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JNESXIII: Wargame Rebirth

Joined
Mar 3, 2002
Messages
12,050
Location
Bay Area, California
Welcome to JNESXIII: Wargame Rebirth

First, can everyone from JNESIV PLEASE put post a post that says "delete this thread please" in their thread? I am going to pm Chieftess and ask him to delete our jnesiv threads.

This nes is based upon a number of ideas contributed by almost every player of JNESIV: Some things should never die.

That is why it is very different from the old one, but still holds onto the traditional ways of the Wargame, and UKNESIV, from which most of this evolved from.

First off, this game is very large, consisting of many threads and an update every day, so if you are not up to it, do not join.

Starting Off
To join, you must start your own thread, for your own nation. You pick your nation, it is recommended u pick a nation that is pretty wealthy or you will have a very hard time. If you join late, you get all the credits from the turns you missed to spend on units only, you may not redo turns as if you were playing.

Playing the Game
There will be a turn change every day, at 9:00 pm PST. You must post your orders every day, in your thread and in this thread. If you forget to post orders, then your money carries over to the next turn, but you do not get to build a factory or invade another country for the turn you missed.

Fighting
To invade a country, you must post it in this thread and in your nation’s thread. If you include tactics and whatnot, your invasion will most likely go better. Every NPC nation you invade will have money banked from all previous turns to spend on defense, so it is recommended you plan out your attack and make sure you have enough units to destroy the defenses. I will be figuring out results to battles. Sometimes I will do battle reports before the turn change (tho mostly I will do them all at the turn change) but this does not mean you can go on to doing the next turn’s orders, you must always wait until the turn change. If you want to invade a Player Nation, you can either post them publicly or do it secretly by Pming to me. However, you must have all your units position to invade publicly (tho they do not have to be on transports like last game). However, to invade a player nation it will take anywhere from 2-4 turns, depending on geographic size and units present. There will be a battle each turn to represent losses during that turn, and continuing on. You may keep sending backup forces to the country. When a player nation is being invaded, they only get half the income from that country, rounded up.

Moving Units
Not much different here. Each land unit can move one country per turn. Each ocean unit can move one ocean per turn. So you can load a land unit on a transport in Sweden, the sail to the Pacific, but you CAN NOT unload yet. Its just like the normal board game nes’s, lol. Flying units do they same. They can move two countries per turn if all are on land (or just across a small strait of water) or one ocean, and then they have to land somewhere friendly to refuel. Choppers can move the same as land units, but can go over small straits of water such as the English Channel, Bering Strait, and sometimes even some ocean to get to an island chain (I think Florida to Cuba will be fine).

Garrisons
This is different. Now, the garrison is standardized. Whatever amount the country you conquer makes (without factories) is how many units u need to garrison there (so if you invade United States, you would need 5 units garrisoned). And Garrison lasts forever! You must always have the garrison in the country or it might rebel. Artillery, naval units, and air units (excluding choppers) do not count as garrison.

Trade
To trade you must have 3 things. One is you must buy a trade route to a player nation, costing 10c. The you must buy a trade fleet, costing 5c. Then you must have a nation to trade with. You gain +1c for every trade route you have, and you can only have one per nation u trade with. Trade routes can only be by sea, and they can be broken by a foreign navy.

UU’s
You may make your own UU in this game, using this system. You may increase an attribute by one stat (from okay to good, or whatever), allow it to carry one more division of something, or allow it to move one more province/sea then the unit it will be replacing, or u may just decrease the unit ur replacing by: 2c if it costs 10c and above, or 1c if it costs 9c or below.

Co-Mod
I will choose one comod should they want to that will systematically check turns, buys, and threads of every nation to make sure things are legit. I will do it too, tho I could use some help. The person must also be on during the turn change, and be willing to do some battles if needed (I will be gone for a week in about a month, so that person will take over modding while I am gone as well).

Notes:
No banking limit, no upkeep.
Units are built in your capital country, or a country under your rule with a factory.
If you don’t have a nation thread within 3 days of joining, you will be kicked from the game until you do.
You may have ROP’s, but both nations must post where the unit is at.


Please pay attention, I have added a few things to the units, and the units are subject to change as well

ALSO DO NOT POST UNTIL I SAY SO!
 
Infantry Division(3 credits)
Good in defense, poor in attack. The basic infantry unit, with trucks and support units.

