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A Wargame System for Evaluation.

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  • A Wargame System for Evaluation.

    Rules 1900s era ver. 1.0
    Starting Credits: 25,000 credits (Civilized Nation) 12,500 credits (Tribe)
    Starting Population Points: 60,000 (CN) 15,000 (Tribe)
    Buildings: Housing = 50 cr. per every additional 100 pop. pt.s (all population is housed at start of game) Artillery Factory = 5,000 cr., Smallarms Factory = 2,500 cr., Smallarms Sweatshop = 250 cr., (sweat shops are available to both CNs and Tribes) Artillery Sweatshop = 500, Civilian Factory (foodstuffs and clothing) 1,500 cr. (heavy equipment i.e. trains, iron, and steel) Sweatshop (Civilian) = 300 cr. (sweatshops are incapable of producing heavy equipment or iron and steel [they produce rations for troops])
    Every factory except the sweatshops has three stages each bringing a 33% increase in production. The 1st level costs 1,000 credits, the next, 1,500, and the 3rd 2,500 cr. The same thing applies to barracks and shipyards. More on those below.
    A 1st level factory and barracks are needed to produce regulars. Militia may be created by only having a barracks and not a factory. Training Camps (the sweatshop equivalent of a barracks) do not level up but do need a small arms facility to produce Tribal Regulars.
    Barracks = 1,500 cr. Stables (just the cavalry equivalent of the barracks) = 2,500 cr. Training Camps = 250 cr.
    Artillery units do not need a Barracks to be produced only an Artillery factory is required.
    Roads and Railways work much like a factory leveling up through 3 levels allowing 33% increases in the speed of troops in transit. Rail ways cost 1,000 cr. per mile, Roads, 500 cr. for every mile.


    Military
    Units: Infantry divided into 4 categories. Those being: *Grunts – Everyday off-the-shelf infantry men. = 50 cr. *Porters – Civilians tasked with moving supplies. = 25 cr. *Specialists – Engineers and Sappers. = 150 cr. *Elite Units – More or less SpecOps troopers. Player defined abilities. = 350 cr.
    Cavalry divided into three categories. Those being: *Scouts – light cav. used to locate enemies. = 75, *Mounted Infantry – Title says it all. = 150, Heavy Cavalry – Used for rapid penetrations and exploitations much like tanks would be used later (more on those below) Heavy Cav. = 250 credits.
    Artillery
    Units: *Light Art. – Mortars and Mountain guns. = 75 cr.
    Field Art. – 18 ib.ers, 75mm = 300 cr.
    Heavy Art. – 15cm to 30cm. = 1,000 cr.
    Naval
    Destroyers. = 3,250 cr.
    Submarines. = 2,500 cr.
    Battleships. = 8,500 cr.
    Landing Ships. = 500 cr.
    Supply Ships. = 900 cr.

    The make of Artillery is player defined as is the class of the warships. A shipyard is required for production of naval units. It works exactly like the factories. Its cost is 12,500 cr. (Note: the asterisks show which units can be produced by the sweatshops.)
    Armored Units
    Armored Units can be produced by an Armored Factory. Its cost is very high to prevent its use very early in the game (and to make you work for it ) and cannot be used in 1914. Cost: 50,000 cr. No other factories are needed for the production of armored units. Units: Fast attack tanks, Heavy Infantry support tanks, Self-propelled artillery. Again class (i.e. Mk. IV or Whippet) is defined by the player.
    Movement
    Land: Weather, Road and Terrain conditions are determined by the role of the dice accompanied by appropriate modifiers. The combined three numbers on the dice will determine how many miles were covered in a day. Railways are automatically 25 miles per hour.
    Naval: For simplicity we’ll use the same system as above with the roles only being: Weather and Fuel supply w/ appropriate modifiers.

    There are living costs, those being: 0.25 cr. per population point.
    Tribes do not have the living cost.

    The Tunnel Complex is a building available exclusively to the Tribes. It is impervious to artillery fire and can have a sweatshop built inside of it. It costs 1,000 creds to create.

    This isnt complete so any suggestions are welcome.
    Proud Christian.

    And this I pray, that your love may abound yet more and more in knowledge and in all judgement.
    Philippians 1:9

  • #2
    Looks great, for the setting-up part.

    Interesting era you picked, what did you have in mind?
    "Why is the Rum gone?"

