air.
Fortress
Defence: 3
Attack: 0
Cost: 60g
Notes: Stationary.
Fighter Wing
Defence: 2
Attack: 3
Cost: 35g per regiment.
Notes: Air unit.
Bomber Wing
Defence: 2
Attack: 2
Cost: 45g per regiment.
Notes: Air unit. Can bomb units, with a 4/12 chance of success, or commit to strategic bombing with a 3/6 chance of success.
Battleship
Attack: 5
Defence: 3
Cost: 70g per ship.
Notes: Naval unit.
Aircraft Carrier
Attack: 2
Defence: 3
Cost: 55g per ship.
Notes: Naval unit. Can carry planes.
Destroyer
Attack: 4
Defence: 3
Cost: 35g per ship.
Notes: Naval unit. Recieves +1 defence bonus when defending against submarines.
Submarine
Attack: 4
Defence: 2
Cost: 25g per sub.
Notes: Naval unit. Recieves +1 bonus against battleships.
Transport
Attack: 0
Defence: 1
Cost: 25g per ship.
Notes: Naval unit. Can carry 6 infantry, 3 tanks or 3 AA guns.