NationStates Jolt Archive


Future Battlefield [Invitation to join my novel idea, have a look!]

Neo-Anarchos
31-08-2005, 17:42
Syrian-Jordanian border, 2015 A.D.

A thundering explosion tore apart the storefront wall Pfc. Johnson was cowering behind. A brand new BTR-90 IFV drove close enough for the vehicles gleaming motor helmet to be visible, spattering his squad with withering fire from its anti-personnel cannon. Chunks of molten brick hit his kevlar helmet and Interceptor armour carapace as he was knocked down. Crawling into an alley, he tried to get his shock under control and operate his light tactical radio. Seeing that it had been scrambled by some unknown EA weapon or perhaps an untimely malfunction; he settled for hoping that fire team Charlie would be here soon, and set to delaying his Russian attackers for as long as he could. Falling completely flat to avoid the incoming Kalashnikov fire and steadying his M16A3 against the debris, he started laying into the soldiers dismounting the IFV with well-aimed 3 round bursts. As the BTR-90 he thought empty started to calibrate it's machine gun on his position, he crawled back and whispered his prayers - However, in that same moment several tactical anti-tank missiles streaked towards the vehicle from a nearby roof. Was this the end or a timely rescue? Time would tell....

At that exact time, some forty other soldiers around the war-torn globe were thinking the same thing.




ooc

Welcome to my idea! A great fan of tactical squad/regiment-based infantry combat simulations, I thought converting my ideas about such a game to Nationstates II. The general idea is that you, the player, create a 20-man batallion of soldiers using insignia, equipment and tactics drawn from your NS nations national military or equivalent armed force(so you can play insurgents, militia or whatever takes your fancy). Creation of your force is done with a number of points to represent the amount of training, quality of equipment and the level of discipline your soldiers of have. Your force will start out fairly weak, but will then gain an opportunity to improve.

This is where the conflict comes in. The setting of the game I want to run is set in the war-torn near future where all nations war with one another, preparing for the total apocalypse(or liberation, depending on what your political viewpoint is) - Two players(pr game, that is, I will play with as many as I can acommodate) square off with their forces in the role of theatre commanders, telling me in the thread what orders they give their squads. Using their ability scores as a reference to how good their chance at success is, I will roll dice to determine how it goes and describe the result of the squads efforts; establishing an impartial referee judgment to keep the conflict exciting!

I will also determine the setting, making a map of the combat area to give you an idea of the possibilities - as well as determining whether factors such as vehicles, air support etc. are available; and giving experience for combat performance, that can be used to improve squads in various ways.

At first, I should like something like four or six players - That's the most I can handle without appointing additional referees, and it's hard to find people who are totally impartial. It's not for everyone. I'd appreciate creative roleplayers and armchair tacticians. Also, some roleplaying or conflict boardgaming(mordheim or necromunda, for example) can come in very handy, but is not really necessary. Let me know if you're up to the challenge in this threat and I'll telegram rules for team creation.

Thanks,
Tias(player of Neo-Anarchos and Tiastan).
Mini Miehm
31-08-2005, 17:46
Syrian-Jordanian border, 2015 A.D.

A thundering explosion tore apart the storefront wall Pfc. Johnson was cowering behind. A brand new BTR-90 IFV drove close enough for the vehicles gleaming motor helmet to be visible, spattering his squad with withering fire from its anti-personnel cannon. Chunks of molten brick hit his kevlar helmet and Interceptor armour carapace as he was knocked down. Crawling into an alley, he tried to get his shock under control and operate his light tactical radio. Seeing that it had been scrambled by some unknown EA weapon or perhaps an untimely malfunction; he settled for hoping that fire team Charlie would be here soon, and set to delaying his Russian attackers for as long as he could. Falling completely flat to avoid the incoming Kalashnikov fire and steadying his M16A3 against the debris, he started laying into the soldiers dismounting the IFV with well-aimed 3 round bursts. As the BTR-90 he thought empty started to calibrate it's machine gun on his position, he crawled back and whispered his prayers - However, in that same moment several tactical anti-tank missiles streaked towards the vehicle from a nearby roof. Was this the end or a timely rescue? Time would tell....

