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  1. - Top - End - #1
    Barbarian in the Playground
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    Default A Game of Nations: World War 2

    It's January 1st 1942...the "United Nations" has just been established, a joint declaration by 26 nations against the Axis powers. Japan has recently taking Hong Kong on christmas day and in a daring raid brought the US into the war whilst Germany is locked deep within Soviet territory...

    The stage is set for the greatest war of all time...


    Factions and wealth map
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    Named Map (abreviations used...I'm not going to give you a list of what they mean, the abreviations will be used instead).
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    In each of your posts you may declare 1 movement phase worth of moves for each army that you want to move, and please indicate which forces move where. Forces that have not moved may of course be moved afterwards.

    Whenever apropriate (ie other players have had a chance to make their desired moves, ie a post by them or 12 hours of game time) you may take the next turn worth of movement. Any troops that did not move during a movement phase do not retain movement afterwards

    If your armies are within strike range (ie same territory or coast) they may initiate combat, roll for strategies below (for speed sake list a few options you'd like depending on points scored) and allow the defender to roll his dice and decide upon strategies. If declared right after a move a defender still has some time to move extra forces into a region or his defenders out if they still have movement. If he decided to move his forces out of the region roll an opposed strategic manouvering check (YES I FOUND A PURPOSE), if the attacker wins, battle still ensues, if the defender wins his forces flee to safety. If he moves more forces in then ofcourse the defender may use the strategic manouvring of the extra army/fleet to intercept.

    Hidden moves allow you to not specify the target of the move, untill after the enemy has moved, also hidden moves move at speed 1. (note a fake move, stay where you are command is also possible for hidden moves). Atvantage with a hidden move is that the eney couldn't suddenly move extra forces into a certain region after you've declared where your forces are moving to and battle may begin immidiately.
    Last edited by Wizard of the Coat; 2008-08-09 at 06:17 AM.

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    Goblin

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    Default Re: A Game of Nations: World War 2



    The Empire of Japan

    First turn Spending:
    +1 Military (6 total) (2 Wealth)
    +4 Units (19 total) (4 Wealth)

    Wealth: 6
    Military: 6
    Units: 19

    Deployment

    Imperial Japanese Army - First Group - Jap
    Commander Rating: 0
    1 Infantry

    Imperial Japanese Army - Second Group - Kor
    Commander Rating: 0
    1 Infantry
    1 Armor

    Imperial Japanese Army - Third Group - Yan
    Commander Rating: 0
    1 Infantry
    1 Armor

    Imperial Japanese Navy - Yamato Group - SJ
    Commander Rating: 0
    1 Battleship
    2 Destroyer
    1 Aircraft Carrier
    1 Fighter
    1 Bomber

    Imperial Japanese Navy - I-200 Group (Submarine Group) - SJ
    Commander Rating: 0
    2 Destroyer

    Imperial Japanese Navy - Nagato Group - Guam
    Commander Rating: 0
    1 Battleship
    2 Destroyer
    1 Aircraft Carrier

    Imperial Japanese Naval Air Service - Akagi Air Group - Guam
    Commander Rating:
    1 Fighter
    1 Bomber

    First Turn Movement
    IJA First Group - no movement
    IJA Second Group moves from Kor to Yak
    IJA Third Group moves from Yan to Chin
    IJN Yamato Group moves from SJ to Fil
    IJN Nagato Group moves from Guam to Mid
    IJNAS Akagi Air Group moves from Guam to Mid to Haw, back to Mid (landing on the carrier in Nagato Group)
    IJN I-200 Group - hidden move

    First Turn Headlines

    Glorious Imperial Forces continue march into Chinese Heartland!
    More glorious Imperial forces move for vengeance against vile Communist foes!
    Strike against dishonorable American foes within Japanese Sphere of Influence!

    Iku ze!
    Last edited by Nerd-o-rama; 2008-08-08 at 09:44 PM.
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  3. - Top - End - #3
    Ettin in the Playground
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    Default Re: A Game of Nations: World War 2

    First turn for the germans.


