NEB1: One Thousand and One Ways to Die

@Matt: No, I haven't gotten your turn's secret orders yet, but you did say shiny thing, and that's pretty generic. Also, I have the feeling your not gonna love your UFOs so much within a (few) turn(s). :mischief: (No, this not me being :crazyeye: again)
I think I should get some sort of award for Order 66. Longest time pretending to be an enemy subcommander while really planning to rebel? Symphony definetly gets largest entrance, as well as least amount of money. :p
Rest of orders in.
 
Who says I'm just going to have UFOs.:p:mischief:
EDIT: Bah... you get "Best screwing Red over and letting COBRA win award" Popcornlord.:p
 
They are Nouns right?
They are flying Right?
They are unidentified Right?

UFO. :). Or maybe Unidentified Alien Fighting Machine UAFM
 
I would note that, being affiliated with the Penguinskan Empire, COBRA has the largest Space Armada. :p
 
To: Red High Command
From: Deep Blue Faction


Although we have no hostile intentions at this time, we regret that we cannot accept a cease fire, as we are committed to lasting peace with COBRA and Aqua forces.

To: Aqua and COBRA Commanders
From Deep Blue Faction


We humbly ask for a formal, indefinite cease-fire, and an agreement to cooperate against Chaotic forces or any other invaders of the north-east region.

---

OOC: Aqua orders are the only ones I need now. @Vertinari, I'm hereby giving you 48 hours to post your orders, though of course if you send by tomorrow I can start the update earlier :salute:

Thlayli said:
We just don't feel the NEED to intervene from space. It's a bit of a challenge for our field commanders to see if victory can be attained using only 'traditional' forces.

The rules of engagement set out by Space Hamsters are that no transdimensional / intergalactic forces can be used. Mind controlled natives only :)
 
From: COBRA Command
To: Deep Blue Faction


We believe that Deep Blue should enter into negotiations with Aqua to reunify the Nationalist faction. While we will make no aggressive movements for now, our cease fire exists between COBRA and Aqua Nationalist forces.
 
The rules of engagement set out by Space Hamsters are that no transdimensional / intergalactic forces can be used. Mind controlled natives only :)
Of course, there are no rules against these fleets beating the ever-loving excrement out of each other in a separate conflict. ;)
 
Spending

I shall train a unit of commando troops at my HQ to assist in the defence of the HQ.

Orders

Spoiler :
My personal guard of comanndo troops will attack the besieging forces. If the enemy withdraw then they will go unmolested. My light artilliary will bombard the tanks and my armoured cars will flank them. The supply trucks will move to C8 and unload. My light troopers in B8 will move down to C8 and guard the city.
 
Awesomeness, I think thats all non-absent player orders.

Thanks again @all :salute: I will hopefully update within 48 hours.

Lord_Iggy said:
Of course, there are no rules against these fleets beating the ever-loving excrement out of each other in a separate conflict.

What happens in space stays in space (at least for now :) )

Thlayli said:
From: COBRA Command
To: Deep Blue Faction

We believe that Deep Blue should enter into negotiations with Aqua to reunify the Nationalist faction. While we will make no aggressive movements for now, our cease fire exists between COBRA and Aqua Nationalist forces.

From: Deep Blue Faction
To: COBRA Command


We understand, thankyou for your consideration.

From: Deep Blue Faction
To: Aqua Command


May we ask what conditions would you have for reunification of Aqua and Deep Blue factions?

In theory, the only condition we insist on is the continuation of all our own current units under a semi-indepent command, similar to the CGC [formerly Green] units within the COBRA army.

In any case we wish to assure Aqua command that we have no hostile intentions.