Mechanized Infantry Division(5 credits)
Excellent in defense, okay in attack. Better infantry unit, equipped with armored personnel carriers. Include support units.

Armored Division(7 credits)
Excellent in attack, poor in defense. The basic tank unit, with support units.

Artillery Division(3 credits)
Poor in defense and attack, but can bombard neighboring nations(including when you're attacking them), and defend against air attacks. Includes support units.

Special Forces Division(10 credits)
Good in attack and defense, can attack factories in secret missions(must be PMed to me), with a risk of being caught(nationality only revealed if caught). Includes support units.


Fighter Squadron(7 credits)
Your basic fighter squadron, including support units. Excellent in defense, okay in attack. Examples include the F-22 and the F-15.

Close Air Support Squadron(5 credits)
Provides air support to your land forces, and includes support units. Poor in defense, but good in attack. Excellent against land units. Examples include the F-16 and the A-10.

Naval Air Wing(10 credits)
Can be based on aircraft carriers or land. The only unit able to be based on aircraft carriers(the other air units must cross the ocean straight away, and can't land on carriers). Good in defense and attack. Examples include the Harrier and the F-14. Comes with support units.

Gunship Squadron(5 credits)
Your basic attack helicopter unit, supports land units or attacks targets. Okay in defense and good in attack. Comes with support units. Examples include the Apache, the Comanche and the Hind.

Bomber Squadron(12 credits)
Your basic bomber squadron, comes with support units. Can carry 1 tactical nuke. Good in attack on ground and sea targets, poor against aircraft and defending. Can bombard. The main example is the B-52.


Stealth Bomber Squadron(15 credits)
Can only be hit by air units. Excellent against ground targets, poor against sea and air targets. Also poor in defending. Includes support units. Examples include the F-117 and the B-2. Can carry 1 tactical nuke.

Stealth Fighter Squadron(10 credits)
Is a true stealth fighter, unlike the F-117. Can only be hit by air units, and includes support units. Good in attack, excellent in defense. The best example is the F-19.


Aeroplane Transport Squadron(7 credits)
Can transport 3 divisions, and then move them using the air units movement rules. Transporting is the only way land units can move across the ocean. Poor in attack and defense. Includes support units.

Transport Fleet(10 credits)
Can carry 5 divisions. Poor in attack and defense. Includes support units.

Helicopter Transport Squadron(5 credits)
Can transport 1 division, moving the same as the aeroplane transport squadron. Poor in attack and defense. Includes support units, and the best example is the Chinook.


Aircraft Carrier(25 credits)
Can be used a base by naval aircraft wings. Is empty to begin with. It can carry five naval aircraft wings. Poor in attack, good in defense.

Aegis Cruiser(15 credits)
Can shoot down incoming missiles that may hit the fleet. Okay in attack, good in defence. Excellent against air units.

Destroyer(12 credits)
Good in attack, okay in defense, good against air units. Carries Tomahawk cruise missiles and Harpoons. Can also carry one Helicopter squadron.

Frigate(10 credits)
Poor in attack, good in defense, excellent against submarine units.

Corvette(5 credits)
Okay against all units.

Trade Fleet(5c)
Used to trade, read the rules. One per trading partner.

Missile submarine(10 credits)
Can carry 2 tactical nukes(must be bought) and Tomahawk cruise missiles. Poor in defense and attack.

Attack submarine(5 credits)
Carries torpedoes and Harpoon anti-ship missiles. Good in attack and defense.

Nuclear submarine(15 credits)
Can carry 1 tactical nuke(must be bought), Tomahawk cruise missiles, Harpoon anti-ship missiles and torpedoes. Good in attack, excellent in defense.


ICBM bunker(50 credits)
Can hold and fire up to four ICBMs at a time(must be bought).

Anti-missile system(25 credits)
Has a good chance of shooting down incoming tomahawk missiles shot from naval units.

Factory(Your income per turn + 3 credits)
Factories cost what you make per turn(doesn't include banked money) plus 3c more and increase your income by 3 credits. You may have more than one per country.


Tactical nuke(30 credits)
Can only be moved on units which can carry it. Can only hit countries next to the ocean that the submarine is in, or the one that the bomber drops it in. See below for details of what nukes do.

ICBM(50 credits)
Can hit any country in the world. Must be in an ICBM bunker. See below for nuke rules.

Nuclear Research(55c)
You need this to build any kind of nuclear weapon.