    Move 3 tank units, a fighter, and a bomber into ukraine, its time for that oh so famous bliztkreig.

    Deployment:
    Eastern Eruope:
    2 tanks, 2 fighters, a bomber, and 2 infantry.

    Western eroupe: 1 infantry, 1 fighter, and a tank

    Ukraine: 4 tanks, 2 fighter, and 2 bombers.


    Naval deployment: Eastern pacfic:
    3 destroyers, that will attack ANY NON-Axis ships heading towards
    the british commonwealth, and Normandy, ESPECIALY Normandy.
    Spending of mah wealth:
    2 wealth
    2 units
    2 army
    Last edited by Fan; 2008-08-09 at 02:14 AM.

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    Default Re: A Game of Nations: World War 2

    Mighty Soviet Russia:

    Deployment:

    KAM:
    Carrier Fleet
    1 Carrier
    1 Fighter
    1 Bomber
    Commander Rating: 0

    Special Forces
    1 Infantry
    Commander Rating: 0

    NOV
    Mixed Company
    1 Tank
    1 Artillery
    1 Fighter
    1 Bomber
    1 Infantry
    Commander Rating: 0

    CAU
    Ground Forces
    2 Tanks
    1 Infantry
    1 Artillery
    Commander Rating: 0

    Battle Fleet
    1 Destroyer
    2 Battleships
    Commander Rating: 0

    ASIA
    Airborne:
    1 Infantry
    1 Bomber
    1 Fighter
    Commander Rating: 0

    6 wealth spent:
    2 on more wealth in Moscow
    4 on units

    Movements, 1. Part:
    Special Forces: Hidden Move
    Carrier Group: No Movement
    Airborne: Moves into YAK, attacks IJA 2. Group

    "Bring it, Japs."

    Strategy:
    (1d6+2)[3]
    Plans:
    If 3 Points: Press the Advantage: Indirect
    4 Points: As 3, plus Offensive Planning: Enemy Tanks
    5 Points: First Strike
    6 Points: As 5, plus Offensive Planning, Enemy Tanks
    7 Points: As 6, plus Defensive Planning: Infantry
    8 Points: Press the Advantage: Indirect and First Strike
    Resident Vancian Apologist

  5. - Top - End - #5
    Barbarian in the Playground
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    Default Re: A Game of Nations: World War 2

    @FF fanboy: I guess you mean eastern atlantic (you are not able to deploy in eastern pacific). Also you seem to have 21 units worth...that's not possible as you spend your wealth optaining 2 units.

    Also which units are you moving from where into Ukrain. Please indicate your starting locations before any moves.

    @Eldan Strategy rolls are oposed rolls, you only get a strategy bonus if you roll higher then the enemy and only by as many points as the enemy.

    NOTE TO ALL: PLease organise your posts similar to Nerd-o-rama and Eldan, so we can see where your forces were at the beginning of your turn. And then where they move too.

    Or use the simplified format (the spoilers explain the meaning, they don't need to be added ingame)

    Army 1 (TIB): TT I F B ===> (CHIN)
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    This means army 1, stationed in tibet, consisting of:

    2 tanks, 1 infantry, 1 fighter, 1 bomber

    moves to tibet


    A more complex order (if you want to for instance only launch an air raid on CHIN from tibet would look as such:

    Army 1a (TIB): TT I ===> HOLD
    Army 1b (TIB): F B ==> (CHIN) and attack ARMY X ==> (TIB)
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    This means that you just split army 1 and have the airforces attack enemy Army X in CHIN and then use their remaining movement to go back to tiber after the combat (and if they survived)

    NOTE: An enemy could potentially intercept these aircraft with an opposed strategy roll if he has unmoved forces that he can move to CHIN...an opposed strategic movement check will determine if he is succesfull.

    ALSO note that the aircraft have +2 on the strategy rol in CHIN as there the bombers still have 2 movement left (the fact the fighter still has 3 left is irrelevant, only the lowest counts)... however since they aim to move back this advantage is reduced to a +1.
    Last edited by Wizard of the Coat; 2008-08-09 at 08:57 AM.

