RoddyVR
Veteran Board NESer
Introduction:
Humans have destroyed their home planet. Some have escaped to look for a new home in space. The come upon an abandoned Giantic Space Bee Hive Planet. Hainve landed on the planet and determined it to be safe and livable, the humans once again divide along lines of nationality, race, religeon, idiolagy and anything else they can come up with and start fighting amongst themselves.
Map:
The map(posted below) is a hex grid. The top is connected to the bottom, and the left side is connected to the right. Every Hex has 6 neighboring hexes. There are 26 colomns of Hexes (A through Z) and there are 17 hexes in each colomn (1 through 17, top to bottom). Please refer to locations as A4 or X15. I suggest counting down (or up) the colomn to get the hex "address" because it can be hard to figure out what number a hex is.
Directions on the map from any hex are:
Straight Up (SU), Straight Down (SD), Left Up (LU), Left Down (LD), Right Up (RU), Right Down (RD).
On land, small letters represent Armies and capitol letters represent Cavalry. On the Sea, capitol letters are Destroyers. Transports are represented by two small letters, the first is the number of transports, the second is the number of land units on those transports.
All unit quantities work as follows: an "a" or "A" is 1 unit, a "z" or "Z" is 26 units, and everything inbetween should be self explanatory.
For simplisity's sake, there is a limit of 26 of any one type of unit per Hex.
Land Hexes:
You claim Land Hexes by sending an army to them. Once you've claimed a land hex, it will earn you 2 credits per turn. You can build ONE of the following structures in each of the Hexes you own
Towns - Costs 5 plus the number of Towns you already have. A town provides you an extra 1 credit per turn. Upgrading a town is also the only way to get the more advanced structures.
A Town can get upgraded to: (once upgraded, the Hex no longer counts as having a Town).
Military Base - Costs 5 credits. Allows this Hex to produce Army Units.
Naval Base - Costs 5 credits, has to be a coastal Hex. Allows this Hex to produce Destroyers and Transports.
AirForce Base - Costs 5 credits. Allows this Hex to produce AirWings. Houses 1 AirWing unit.
Fortress - Costs 5 credits. Increases the defencive capabilities of Armies in this province by 50%.
City - Costs 10 credits, cannot be built adjacent to another city (can be next to capitol though). Provides an extra 2 credits per turn.
Demolition At anytime you may tear down any of your buildings at no cost. Advanced buildings may go down to a Town or be demolished completely (owners choice).
Income breakdown:
2 for Empty Province
3 for Town
2 for Millitary Base
2 for Naval Base
2 for AirForce Base
2 for Fortress
4 for City
4 for Captured Capitols (see below)
3^X for Nation Capitol (see below)
Nation's Capitol
Your starting province is your Nation Capitol. This province has all of the structures in it. It can build any Military unit and it has a defence bonus, but in the beggining it provides only 1 credit per turn.
Losing Your Capitol - The capture of your Capitol by another nation will have severe effects on your nation.
1. You may not build any new structures.
2. Your Nation cannot bank credits from one turn to the next.
3. If you have no Military Bases, you may designate a province to instantly become a Military Base.
4. If you have no Naval Bases, you may designate a coastal province to instantly become a Naval Base.
5. You may attack the offending nation with newly built units.
6. Every time you take a province from the offending nation, you will also recieve 5 of their credits.
Landlocked Capitols
If your starting province is landlocked then your capitol cannot build naval units. To compensate for this disadvantage, the first town you build in a coastal province will automaticaly get a Naval Base in it.
Captured Capitols
Another nation's capitol will act as a province with a city. You will get 4 credits a turn for it, and thats it.
For every foreign Capitol you control, your own Capitol will triple its Income. So if you control 2 enemy Capitols, you will get 9 credits a turn for your own capitol.
Units
Army - Costs 1 credit. Basic land military unit. Can move to any adjacent Hex. Cannot attack the turn its built.
Cavalry - Costs 2 credits. Fast land military unit. Can move through one of your Hexes and into another one. Cannot attack the turn its built.
Transport - Costs 1 credit. Unarmed ship. Can move to any adjacent sea. Can carry one Army or Cavalry.
Destroyer - Costs 2 credits. Warship. Can move to any adjacent sea. Can attack OR move on the turn it is built.
AirWing - Costs 2 credits. Has to be based in its own AirForce Base. Can go upto 2 Hexes away from its AirBase (and come back after the battle). Will fight enemy AirWings and if victorious will give a bonus in the land combat.