SDI System(50c)
This helps in the defense of a nuclear attack upon ONE country. So if you want to defend the countries you conquered, you must build multiple. The chances of successful destruction of ONE incoming nuke is a 50%. Making more for one country won’t raise probability.

Nuclear missiles
Nuclear missiles, if they hit successfully, destroy all factories in the country they hit, and reduce its income by 1 to 3 credits(for a tactical nuke) and 1 to 5 credits for an ICBM. You may also aim nukes at armies, fleets or air bases, in the hope of destroying enemy forces. The amount of damage done depends on many factors.
 
Canada
 
Britain
 
1
American Samoa
Andorra-ANNEXED BY SPAIN
Anguilla
Antigua & Barbuda
Ashmore and Cartier
Aruba
Azores
Baker Island
Barbados-ANNEXED BY UNITED STATES
Bassas da India
Bermuda-ANNEXED BY THE UNITED STATES
Bhutan
Bouvet Island
British Indian Ocean Territory
British Virgin Islands
Burundi
Canary Islands
Cape Verde
Cayman Islands
Christmas Island
Clipperton Island
Cocos (Keeling) Islands
Coral Sea Islands
Equatorial Guinea
Eritrea
French Guiana -ANNEXED BY BRAZIL
French Polynesia
French Southern and Artic Lands
Gibraltar-ANNEXED BY FRANCE
Glorioso Islands
Greenland-ANNEXED BY CANADA
Guernsey
Heard Island & McDonald Islands
Holy See (Vatican City)
Howland Island
Jan Mayen
Jarvis Island
Jersey
Johnston Atoll
Juan de Nova Island
Kingman Reef
Kiribati
Maldives
Malta-ANNEXED BY FRANCE
Man, Isle of-ANNEXED BY FRANCE
Marshall Islands
Martinique
Mauritius
Mayotte
Micronesia, Federated States of-ANNEXED BY AUSTRALIA
Midway Islands
Moldova
Monaco-ANNEXED BY FRANCE
Monserrat
Nauru-ICEEYE
Navassa Island
Nepal
Netherlands Antilles
New Caledonia
Niue
Norfolk Island
Northern Mariana Islands
Palau
Palmyra Atoll
Paracel Islands
Pitcairn Islands
Reunion
Saint Helena
Saint Kitts and Nevis
Saint Lucia
Saint Pierre and Miquelon
Saint Vincent & the Grenadines
Samoa
San Marino
São Tomé & Príncipe
Solomon Islands-ANNEXED BY AUSTRALIA
South Georgia and the South Sandwich Islands
Spratly Islands
Svalbard
Togo
Tokelau
Tonga
Trinidad & Tobago
Tromelin Island
Turkmenistan-ANNEXED BY RUSSIA
Turks and Caicos Islands
Tuvalu
Uganda
Vanuatu
Virgin Islands
Wake Island
Wallis and Futuna
Western Sahara

2
Afghanistan
Albania-ANNEXED BY TURKEY
Angola
Armenia-ANNEXED BY ARMENIA
Azerbaijan
Bahamas, The
Bahrain
Bangladesh-ANNEXED BY INDIA
Belize
Benin
Bolivia
Bosnia and Herzegovina
Botswana
Brunei
Bulgaria-ANNEXED BY TURKEY
Burkina Faso
Burma-ANNEXED BY CHINA
Cambodia
Cameroon
Central Africa Republic
Chad
Chile
Comoros
Congo, Democratic Republic of
Congo, Republic of
Costa Rica
Côte d'Ivoire
Cyprus
Djibouti
Dominica
Dominican Republic
El Salvador
Estonia
Ethiopia
Falkland Islands
Fiji
Faroe Islands
Gabon
Gambia, The
Georgia
Ghana
Grenada
Guadeloupe
Guam
Guatemala
Guinea
Guinea-Bissau
Guyana-ANNEXED BY BRAZIL
Haiti
Honduras
Jordan-ANNEXED BY ISRAEL
Kazakhstan-ANNEXED BY RUSSIA
Kyrgyzstan
Laos
Latvia-ANNEXED BY RUSSIA
Lebanon-ANNEXED BY ISREAL
Lesotho-ANNEXED BY SOUTH AFRICA
Liberia
Liechtenstein
Lithuania-ANNEXED BY POLAND
Luxembourg Macau
Macedonia, FYOM-ANNEXED BY TURKEY
Madagascar
Malawi
Mali
Mauritania
Mongolia
Morocco-ANNEXED BY SPAIN
Mozambique
Namibia-ANNEXED BY SOUTH AFRICA
Nicaragua
Niger
Oman
Panama
Papua New Guinea
Paraguay
Peru
Philippines-ANNEXED BY JAPAN
Puerto Rico
Qatar
Rwanda
Senegal
Seychelles
Sierra Leone
Slovakia
Slovenia-Naervod
Somalia
Sri Lanka-ANNEXED BY INDIA
Suriname-ANNEXED BY BRAZIL
Swaziland-ANNEXED BY SOUTH AFRICA
Tajikistan
Tanzania
Uruguay-ANNEXED BY BRAZIL
Uzbekistan
Venezuela
Vietnam
Yemen
Yugoslavia
Zambia
Zimbabwe-ANNEXED BY SOUTH AFRICA