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    Goblin

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    Default Re: A Game of Nations: World War 2

    Strategy roll for Yakutsk (Japanese TI vs. Russian IFB)

    Strategy - (1d6)[6]

    Means 3 strategy points for Japan. Strategy: MISLEAD on Russia's B in the Indirect phase. This eliminates the indirect phase.


    The General's careful use of the Siberian forests as cover sends Russia's tatical air support off to entirely the wrong sector on the first day of the engagement.

    ((Battle rolls in next post))
    Last edited by Nerd-o-rama; 2008-08-09 at 10:51 AM.
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    Goblin

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    Default Re: A Game of Nations: World War 2

    Empire of Japan

    Engagement in Yakutsk. TI vs. IFB

    Air: I
    (1d6)[2](2)

    Indirect: -
    *None*

    Direct: TI
    (3d6)[6][4][1](11)

    Close: TI
    (2d6)[6][4](10)

    ((If I'm not mistaken, that's 1 hit in the Air phase and 1 hit in the Direct phase, barring unit destruction.))
    Last edited by Nerd-o-rama; 2008-08-09 at 10:51 AM.
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    BlueKnightGuy

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    Default Re: A Game of Nations: World War 2

    United States

    Pre-game spending: 6 wealth
    6 on new units

    Armies are divided thusly:

    Eastern US:
    No units

    Western US:
    No units

    Hawaii:
    5 Destroyers

    Sumatra: (Delta Company)
    1 Carrier
    2 Fighters
    2 Battleships

    Phillipines: (Gamma Company)
    2 Battleships
    2 Tanks
    1 Infantry

    Alaska:
    5 Destroyers

    Before I move, the defense of Hawaii. (My DDDDD against Japan's FB)
    Strategy roll: (1d6)[6]
    If +1, Defensive Planning: Destroyer
    If +2, Defensive Planning: Destroyer and Offensive Planning: Fighter
    If +3, Mislead: Fighter's Air Attack
    If +4, Mislead: Fighter's Air Attack and Defensive Planning: Destroyer
    Last edited by Moody the Wise; 2008-08-09 at 11:44 AM.
    Ramm in Lords of the Elements
    Russia in The World is Dark

    "I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
    -Albert Einstein

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    Default Re: A Game of Nations: World War 2

    Quote Originally Posted by Nerd-o-rama View Post
    Empire of Japan

    Engagement in Yakutsk. TI vs. IFB

    Air: I
    [roll0 ]

    Indirect: -
    *None*

    Direct: TI
    [roll1 ]

    Close: TI
    [roll2 ]

    ((If I'm not mistaken, that's 1 hit in the Air phase and 1 hit in the Direct phase, barring unit destruction.))
    Normally I'd expect you to roll for both sides, and write the combat conclusions as well, for the sake of speed. There ain't much the other side can change in any case. (and since we'd be using a dice roll threat in the real game I don't think cheating can occur there either)...

    I'll do it for you this time to speed the game along

    Air: No valid targets

    Results: ((Russian F is shot down, so =>)) Russia: I B
    Indirect: Bombers attacks negated

    Result: nothing happens
    Direct (2d6)[5][6](11) (B and I)

    Result: ((Russian I takes a hit, so =>)) Russia: I* B
    Close(2d6)[2][6](8) (I)
    ((WHOOPS SHOULD BE 1 dice only, so ignore the second dice...))

    Result: ((Japanese tank takes a hit, so =>)) Japan: T* I

    ((OOC: things in double brackets are just me explaining what happens, they are not need in the official notation unless it's otherwise unclear))
    Last edited by Wizard of the Coat; 2008-08-09 at 12:00 PM.

