First of all, an introduction to those of you who may not know me. I have been playing NES for 9 months at CFC, so the only thing I am a newbie to are these forums.
I was an avid fan of Jason's wargame there and also wished I could have joined Sheep's here, so I decided that trying to revive a wargame here would be a good idea. These ideas are based completely off of Jason's JNESXIII who in turn copied these ideas from Uknemesis. If either of them objects to this NES, I will by all means shut down this NES.
Lastly, to play this game, you will be required to be active at least once every two days and make a separate and detailed thread (don't owrry, most information will be easy to find). If you are not up to this stop reading now and do not join.
Joining
To join, you must start your own thread, for your own nation. You pick your nation, it is recommended you pick a nation that is pretty wealthy or you will have a very hard time. However, you could go the way of me in JNESXIII or Plexus in JNESIV and play a small nation and be challenged, it is up to you. 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.
Nation Threads
As stated above, you will be required to post a nation thread when you join. Here is my nation thread from JNESXIII: Slovenia
This is ideally what your nation thread should look like. Maps, general inorfmation, and background information come from the CIA World Factbook. The flags come from 3dflags.com. If you do some searching around you will find information on your uu. Luckily for me, Azale (Methril on these boards) found me a great UU. Pictures (with the exception of the UU pic) were found using Google Image Search, although you are more than welcome to use other pictures you find.
Fighting
To invade a country, you must post it in this thread and in your nation’s thread along with the rest of your orders. 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
The garrison is standardized in this game. This means whatever amount the country you conquer makes (without factories) is how many units you need to garrison there (so if you invade United States, you would need 5 units garrisoned). The garrison will go down one every 5 turns, with a minimum of one to represent lessening resistance. 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 three things. One is you must buy a trade route to a player nation, costing 10c. Then 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 you trade with. Trade routes can only be by sea, and they can be broken by a foreign navy.
Unique Units
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 co-mod should they want to that will systematically check turns, buys, and threads of every nation to make sure things are legitimate. I will do it too, although I will need some help if this NES is to be kept alive. The person must also be willing to do some battles if needed and should be on every day or every two days. You can post here, contact me on AIM (SN: bingitz), or PM me if you want this position. I am willing to take a maximum of two co-mods.
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.
I was an avid fan of Jason's wargame there and also wished I could have joined Sheep's here, so I decided that trying to revive a wargame here would be a good idea. These ideas are based completely off of Jason's JNESXIII who in turn copied these ideas from Uknemesis. If either of them objects to this NES, I will by all means shut down this NES.
Lastly, to play this game, you will be required to be active at least once every two days and make a separate and detailed thread (don't owrry, most information will be easy to find). If you are not up to this stop reading now and do not join.
Joining
To join, you must start your own thread, for your own nation. You pick your nation, it is recommended you pick a nation that is pretty wealthy or you will have a very hard time. However, you could go the way of me in JNESXIII or Plexus in JNESIV and play a small nation and be challenged, it is up to you. 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.
Nation Threads
As stated above, you will be required to post a nation thread when you join. Here is my nation thread from JNESXIII: Slovenia
This is ideally what your nation thread should look like. Maps, general inorfmation, and background information come from the CIA World Factbook. The flags come from 3dflags.com. If you do some searching around you will find information on your uu. Luckily for me, Azale (Methril on these boards) found me a great UU. Pictures (with the exception of the UU pic) were found using Google Image Search, although you are more than welcome to use other pictures you find.
Fighting
To invade a country, you must post it in this thread and in your nation’s thread along with the rest of your orders. 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
The garrison is standardized in this game. This means whatever amount the country you conquer makes (without factories) is how many units you need to garrison there (so if you invade United States, you would need 5 units garrisoned). The garrison will go down one every 5 turns, with a minimum of one to represent lessening resistance. 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 three things. One is you must buy a trade route to a player nation, costing 10c. Then 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 you trade with. Trade routes can only be by sea, and they can be broken by a foreign navy.
Unique Units
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 co-mod should they want to that will systematically check turns, buys, and threads of every nation to make sure things are legitimate. I will do it too, although I will need some help if this NES is to be kept alive. The person must also be willing to do some battles if needed and should be on every day or every two days. You can post here, contact me on AIM (SN: bingitz), or PM me if you want this position. I am willing to take a maximum of two co-mods.
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.
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