    -Captain Jack

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    • #3
      Reminds me of Diplomacy, the era that is.
      A wild liberal appears! Conservative uses logical reasoning and empirical evidence! It's super effective! Wild liberal faints.

      Comment


      • #4
        A slight combination of the diplomacy game and the alt WWI naval game, but I regret I won't be able to join. I could pass it along though.
        "A foolish man thinks he knows everything if placed in unexpected difficulty; but he knows not what to answer, if to the test he is put."

        --Hávamál

        Comment


        • #5
          yea right now I'm still a little hesitant to run a wargame. The whole thing here is just see what you guys think. If I do run the wargame I want to be as prepared as possible so I dont end up letting people down again.

          But the wargame would begin February 1st 1900 and go from there being completely fictional. Probably 2-6 players. The map would be probably Cyprus enlarged through google maps and immagination to continent size. The object being domination. Take everybody out and end up on top. Pretty simple and streight forward.
          Proud Christian.

          And this I pray, that your love may abound yet more and more in knowledge and in all judgement.
          Philippians 1:9

          Comment


          • #6
            Originally posted by david&joushua View Post
            yea right now I'm still a little hesitant to run a wargame. The whole thing here is just see what you guys think. If I do run the wargame I want to be as prepared as possible so I dont end up letting people down again.
            Well, you could always start out with the style of "wargame" as my zombie game-it's not as hard as using whole armies and such.
            "A foolish man thinks he knows everything if placed in unexpected difficulty; but he knows not what to answer, if to the test he is put."

            --Hávamál

            Comment


            • #7
              yep. I was just thinking along those lines. We should try somthing old westernish. Wargame a John Wayne movie.
              Proud Christian.

              And this I pray, that your love may abound yet more and more in knowledge and in all judgement.
              Philippians 1:9

              Comment


              • #8
                It's up to you mate.
                "A foolish man thinks he knows everything if placed in unexpected difficulty; but he knows not what to answer, if to the test he is put."

                --Hávamál

                Comment


                • #9
                  Personally I think we should wait for the WW1 game to end, that way the vets will be available for a new big one.

                  Me and Stryker are also planning on doing a medium sized game.
                  A wild liberal appears! Conservative uses logical reasoning and empirical evidence! It's super effective! Wild liberal faints.

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                  • #10
                    Gee you should give Stryker a break-on the WW1 game he slaves away on resolutions.
                    "A foolish man thinks he knows everything if placed in unexpected difficulty; but he knows not what to answer, if to the test he is put."

                    --Hávamál

                    Comment


                    • #11
                      Dest would that medium sized wargame be the one with Iran?
                      Proud Christian.

                      And this I pray, that your love may abound yet more and more in knowledge and in all judgement.
                      Philippians 1:9

                      Comment


                      • #12
                        Sounds like just another variant of one of those build and fight games liike Sid Meyer's Civilization or, Starcraft. Sorry, hard but fair.

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                        • #13
                          Just off the top of my head having sweatshops be 10% of the cost of a factory may be a little iffy. I mean it looks as tough i need only sweatshops to produce most everything, other than the artillery that is. is 1 factory equivalent to 10 sweatshops in terms of production? If not what are the uses of factories for small arms?


                          Originally posted by T. A. Gardner View Post
                          Sounds like just another variant of one of those build and fight games liike Sid Meyer's Civilization or, Starcraft. Sorry, hard but fair.
                          I take it you've played neither seriously? Way more too both than just build and fight.

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                          • #14
                            Originally posted by T. A. Gardner View Post
                            Sounds like just another variant of one of those build and fight games liike Sid Meyer's Civilization or, Starcraft. Sorry, hard but fair.
                            By your logic it's really more of a variant of Total War games...Civilization IS building and fighting but that's a really basic and boring view of it.
                            "A foolish man thinks he knows everything if placed in unexpected difficulty; but he knows not what to answer, if to the test he is put."

                            --Hávamál

                            Comment


                            • #15
                              Originally posted by david&joushua View Post
                              Dest would that medium sized wargame be the one with Iran?
                              Naw that was just a random idea. This is an elaboration of sorts, on the old Build Your Own African Army game. Of course that thread was around before you were a member.
                              A wild liberal appears! Conservative uses logical reasoning and empirical evidence! It's super effective! Wild liberal faints.

                              Comment

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