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    Barbarian in the Playground
     
    BlueKnightGuy

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    Default Re: A Game of Nations: World War 2

    1st Movement phase deployments:

    Gamma Company (FIL) SS TT I ==> (FIL) (Army digs in, +1 Strategy roll)

    Beta Company (ALA) DDDDD ==> (PAC)

    Also, Strategy Roll for battle in FIL:
    (1d6)[1]
    Ramm in Lords of the Elements
    Russia in The World is Dark

    "I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
    -Albert Einstein

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    BlueKnightGuy

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    Default Re: A Game of Nations: World War 2

    Can I roll Japan's strategy roll for the Hawaii battle? It's at +1 because of leftover speed. (1d6)[3] If that's alright, here's the rest of the battle resolution:

    Strategy roll: won by US by margin of 2.
    Strategies used: Defensive Planning: Destroyer; Offensive Planning: Fighter.

    Air: US: [roll]1d6[/roll];[roll]1d6[/roll];[roll]1d6[/roll];[roll]1d6[/roll];[roll]1d6[/roll]

    Air: JAP: [roll]1d6[/roll];[roll]1d6[/roll]


    P.S. Someone's got to teach me the notation for the multiple rolls at a time ...
    Last edited by Moody the Wise; 2008-08-09 at 12:15 PM.
    Ramm in Lords of the Elements
    Russia in The World is Dark

    "I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
    -Albert Einstein

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    BlueKnightGuy

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    Default Re: A Game of Nations: World War 2

    Quote Originally Posted by Wizard of the Coat View Post
    Actually no, cause the Japs can still technically chose to run away as they have movement left (in which case your strategy roll get's added to your strategic manouvring and that'd be the DC they'd have to beat on their strategic manouvering to get away*).

    *seems like a good rule to avoid you having to take a second roll, which would bog down the game. And also it's a way to make running away to avoid good enemy rolls more difficult.
    But ... he made the attack. Can he run away if he's the one who initiated it? Also, would it even be possible for him to succeed on running away? It would be a +6 from my roll, and I have more speed than he does.
    Ramm in Lords of the Elements
    Russia in The World is Dark

    "I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
    -Albert Einstein

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    Default Re: A Game of Nations: World War 2

    Quote Originally Posted by Moody the Wise View Post
    Can I roll Japan's strategy roll for the Hawaii battle? It's at +1 because of leftover speed. [roll0 ]
    Actually no, cause the Japs can still technically chose to run away as they have movement left (in which case your strategy roll get's added to your strategic manouvring and that'd be the DC they'd have to beat on their strategic manouvering to get away*).

    *seems like a good rule to avoid you having to take a second roll, which would bog down the game. And also it's a way to make running away to avoid good enemy rolls more difficult.

    Quote Originally Posted by Moody the Wise View Post
    P.S. Someone's got to teach me the notation for the multiple rolls at a time ...
    [rollv]XdY[/rollv] will do to make X rolls on a Y-sides dice and show the individual results. But you can't reroll by editing your post. In fact removing rolls from a post causes it to show a red label that says you tampered with your posts...see below (i did it to show it)

    Quote Originally Posted by Moody the Wise View Post
    But ... he made the attack. Can he run away if he's the one who initiated it? Also, would it even be possible for him to succeed on running away? It would be a +6 from my roll, and I have more speed than he does.
    Technically he never stated he was attacked, he stated moving through Haw. Being in the same square doens't make attacking mandatory.

    * post roll count doesn't match database
    Last edited by Wizard of the Coat; 2008-08-09 at 12:15 PM.

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    Eldan's Avatar

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    Default Re: A Game of Nations: World War 2

    Further movements:

    Special Forces:(KAM) ==> YAK, join the Airborne

    Would move my troops in Europe, but I don't know what's there, since Germany has a total of 21 troops currently.
    Resident Vancian Apologist

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    BlueKnightGuy

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    Default Re: A Game of Nations: World War 2

    Quote Originally Posted by Wizard of the Coat View Post

    [rollv]XdY[/rollv] will do to make X rolls on a Y-sides dice and show the individual results. But you can't reroll by editing your post. In fact removing rolls from a post causes it to show a red label that says you tampered with your posts...see below (i did it to show it)

    Technically he never stated he was attacked, he stated moving through Haw. Being in the same square doens't make attacking mandatory.
    Yeah, I know you can't re-roll, but can you also not add new rolls to an old post when you edit?