Land Units on the High Seas
During a turn a land unit may either load onto OR off a transport during. A cavalry can move on land and then load onto a transport, or it can unload to YOUR OWN province and then move. The land unit's movements dont affect the transport's movement.
Waving "Hello" Between Provinces:
While I know its a bit unrealistic, I'm making this rule to make steamroll conquests harder.
Both land and naval units only fight in their FINAL destination for the turn. If two players send armies at eachother across the same border on the same turn, their armies (or ships) will walk by eachother without engaging and then fight the defencive forces in their destination provinces.
Amphibeous Assaults:
In order to unload a land unit from a transport onto an enemy province, your navy first needs to destroy all the ships that the owner of that province has in the sea you're invading from.
Air Combat:
If you have AirWings you can order them to help in any attack (or defence) that they can reach from their base. At the beggining of Combat, the AirWings fight for control of the sky. There are no bonuses for air combat (only having more Airwings then the enemy will give you and advantage). After the Air Battle is resolved the victor's side in the land battle will recieve the AirSupport Bonus.
Naval Battles
In a naval battle, only the Destroyers fight, but empty transports will take the hits the enemy dishes out. Unless the battle is a draw (all Destroyers die at the same time) the loaded transports of the losing side and the land units they carry will be defenceless and sunk.
Casualties of Exploration
If two nations send forces to an unclaimed hex on the same turn, then a battle will occur and the victor will get to claim the hex the loosers units do not die however, they just retreat back to where they came from.
Combat System
Battles
when A armies is attacking D armies.
X=bigger of A and D.
attacker rolls A*X sided die. defender rolls D*X sided die.
Ar= Atteckers roll, Dr= Defenders roll
Both rolls are multiplied by any bonuses that apply.
Higher roll (after bonuses) wins the fight.
Attacker Looses Dr/X Armies
Defender looses Ar/X Armies
Round down for winner of the fight.
Round up for looser of the fight.
If rolls were equal then round both UP (standoff, more deaths).
The Battles repeat till one side is completely gone.
Fortress Bonus:
Fortresses provide a defencive bonus. It is a 50% addition to your rolls.
Surrounding Bonus:
If you have armies coming to attack the same province from more then one of your own provinces (or seas) all of your rolls in this province will gain a 10% bonus for every direction that you came from after the first. So if you're attacking from 6 directions, you will get a 50% bonus on your rolls.
Air Support Bonus:
Having AirWings over the battlefield will give your Ground forces an advantage. For every Airwing above the Battlefield your rolls will recieve a 10% bonus.
Victories
When you attack and kill all the defending armies while some of your armies survive, you've conquered the province.
If the Hex was unbuilt, then you just get the province.
If the Hex had a town, then the town is destroyed and you get the province.
If the Hex had anything more then a town, it is reduced to a town and you gain control of the Hex with the town.
If the Hex had an AirForce Base who's AirWing is still alive (fighting elsewhere), that AirWing either needs to find another base to land at (one that lost or never had an AirWing) or it will crash and die.
Capitols are not damaged by conquest.
Miscelaneous Player Info
Joining:
Please read the rules before you sign up (hoping you have if you're reading this).
If your schedule is going to change drasticaly in the coming week(s) (school or whatnot), please take that into account before joining.
I need your Starting location, you Nation's name, and a color preference if you have any.
I unfortunately uploaded the map instead of attaching it, so i cant edit the one on the 2nd post too easily. I'll keep as uptodate a list as i can in the "nations" post, so check there before signing up to make sure you dont start "too close for comfort" to someone else.
Once you sign up and understand the rules, please send your first orders, so that the first update isnt held up too long. They should be prety easy to do.
Orders:
Orders should be PMed to me. List what you're buying where (units and structures) and what the orders for your units are (for each unit or group that you want to do something).
I'm hoping to do updates every other day or so, but will do them more often if i get orders fast enough. With the school starting for a lot of NESers, it might have to be less often though. We'll see.
Gifts and Agreements between players:
Players may give eachother Money, Units and provinces (Capitols may only be GIVEN to their original owner). Money transfers are instant, the recieving player can use the cash the same turn its given. Units and Provinces are transfered during updates.
There are no Right of Passage agreements allowed.
All alliences, Non agression pacts and any other agreements are paper thin and are held only by the trust between players.
