Jack_www
Prince
The idea for the rules for this NES i have taken form Jason the King's NES: World War II, Revived. Thus I take no cerdit for coming up with these rules. I just think that it is a good way to play an NES so I am going to use them hear.
FIrst some backround:
Note: THis NES is based on the book Red Strom Rising by Tom Clancy
The year is 1987. Terrorist have blown up a major Oil Refinery and the well next to it that supplied almost half of the Soviet Union's gas, and jet fuel. THe leadership of the Soviet Union is now dire straits to get a new source of oil for the economy of the Soviet Union to avoid total ruin. THey look to the oil rich Middle East as an answer to their problems, but first they must cripple NATO.
After 4 months of training and plaining the Soviet Union attacks West Germany. THe plan involves catching NATO off Guard and closing off the Northern Altanic to keep reinfocements and supplies to come in by sea and making it look like the West Germans tried to kill the leadership of the Soviet Union in order to try to reunite all of Germany and thus making some NATO countries and rest of the world from getting involved.
The start of this NES will begin in January of 1987, and this is four months before NATO and USSR go to war with each other.
Now the rest of the story is up to you.
First amount is army, second is air force, third is navy.
United States: 350c(Eilte), 425c, 600
NATO: 250c(Well Trained), 200c, 200c
Warsaw Pact: 400c(Prooly Trained), 100c(Prooly Trained), 100c
U.S.S.R: 650c(Prooly Trained), 500c(Prooly Trained), 300c
China: 800c(Prooly Trained), 100c. 100c
India: 600c(Prooly Trained), 100c, 100c
Mexico: 100c, 150c, 50c
Brazil: 150c, 150c, 50c
Turkey: 100c,100c,100c
Japan: 125c(Elite), 100c, 75c(Elite)
Canada: 100c, 100c, 125c
Production:
United States: 105 c
NATO: 110 c
Warsaw Pact: 70 c
U.S.S.R: 150 c
China: 90c
India: 70c
Mexico: 50c
Brazil: 45c
Turkey: 50c
Japan: 40c
Canada: 45c
FIrst some backround:
Note: THis NES is based on the book Red Strom Rising by Tom Clancy
The year is 1987. Terrorist have blown up a major Oil Refinery and the well next to it that supplied almost half of the Soviet Union's gas, and jet fuel. THe leadership of the Soviet Union is now dire straits to get a new source of oil for the economy of the Soviet Union to avoid total ruin. THey look to the oil rich Middle East as an answer to their problems, but first they must cripple NATO.
After 4 months of training and plaining the Soviet Union attacks West Germany. THe plan involves catching NATO off Guard and closing off the Northern Altanic to keep reinfocements and supplies to come in by sea and making it look like the West Germans tried to kill the leadership of the Soviet Union in order to try to reunite all of Germany and thus making some NATO countries and rest of the world from getting involved.
The start of this NES will begin in January of 1987, and this is four months before NATO and USSR go to war with each other.
Now the rest of the story is up to you.
RULES
Economy
Economy will be done in terms of credits. Each province you own gives you 5 credits, and each additional city you own gives you 5 credits. So the province of London makes Britain 10c per turn (5c from town, 5c from the province). You can then use your economy to construct military units. There is no way to improve your economy but annexing new territory you can not build new cities or anything like that. And no banking from one turn to the next.
Military
This is where a bit of neo NES comes in. Your military will be broken into armies, fleets, and squadrons. They will then be broken down into separate units, but they must all stick together in the army/fleet/squadron, and is shown on map by the corresponding number in your template. I will explain army first. An army can comprise of various units found at the bottom of this post (may be in second post) which has a price list as well. For example Germany wants to make their Afrika Korps comprise of 3 artillery batteries, 4 infantry regiments, and 4 tank brigades. That would be fine. You can have as many different kinds, and as many units in one army as you want. But remember, they must stick together in army, you cant have part of the Afrika Korps in Germany and part in Africa. Same goes with fleets and squadrons, with their corresponding units.