    As for running away, I think my second point about it being impossible is still valid.
    Last edited by Moody the Wise; 2008-08-09 at 12:25 PM.
    Ramm in Lords of the Elements
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    "I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
    -Albert Einstein

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    BlueKnightGuy

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    Default Re: A Game of Nations: World War 2

    Alright, so I guess in order to do a battle in one post you have to make all the potential rolls at once, then go back in and do damage and say which rolls don't actually count.

    Battle Over Hawaii

    Strategy check won by US, margin of 2
    Strategies used: Defensive Planning: Destroyer; Offensive Planning: Fighter

    Army 1: US: DDDDD
    Army 2: JAP: FB

    Air: US (5d6)[1][2][2][3][3](11) ((3 hits))
    Air: JAP (2d6)[3][6](9) ((No hits))

    ((Japanese planes destroyed, subsequent phases of combat don't happen))

    Indirect: US: No attacks
    Indirect: JAP (2d6)[3][5](8)

    Direct: US (5d6)[6][2][2][1][5](16)
    Direct: JAP (1d6)[1]

    Close: US (12d6)[1][5][1][2][6][1][2][2][2][5][3][4](34) ((Oops, I only meant 10d6 there, not 12d6, but it didn't matter anyway))
    Close: JAP: No attacks

    Results: US: DDDDD
    JAP:

    US Commander's Rating increases from 0 to 1
    Last edited by Moody the Wise; 2008-08-09 at 01:39 PM.
    Ramm in Lords of the Elements
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    "I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
    -Albert Einstein

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    Default Re: A Game of Nations: World War 2

    Quote Originally Posted by Moody the Wise View Post
    Yeah, I know you can't re-roll, but can you also not add new rolls to an old post when you edit?

    As for running away, I think my second point about it being impossible is still valid.
    Nope, no adding of rolls to an existing post and yes your second point is valid indeed. Your destroyers have effectively managed to ensnare the aircraft and gun them down.

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    BlueKnightGuy

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    Default Re: A Game of Nations: World War 2

    US Presses Attack In Pacific Theater

    After the successful destruction of the Japanese Akagi Air Group over Hawaii, Commander James Connoly sails his Destroyer fleet to Midway, attempting to eradicate the carrier fleet there that served as the staging point for the attack on Hawaii.

    US Strategy Roll: (1d6)[3] +1 for extra movement, +1 for commander rating
    US Tactical Maneuvering Rating: 10
    JAP Tactical Maneuvering Rating: 6
    JAP can't succeed on a roll to run away.
    JAP Strategy Roll: (1d6)[1]
    Ramm in Lords of the Elements
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    "I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
    -Albert Einstein

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    BlueKnightGuy

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    Default Re: A Game of Nations: World War 2

    Battle of Midway

    Strategy check won by US, margin of 4
    Strategies used:
    Defensive Planning: Destroyer
    Mislead: Destroyers: Close

    US: DDDDD
    JAP: S DD C

    Air: US: No targets
    Air: JAP: No targets

    Indirect: US: No attacks
    Indirect: JAP (1d6)[1] ((1 hit, negated by Defensive Planning))

    Direct: US (5d6)[3][4][4][6][4](21) ((5 misses))
    Direct: JAP (4d6)[5][6][2][5](18) ((1 hit, 1 destroyer destroyed))

    Result:
    US: DDDD
    JAP: S* DD C

    Close: US (10d6)[5][5][1][1][5][2][3][2][6][3](33) ((Last two rolls don't count, units previously destroyed; 4 hits, applied to JAP S* DD C, all of which are destroyed))
    Close: JAP (6d6)[3][3][2][5][2][2](17) ((Last 4 rolls aren't counted due to mislead; no hits))

    Result:
    US: DDDD
    JAP:

    US Commander's Rating increases from 1 to 2
    Last edited by Moody the Wise; 2008-08-09 at 01:37 PM. Reason: complete battle write-up
    Ramm in Lords of the Elements
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    "I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
    -Albert Einstein

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    Default Re: A Game of Nations: World War 2

    The carrier and battleship are not destroyed. They can take 2 hits each and only suffered one hit each, it seems you accidentally assigned a hit to the japanese battleship in round 4. The US's 4 hits on japan in the close phase would have turned S DD C into S* C*.