3
Algeria-ANNEXED BY SPAIN
Belarus-ANNEXED BY RUSSIA
Colombia
Croatia-ANNEXED BY SLOVENIA
Cuba
Ecuador
Hong Kong
Hungary
Iceland-ANNEXED BY BRITAIN
Jamaica
Kenya
Korea, North
Libya
Malaysia
New Zealand
Nigeria
Romania
Singapore
Sudan
Syria-ANNEXED BY ISRAEL
Thailand
Tunisia

4
Austria-ANNEXED BY ITALY
Belgium
Czech Republic
Denmark
Egypt-ANNEXED BY ISRAEL
Finland
Greece
Indonesia
Iran
Iraq-ANNEXED BY TURKEY
Ireland-ANNEXED BY BRITAIN
Kuwait
Mexico
Netherlands
Norway
Portugal
Saudi Arabia
Switzerland
Taiwan
Ukraine
United Arab Emirates

5
Argentina
Australia
Brazil
Britain-AMON SAVAG
Canada-REDWARFIAN
China-STALIN
India-SHEEP
Italy
Israel-KNAS
France-EREZ
Germany
Japan
Korea, South
Pakistan
Poland-KAMILIAN
Russia-EMU
South Africa-JONNY
Spain-PLEXUS
Sweden
Turkey-AZALE
United States-HELLFISH
 
UU's

Israel: Merkava IV Division - Replaces Armored Division, costs 6c.

Britain: Destructive Destroyer - Destroyer with Excellent attack and ok Deffence With Tomahawks.

China: Dragon Mech Infantry - Same defensive punch, but costs 4 credits instead of 5.

South Africa: Olifant Mk 1B Main battle tank - A upgrade/conversion of British Centurion tanks, the Olifant tank is excellent in attack and okay in defense.

Canada: Halifax Class Destroyer - 10 credits, Good in attack, okay in defense, good against air units. Carries Tomahawk cruise missiles and Harpoons. Can also carry one Helicopter squadron. Looks like a Frigate, and costs as much.

Russia: E.M.U - same as armour division but costs only 6c.

Spain: Guardia Real - Excellent in defense, poor in attack. Replaces the Infantry.

Turkey: Crescent Infantry - Replaces infantry but is 2c instead of 3c.

America: Trident Class Nucleur Submarine - Carries 2 tacticle nukes instead of one. Costs still 15c.

France: Imperial Transport fleet- can carry up to 5 units just like the regular transport but cost only 8c.

Slovenia: Valuk Light Armored Vehicle - This replaces Mechanized Infantry and the attack is increased to good to represent the increased armarment of the vehicle.

Brazil: Albatros Wing - Replaces naval fighter with enhanced offensive abilities.

Poland: Hind - Replaces the Gunship Squadron. Excellent in attack(the Gunship is only good in attack) and okay in defence, these are powerful all rounders. However, being helicopters, just like other air units they cannot take territory, so must be supported by infantry or other ground units. Costs 5 credits.
 
mapforjnesxiii.gif
 
Red and Amon, u will not have good luck in ur first battles cus you posted when you werent suppose to!!!

Everyone may pick nations now.

Jason
 
BAH!Who needs luck!?!?I've got skill on my side!
 
Heh heh, heh heh, eugh.
 
USA
 
You should have posted: Rules, units, UU's, Countries, Map, Reserved, Rapid fire.
 
CANADA!!! CANADA CANADA!
 
BRITAIN!
 
Arrr. Sorry Jason you were to l8 there
 
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