Humans have destroyed their home planet. Some have escaped to look for a new home in space. The come upon an abandoned Giantic Space Bee Hive Planet. Hainve landed on the planet and determined it to be safe and livable, the humans once again divide along lines of nationality, race, religeon, idiolagy and anything else they can come up with and start fighting amongst themselves.
Map:
The map(posted below) is a hex grid. The top is connected to the bottom, and the left side is connected to the right. Every Hex has 6 neighboring hexes. There are 26 colomns of Hexes (A through Z) and there are 17 hexes in each colomn (1 through 17, top to bottom). Please refer to locations as A4 or X15. I suggest counting down (or up) the colomn to get the hex "address" because it can be hard to figure out what number a hex is.
Directions on the map from any hex are:
Straight Up (SU), Straight Down (SD), Left Up (LU), Left Down (LD), Right Up (RU), Right Down (RD).
On land, small letters represent Armies and capitol letters represent Cavalry. On the Sea, capitol letters are Destroyers. Transports are represented by two small letters, the first is the number of transports, the second is the number of land units on those transports.
All unit quantities work as follows: an "a" or "A" is 1 unit, a "z" or "Z" is 26 units, and everything inbetween should be self explanatory.
For simplisity's sake, there is a limit of 26 of any one type of unit per Hex.
Land Hexes:
You claim Land Hexes by sending an army to them. Once you've claimed a land hex, it will earn you 2 credits per turn. You can build ONE of the following structures in each of the Hexes you own
Towns - Costs 5 plus the number of Towns you already have. A town provides you an extra 1 credit per turn. Upgrading a town is also the only way to get the more advanced structures.
A Town can get upgraded to: (once upgraded, the Hex no longer counts as having a Town).
Military Base - Costs 5 credits. Allows this Hex to produce Army Units.
Naval Base - Costs 5 credits, has to be a coastal Hex. Allows this Hex to produce Destroyers and Transports.
AirForce Base - Costs 5 credits. Allows this Hex to produce AirWings. Houses 1 AirWing unit.
Fortress - Costs 5 credits. Increases the defencive capabilities of Armies in this province by 50%.
City - Costs 10 credits, cannot be built adjacent to another city (can be next to capitol though). Provides an extra 2 credits per turn.
Demolition At anytime you may tear down any of your buildings at no cost. Advanced buildings may go down to a Town or be demolished completely (owners choice).
Income breakdown:
2 for Empty Province
3 for Town
2 for Millitary Base
2 for Naval Base
2 for AirForce Base
2 for Fortress
4 for City
4 for Captured Capitols (see below)
3^X for Nation Capitol (see below)
Nation's Capitol
Your starting province is your Nation Capitol. This province has all of the structures in it. It can build any Military unit and it has a defence bonus, but in the beggining it provides only 1 credit per turn.
Losing Your Capitol - The capture of your Capitol by another nation will have severe effects on your nation.
1. You may not build any new structures.
2. Your Nation cannot bank credits from one turn to the next.
3. If you have no Military Bases, you may designate a province to instantly become a Military Base.
4. If you have no Naval Bases, you may designate a coastal province to instantly become a Naval Base.
5. You may attack the offending nation with newly built units.
6. Every time you take a province from the offending nation, you will also recieve 5 of their credits.
Landlocked Capitols
If your starting province is landlocked then your capitol cannot build naval units. To compensate for this disadvantage, the first town you build in a coastal province will automaticaly get a Naval Base in it.
Captured Capitols
Another nation's capitol will act as a province with a city. You will get 4 credits a turn for it, and thats it.
For every foreign Capitol you control, your own Capitol will triple its Income. So if you control 2 enemy Capitols, you will get 9 credits a turn for your own capitol.
Units
Army - Costs 1 credit. Basic land military unit. Can move to any adjacent Hex. Cannot attack the turn its built.
Cavalry - Costs 2 credits. Fast land military unit. Can move through one of your Hexes and into another one. Cannot attack the turn its built.
Transport - Costs 1 credit. Unarmed ship. Can move to any adjacent sea. Can carry one Army or Cavalry.
Destroyer - Costs 2 credits. Warship. Can move to any adjacent sea. Can attack OR move on the turn it is built.
AirWing - Costs 2 credits. Has to be based in its own AirForce Base. Can go upto 2 Hexes away from its AirBase (and come back after the battle). Will fight enemy AirWings and if victorious will give a bonus in the land combat.