    Still I think it's working pretty well without needing to much GM guidance. (I could have just as easily made this mistake and some-one else would have noticed).

    (I'm finding it quite amusing how similar this turn of event is to the real WW2, battle in the middle of the pacific over midway...)

    TWO PROPOSED ADDITIONS/CHANGES based on results

    - Please indicate our thoughs, especially if you disagree.
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    Also on running away I'll allow people to just add the result of their own strategy roll, rather then just 1d6, from now on. (good commanders should be able to sneak out better).


    Also about winning battles to gain comman ranks, maybe there is a better way (as some battles will produce stalemates). You get 1 XP for every 1 enemy unit destroyed and the command rating is found as followed:

    2 XP = rank 1
    5 XP = rank 2
    9 XP = rank 3
    14 XP = rank 4
    20 XP = rank 5

    Or alternatively we stick to the 1 rank per battle won figure and declare the battle winner the side that has inflicted most damage on the enemy in that battle. (yes een a Phyrric victory is a victory)
    Last edited by Wizard of the Coat; 2008-08-09 at 03:53 PM.

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    BlueKnightGuy

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    Default Re: A Game of Nations: World War 2

    Ah crap, Carriers do have 2 toughness, don't they ...

    Alright then. A few questions, anyway.

    If a destroyer fleet makes a hidden move, does that use up both its speed? Are hidden moves made known after all the regular moves have been made, at the end of the turn? If Japan had moved it's submarine task force into the Pacific, where I moved mine, would I have found out about it? If not, could I, say, use my second movement point to search the area and uncover any hidden units? (Not that I'd necessarily want to)

    I could go either way on the command rating increase system. Naturally, the 1 rank/battle system would give me rank 2, where the exp system would only give me 4 exp and rank 1, but oh well. The exp system rewards those who use their better commanders in increasingly important battles, rather than using them to win small battles by huge margins - because the strategies are HUGE in small battles.

    As an unrelated comment, I think there should be more strategies specifically related to naval combat.

    Also, vorpal, ready to attack Vietnam?

    Actually, on that note, can there be a mechanism by which multiple armies in the same region can fight one after another without the damage being healed in between? Without something like this, it makes direct cooperation very difficult. Example: As it stands now, there's little benefit to me and UK ganging up on VICHI in Vietnam. But ... there should be. If the damage weren't healed between battles, that would be something - if I left damaged tanks, it would be easier for UK to win when he attacked, but on the other hand it wouldn't be overwhelming for VICHI, because it's still fighting two separate battles. Or maybe there is a +x modifier on the strategy roll if you have an enemy flanked. Whatever it is, there should be some mechanic to represent the benefits of a coordinated attack.
    Ramm in Lords of the Elements
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    "I do not know what weapons we will use in World War Three, but in World War Four we will use sticks and stones."
    -Albert Einstein

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    Default Re: A Game of Nations: World War 2

    Quote Originally Posted by Moody the Wise View Post
    Ah crap, Carriers do have 2 toughness, don't they ...

    Alright then. A few questions, anyway.

    If a destroyer fleet makes a hidden move, does that use up both its speed? Are hidden moves made known after all the regular moves have been made, at the end of the turn? If Japan had moved it's submarine task force into the Pacific, where I moved mine, would I have found out about it? If not, could I, say, use my second movement point to search the area and uncover any hidden units? (Not that I'd necessarily want to)
    I made hidden moves speed 1 to avoid subs popping up where-ever the owner wanted them too, 2 moves could cover most every square of an ocean, 1 move allows only adjacent territories. Allowing them to take a second open move would not be too much different then 1 hidden move except lacking the strategic advantage. So I'm calling hidden moves at 1 move per phase, additional movement is lost.