---

@all, ALSO:

Some ideas I've been playing with, possibly for a NEB2. Any comments are welcome :)

Spoiler NEW IDEAS :

Expanded range of infantry:

Trooper (standard) (no heavy gear, +1 move, and extra terrain bonus)
MG (heavy machine gunner, +firepower, anti-infantry/anti-light-vehicle specialist, less effective on attack)
Rocket Trooper (bazooka/RPG, +firepower, anti-vehicle specialist)
Flame Thrower (+firepower, -toughness, ignore enemy dug-in bonus)
Medic (slowly auto heal nearby infantry, morale booster)
Mechanic (slowly auto heal nearby vehicles, more chance to recover and capture defeated enemy vehicles)

The above trooper types can auto-promote if they gain enough combat experience (or just randomly):

Trooper promotes to Sniper: (+1 range, +1 move, extra terrain bonus, anti-infantry specialist, stealthy, morale+organization penalty to enemy)
MG, Flame Thrower and Rocket Trooper promote to: Storm Trooper (+toughness, +firepower, ignore enemy dug-in bonus)
Medic and Mechanic promote to: Commando (+1 move, +toughness, no penalty for amphibious and airborne attacks, morale booster, slowly auto heal nearby infantry and vehicles, more chance to recover and capture defeated enemy vehicles)

'CARD' SYSTEM:

You get one RANDOM card per turn. You don't have to use it straight away, but you can only hold up to three cards. If you have three cards you wont get any more. Cards can be traded between players but only for other cards!

You can use multiple cards in a single turn. Identical cards can be doubled or tripled up for cumulative effects.

You must own a HQ to use cards!

Unless specified otherwise, all played cards last for one turn only.

Cards are:

HEAVY INDUSTRY: choose between a $4 one-off bonus, or permanently add +$1/turn income to your HQ.

MASS PRODUCTION: choose between receiving random free units, OR clone a selected unit that you control and is already in play (though experience points aren't cloned). Any created units appear at your HQ. You can't play this card if enemy units are next to your HQ.

REINFORCEMENTS: choose between receiving random free units, OR free random (at least 50%) repairs for all existing units. Any created units appear at your HQ. You can't play this card if enemy units are next to your HQ.

SABOTAGE: Do slight random damage to enemy vehicles and installations, as well as disrupting an enemy's income AND lessening the effects of any cards the enemy is playing that turn. Must be applied to a specific enemy faction. Effects last for one turn.

INFILTRATION: spies infiltrate the selected enemy faction, giving you general combat bonuses against all their units. Stealthy enemy units will also be revealed. AND there is also a random chance to steal any research the enemy has. Must be applied to a specific enemy faction.

FORCED MARCH: Instead of moving normally, all units can double move for free, counting as a single action, and still attack in the same turn. Although, units still cannot triple move! Also, units have more chance of moving past enemy squares without being engaged in unwanted battles.

DEFENSIVE: Units will take less damage when defending a square, and will be less likely to auto-retreat or surrender, even if they still take heavy casualties. Can be focused on one enemy faction, or even one square on the map, or applied equally to all battles.

OFFENSIVE: Units will do more damage when attacking enemy squares, and will have more chance of pushing the enemy back even if they take heavy casualties themselves. Can be focused on one enemy faction, or even one square on the map, or applied equally to all battles.

INTENSIFY FIREPOWER: all artillery attacks will do roughly twice as much damage. If you don't have any artillery units, one will appear at your HQ. Effects last for two turns.

AIR COMMAND: all units gain bonus in air-to-air or surface-to-air combat. Your air units have more chance to intercept enemy aircraft if they choose to. Your own aircraft have less chance of being intercepted by the enemy.

SPECIAL OPS: a random number of standard troopers (at least one) are promoted to Commandos in the field. If you don’t have any troopers, you will receive at least one Commando at your HQ. All Commandos gain general combat bonuses. All infantry units have less penalty for amphibious or airborne attacks.

PSYCHOLOGICAL WARFARE: make it more likely for enemy units to run away, surrender, or even change sides, while making such things less likely to happen to your own units. Can be focused on one enemy faction, or even one square on the map, or applied equally to all enemies.

RESEARCH BREAKTHROUGH: progress in a field of your choice (pick from infantry, vehicles, aircraft, ships, artillery). Will result in a one-off upgrade of some kind to be attached to a unit of your choice, OR a one-off special unit, OR even a whole new type of unique unit that you can build from that point on. You can specify which option you want, or leave it to chance.
 