Land Units on the High Seas
During a turn a land unit may either load onto OR off a transport during. A cavalry can move on land and then load onto a transport, or it can unload to YOUR OWN province and then move. The land unit's movements dont affect the transport's movement.
Waving "Hello" Between Provinces:
While I know its a bit unrealistic, I'm making this rule to make steamroll conquests harder.
Both land and naval units only fight in their FINAL destination for the turn. If two players send armies at eachother across the same border on the same turn, their armies (or ships) will walk by eachother without engaging and then fight the defencive forces in their destination provinces.
Amphibeous Assaults:
In order to unload a land unit from a transport onto an enemy province, your navy first needs to destroy all the ships that the owner of that province has in the sea you're invading from.
Air Combat:
If you have AirWings you can order them to help in any attack (or defence) that they can reach from their base. At the beggining of Combat, the AirWings fight for control of the sky. There are no bonuses for air combat (only having more Airwings then the enemy will give you and advantage). After the Air Battle is resolved the victor's side in the land battle will recieve the AirSupport Bonus.
Naval Battles
In a naval battle, only the Destroyers fight, but empty transports will take the hits the enemy dishes out. Unless the battle is a draw (all Destroyers die at the same time) the loaded transports of the losing side and the land units they carry will be defenceless and sunk.
Casualties of Exploration
If two nations send forces to an unclaimed hex on the same turn, then a battle will occur and the victor will get to claim the hex the loosers units do not die however, they just retreat back to where they came from.
Combat System
Battles
when A armies is attacking D armies.
X=bigger of A and D.
attacker rolls A*X sided die. defender rolls D*X sided die.
Ar= Atteckers roll, Dr= Defenders roll
Both rolls are multiplied by any bonuses that apply.
Higher roll (after bonuses) wins the fight.
Attacker Looses Dr/X Armies
Defender looses Ar/X Armies
Round down for winner of the fight.
Round up for looser of the fight.
If rolls were equal then round both UP (standoff, more deaths).
The Battles repeat till one side is completely gone.
Fortress Bonus:
Fortresses provide a defencive bonus. It is a 50% addition to your rolls.
Surrounding Bonus:
If you have armies coming to attack the same province from more then one of your own provinces (or seas) all of your rolls in this province will gain a 10% bonus for every direction that you came from after the first. So if you're attacking from 6 directions, you will get a 50% bonus on your rolls.
Air Support Bonus:
Having AirWings over the battlefield will give your Ground forces an advantage. For every Airwing above the Battlefield your rolls will recieve a 10% bonus.
Victories
When you attack and kill all the defending armies while some of your armies survive, you've conquered the province.
If the Hex was unbuilt, then you just get the province.
If the Hex had a town, then the town is destroyed and you get the province.
If the Hex had anything more then a town, it is reduced to a town and you gain control of the Hex with the town.
If the Hex had an AirForce Base who's AirWing is still alive (fighting elsewhere), that AirWing either needs to find another base to land at (one that lost or never had an AirWing) or it will crash and die.
Capitols are not damaged by conquest.
Miscelaneous Player Info
Joining:
Please read the rules before you sign up (hoping you have if you're reading this).
If your schedule is going to change drasticaly in the coming week(s) (school or whatnot), please take that into account before joining.
I need your Starting location, you Nation's name, and a color preference if you have any.
I unfortunately uploaded the map instead of attaching it, so i cant edit the one on the 2nd post too easily. I'll keep as uptodate a list as i can in the "nations" post, so check there before signing up to make sure you dont start "too close for comfort" to someone else.
Once you sign up and understand the rules, please send your first orders, so that the first update isnt held up too long. They should be prety easy to do.
Orders:
Orders should be PMed to me. List what you're buying where (units and structures) and what the orders for your units are (for each unit or group that you want to do something).
I'm hoping to do updates every other day or so, but will do them more often if i get orders fast enough. With the school starting for a lot of NESers, it might have to be less often though. We'll see.
Gifts and Agreements between players:
Players may give eachother Money, Units and provinces (Capitols may only be GIVEN to their original owner). Money transfers are instant, the recieving player can use the cash the same turn its given. Units and Provinces are transfered during updates.
There are no Right of Passage agreements allowed.
All alliences, Non agression pacts and any other agreements are paper thin and are held only by the trust between players.