    I could go either way on the command rating increase system. Naturally, the 1 rank/battle system would give me rank 2, where the exp system would only give me 4 exp and rank 1, but oh well. The exp system rewards those who use their better commanders in increasingly important battles, rather than using them to win small battles by huge margins - because the strategies are HUGE in small battles.
    Good analysis. I think I might go with the XP system.

    Also perhaps a mechanic that cause generals to lose their stars over time? Or techs that allow advanced war academies that are unlocked for research as soon as you have a five star general (that makes all generals 1 star at their creation)

    As an unrelated comment, I think there should be more strategies specifically related to naval combat.

    Also, vorpal, ready to attack Vietnam?
    I think so too for naval comat, but I haven't had time to stat them yet.

    As for vorpal...that's for him to know.

    Actually, on that note, can there be a mechanism by which multiple armies in the same region can fight one after another without the damage being healed in between? Without something like this, it makes direct cooperation very difficult. Example: As it stands now, there's little benefit to me and UK ganging up on VICHI in Vietnam. But ... there should be. If the damage weren't healed between battles, that would be something - if I left damaged tanks, it would be easier for UK to win when he attacked, but on the other hand it wouldn't be overwhelming for VICHI, because it's still fighting two separate battles. Or maybe there is a +x modifier on the strategy roll if you have an enemy flanked. Whatever it is, there should be some mechanic to represent the benefits of a coordinated attack.
    I'd prefer not to include such a mechanic. Co-ordination is represented by your military stat. You could co-operate by forming a joint army (using the highest cap available). See it as a kind of limit on logistics and technology. Things like satalites and awachs as technologies in the real game would probably help raise the cap.

    ((OOC: Also it's a mechanic for preventing stronger players from beating a weaker player too easily. I want people to be able to run guerilla warfare to a limited extend, an all infantry army for instance would take a while to take down, especially as negating it's attacks is hard as it has 3 different kinds, whilst tanks for instance are pretty much nullified by negating their direct attack. I don't want people to lose a war immediately after it starts, buy them a little time to call in help and such.))
    Last edited by Wizard of the Coat; 2008-08-09 at 04:55 PM.

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    Default Re: A Game of Nations: World War 2

    Yeah, ready to kill vietnam, but what exactly will happen? He has a navy in Vietnam, but I can't (as it stands) attack them at all.

    I haven't done anything yet because I'm not quite sure what will happen there and I don't know how Germany is deployed at all.
    (Also, when I planned out my actions I realized that puppy's deployment didn't seem to make any sense at all and would like to change it so I can do things effectively.)
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    Default Re: A Game of Nations: World War 2

    Change all you like...

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    Default Re: A Game of Nations: World War 2

    Ok then

    Great Britain and the Commonwealths (OOC: which would be an excellent name for a rock band.)

    Deployment

    British Home Fleet (BI)
    1 Destroyer
    2 Battleships

    RAF (BI)
    2 bombers
    1 fighter

    Army of England (BI)
    2 infantry

    Army of the Middle East (ME)
    1 tanks
    1 artillery
    1 infantry

    Army of India (IND)
    1 tanks
    1 artillery
    1 infantry

    Indian Fleet (IN O)
    1 Carrier
    1 Destroyer
    2 Battleships
    1 Bomber

    Movement:
    Army of India (IND) T A I ===> (VIET)
    Indian Fleet (IN O) C D BaBa Bo ===> (VIET)
    Army of England (BI) II ===> secret move
    British Home Fleet (BI) D BaBa ===> HOLD
    Army of the Middle East (ME) T A I ===> HOLD
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    BlueKnightGuy

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    Default Re: A Game of Nations: World War 2

    So it looks like the battle for Vietnam will be fought in two phases: a land and a sea assault from England. England's military stat isn't high enough to combine all 8 units he is ordering there.