That’s very interesting, Daft. Could you add heavy gunships, too? I like these new ideas, if you don’t mind, I’d love to join NEB2.
 
sp1023 said:
That’s very interesting, Daft. Could you add heavy gunships, too? I like these new ideas, if you don’t mind, I’d love to join NEB2.

You could join this one if you wanted, always room for more commanders on Gold, Aqua or Red teams :)
 
...always room for more commanders on Gold, Aqua or Red teams
And Orange!
Would love to see a neb2. What I would like is a tech-tree and a much bigger map, more like continent sized. Sing me up!
Edit: Hmm, I was expecting biggest pain award from you, Matt, but that works fine. :trophy:
 
Could I suggest that you have a 'defcon' system, so that intially all players are allowed to deploy is infantry, they then can move up to light tanks, APCs and AFVs etc. That would allow each player time to get used to the units on offer, give each unit type a try and simulate an escalation in tensions in some fictional NEB2 'disputed territory' you could also have groups of players specialize their own nations military for the conflict in the 'disputed territory'.

If you were feeling particularity game, you could have different types of players, 'rebels' or 'paramilitaries' who would represent local forces fighting for one of the various nations with lighter more agile troops, 'disputed territory troopers' who would represent the conventional military of the now broken down 'disputed territory', 'peacekeeping forces' from the various states which would specialize in dealing with civilians and maintaining order, 'volunteers' which would be specialized units for the various player controlled nations indirectly intervening and finally 'regulars' which would be represent the national armies of player controlled nations intervening directly. Each would have pros and cons.
 
You could join this one if you wanted, always room for more commanders on Gold, Aqua or Red teams :)

Or Brown. Brown is a good choice.

Also, I would want to join an NEB2 (this one is so fun). A tech tree, larger map, and stuff of the sort would be cool, making this more of a text book NES. However, I am not to keen on the cards...they just seem odd since every turn, a faction could get some special ability.
 
NEB2 looks interesting, especially the cards. Certainly could have used them in NEB1 though. Maybe each commander of a team can automatically get one of the card bonus for the entire game, like a unique leader trait, like in Civ4. Something like Brown's cloaking ability.

Also, and this is my personal opinions I formed from NEB1, some stuff I would like in NEB2.

- A slightly enlarged map, maybe 12 by 12 or 14 by 14 max. Some more water tiles would be cool, encourage some more naval action.
- More naval units, only 4 seems small, maybe a destroyer? Or a Aircraft Carrier?
- Also more buildings and therefore income, I believe I counted up to $26 income, maybe bump it up to $40, or $50?
- A $1 unit would help people like Popcornlord who only have $1. A militia unit?
- I wish I didn't have to say this because of my love of tanks, but a pure land Anti-tank unit could be nice.
- Adjust spending, especially for Air units. With my light tanks, at $4, I've been able to do lots of stuff comparable to the little air units have. Even Aqua's light fighters which have had 4 or 5 turns to do stuff haven't done much(Or so it seems). Which may be why only 4 of them have been bought, and no bombers(Though I was planning to buy one at one point).
Spoiler :
A possible new spending list:
All Buildings: $5 + $3
Trooper: $2
Heavy Troopers: $3
Snipers: $3
Commando Troopers: $3
Storm Troopers: $4
Humvee: $4
Armored Car: $4
Light Artillery: $4
StuG: $4
Engineer Vehicle: $4
APC: $4
Light Tank: $5
Flakker: $4
Fixed Artillery: $4
Rocket Artillery: $5
Guided Launcher: $5
Medium Tank: $6
Heavy Tank: $7
Heavy Artillery: $6
Gunboat: $6
Missile Boat: $6
Submarine: $4
Transport Boat: $4
Recon Chopper: $3
Gunship: $6
Helicopter: $5
Light Fighter: $4
Light Bomber: $5
Interceptor: $6
Fast Bomber: $7
Tank Killer: $6
Heavy Bomber: $7
Heavy Fighter: $7
Transport Jet: $6
Airstrike: $2
Transport/Paradrop Mission: $2
Tactical Nuke: $12


Just my thoughts, but anyways... can't what for the update. May the Light Tank reign supreme. Or at least while they sit comfortably in Orange HQ!:p
 
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