You may research upgrades to units. This will be kept track of on your template under the technology stat. Once tech is finished research, it automatically upgrades your whole army/navy/air force with it. The cost is free, the time it will take is based upon the country you are, and what is happening in the world.
The specialty training of your troops in the army can be different as well. Again, like neo nes, you may have training in desert, grasslands, snow and mountains. Only one training specialty per army, except for one army, that may have training in all 4. Regular training increases like the following and can be done in all military: Militia-Poor-Trained-Well Trained-Veteran-Expeditionary-Elite. All start with trained unless specified. You may only reach Expeditionary or Veterans levels when you have combat experience and are trained in at least one specialty terrain. Training also takes the amount of turns as the number of regiments divided by two (rounded up) there are in the army, how many ships there are in navy, and different planes in squadrons divided by two. Training for all is army-wide, you cant have specialty for each regiment in army. To get a lower training (all units produced after first turn are 'Tained' status), basically it depends on how large your army is. If you have a very large army, then when you make a new army, their training goes down. Also, if you are not active enough, training may go down. Training costs 45c.
Movement
Is to the slowest unit in a army/navy/squadron. Movement is shown on unit descriptions. When it comes to loading/unloading. You may load onto a transport, transport can move to another sea, but cannot unload. It cannot unload regardless if it moves or not. You can unload and load another army though, on same turn.
*Naval units can only be created from a province that has a city and is next to a sea. If a province with a city is next to two or more seas, they may pick what they build in.
*You can invade neutral countries, though it will be a hard fight just like any other country, and may risk other neutral countries joining in an alliance with your enemies.
*Weather will affect your troops.
*Moral at home country will hurt your production if it gets to low. To raise it, try winning some battles J.
*If a city is bombed enough (and I mean a lot a lot, at least a years, and Im not promising anything, could be before or after), it can be wiped from the map and loose production from it. It cannot be rebuilt.
*Air craft must land in air field, carrier, or city within 3 provinces in one turn. The province they leave does not count. For example, if germany had a field in Pru, a squadron can take off from Rhi, fly to Ham, Ber, and then land in Pru. So its really that you can move 3 times, instead of three countries. You can only attack once if your bombing during that time.
*You can only attack once per army/navy/squadron, but can defend innumerable times.
*First turn you get a sum of money to spend on each of your armed forces individually. You may not use money from army sum to pay for stuff in your navy.
Template:
Nation
Player:
Income:
Army Trained
1. (list armies here, name them if you want, make sure you have number by them though, seperate each different type of regiment with a comma), Location (province, please replace the location word).
Air Force Trained
1. (list squadrons here, name them if you want, make sure you have number by them though, seperate each different type of regiment with a comma), Location (province, please replace the location word).
Navy Trained
1. (list fleets here, name them if you want, make sure you have number by them though, seperate each different type of regiment with a comma), Location (province, please replace the location word).
Technology:
Army:
Air Force:
Navy:
National Moral: Moderate
First amount is army, second is air force, third is navy.
United States: 350c(Eilte), 425c, 600
NATO: 250c(Well Trained), 200c, 200c
Warsaw Pact: 400c(Prooly Trained), 100c(Prooly Trained), 100c
U.S.S.R: 650c(Prooly Trained), 500c(Prooly Trained), 300c
China: 800c(Prooly Trained), 100c. 100c
India: 600c(Prooly Trained), 100c, 100c
Mexico: 100c, 150c, 50c
Brazil: 150c, 150c, 50c
Turkey: 100c,100c,100c
Japan: 125c(Elite), 100c, 75c(Elite)
Canada: 100c, 100c, 125c
Production:
United States: 105 c
NATO: 110 c
Warsaw Pact: 70 c
U.S.S.R: 150 c
China: 90c
India: 70c
Mexico: 50c
Brazil: 45c
Turkey: 50c
Japan: 40c
Canada: 45c