    I would like to have my 2 Fighters in Sumatra combine with England's land army in attacking Vietnam - that army only has 3 units, plus my 2 is 5, which is within the basic military rating of 5.

    Should we roll as one army when determining our strategy rolls? Whose commander is in charge? Is it up to us to decide, or does it have to be the force with more units in the combined company? My air units should have a +3 on the strategy roll because of extra speed.
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    Goblin

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    Default Re: A Game of Nations: World War 2

    Strategy for engagement in FIL: Japan DDSCFB vs. USA SS (TTI)

    Strategy - (1d6)[5]

    Margin of three

    Offensive Planning: Enemy Battleships
    Defensive Planning: Battleships
    Defensive Planning: Fighter if infantry participate in this battle. Otherwise Defensive Planning: Destroyers.

    I'm going to bed. Moody, go ahead and roll the battle based on these strategies depending on how Wiz answers my question in the OOC thread.
    Last edited by Nerd-o-rama; 2008-08-09 at 11:48 PM.
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    Default Re: A Game of Nations: World War 2

    Quote Originally Posted by Moody the Wise View Post
    So it looks like the battle for Vietnam will be fought in two phases: a land and a sea assault from England. England's military stat isn't high enough to combine all 8 units he is ordering there.

    I would like to have my 2 Fighters in Sumatra combine with England's land army in attacking Vietnam - that army only has 3 units, plus my 2 is 5, which is within the basic military rating of 5.

    Should we roll as one army when determining our strategy rolls? Whose commander is in charge? Is it up to us to decide, or does it have to be the force with more units in the combined company? My air units should have a +3 on the strategy roll because of extra speed.
    I would assume we would pick whichever commander we like, but I think we lose the +3 strat bonus if the armies combine. I'm fairly sure we roll as one army if we combine forces.
    Also, it might make more sense to send one Fighter to work with my fleet in the area (my cap is 6, so it's ok) since that group is more likely to engage and has something worth protecting in the air.
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    Goblin

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    Default Re: A Game of Nations: World War 2

    The Empire of Japan vs. The United States of America in FIL (sea)

    SDDCFB vs. SS

    Strategy effects: first miss on a USA S is a hit. First hit on a JAP S is a miss. First hit on a JAP D is a miss.

    Air Phase
    Japan: No valid targets
    USA: No valid units

    Results:
    Japan SDDCFB
    USA SS

    Indirect Phase
    Japan: SB (3d6)[2][4][5](11) (1 hit + 1 free hit from Offensive Planning S)
    USA: SS (2d6)[6][4](10) (no hits)

    Results:
    Japan SDDCFB
    USA S

    Direct Phase
    Japan: SDDB (5d6)[6][1][2][2][4](15) (3 hits)
    USA: SS (4d6)[2][6][5][1](14) (3rd and 4th rolls negated - unit destroyed) (1 hit, -1 hit from Defensive Planning S)

    Results:
    Japan SDDCFB
    USA

    Close Phase
    Japan: SDDC (6d6)[4][2][3][4][3][3](19)
    USA: SS (2d6)[4][3](7)

    Close phase not necessary.

    Final result:
    Japan SDDFCB
    USA

    IJN - Yamato Group Commander Rating +1

    Headline

    Imperial Japanese Navy makes quick work of American fleet in Manila Harbor. Victory through air power!
    Last edited by Nerd-o-rama; 2008-08-10 at 12:03 PM.
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    Goblin

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    Default Re: A Game of Nations: World War 2

    Strategy Roll on behalf of French forces in VIET:

    France: SDDCF

    Strategy - (1d6+1)[4]

    Playing this one safe.

    If 1 advantage: Defensive Planning Battleship
    If 2 advantage: Defensive Planning Destroyer
    If 3 advantage: Defensive Planning Fighter.
    Last edited by Nerd-o-rama; 2008-08-10 at 12:02 PM.
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