At that exact time, some forty other soldiers around the war-torn globe were thinking the same thing.




ooc

Welcome to my idea! A great fan of tactical squad/regiment-based infantry combat simulations, I thought converting my ideas about such a game to Nationstates II. The general idea is that you, the player, create three 10-man squads of soldiers using insignia, equipment and tactics drawn from your NS nations national military or equivalent armed force(so you can play insurgents, militia or whatever takes your fancy). Creation of your force is done with a number of points to represent the amount of training, quality of equipment and the level of discipline your soldiers of have. Your force will start out fairly weak, but will then gain an opportunity to improve.

This is where the conflict comes in. The setting of the game I want to run is set in the war-torn near future where all nations war with one another, preparing for the total apocalypse(or liberation, depending on what your political viewpoint is) - Two players(pr game, that is, I will play with as many as I can acommodate) square off with their forces in the role of theatre commanders, telling me in the thread what orders they give their squads. Using their ability scores as a reference to how good their chance at success is, I will roll dice to determine how it goes and describe the result of the squads efforts; establishing an impartial referee judgment to keep the conflict exciting!

I will also determine the setting, making a map of the combat area to give you an idea of the possibilities - as well as determining whether factors such as vehicles, air support etc. are available; and giving experience for combat performance, that can be used to improve squads in various ways.

At first, I should like something like four or six players - That's the most I can handle without appointing additional referees, and it's hard to find people who are totally impartial. It's not for everyone. I'd appreciate creative roleplayers and armchair tacticians. Also, some roleplaying or conflict boardgaming(mordheim or necromunda, for example) can come in very handy, but is not really necessary. Let me know if you're up to the challenge in this threat and I'll telegram rules for team creation.

Thanks,
Tias(player of Neo-Anarchos and Tiastan).

OOC: Does my 40k\ WH fant\ Chainmail\ D&D Army command experience qualify me?

Either way, I'm interested, sign me up.
Neo-Anarchos
31-08-2005, 17:54
Consider yo'self signed. And yes, I suppose it does - Some people just have difficulties with concepts like character advancement, experience system and that sort of thing if they haven't tried it before.
Mini Miehm
31-08-2005, 17:58
Consider yo'self signed. And yes, I suppose it does - Some people just have difficulties with concepts like character advancement, experience system and that sort of thing if they haven't tried it before.
I builty a char up from first all the way to 18th before he died, in a very messy manner, under the feet of Tarrasque, until then he was so well rounded he could do just about anythin but magic, and he could use some items to BS it.

I love D&D, but theres no groups around here, it makes me sad... :(
Lunatic Retard Robots
31-08-2005, 18:27
Looks interesting NA.
Neo-Anarchos
31-08-2005, 18:45
Spank you! ;) Signing up, are you? You're welcome to ditch it again if it's not your style - AMW nations are welcome, and conflicts played in this setting will not affect or be part of the AMW world, of course.
Hyperspatial Travel
01-09-2005, 03:08
We will join. (Avid D&D/Warhammerer here!) Oh, and Mini, I found an excellent program, which is like a normal chat room, except with random number things like 1-20 and 1-8, and they're variable. Great for playing online D&D, unfortunately it's only for Mac...)
Neo-Anarchos
01-09-2005, 07:09
Who's we? It's all good that you're D&D'ers, but remember that tactics and roleplaying is as paramount as doing damage, here ;)

Also, if you want to play, a good server site with built-in die roller is around. I'll PB it if you want.
Neo-Anarchos
01-09-2005, 09:05
Hyperspatial>> Oh, and noting that you play future tech games, let me remind you all that this will be strictly(-ish) modern tech. Some modern advances will be more common, such as UAV recon and targeting systems, but no future tech allowed as such.
Tiastan
01-09-2005, 10:54
BUMP! I see 70+ views - don't be shy to say you'd like to join, or post any questions you may have.

Regards,
Tias
Uldarious
01-09-2005, 12:29
I would be interested in this, sign me up if you want.
If this does get off the ground TG me with the site and the battle rules.
Neo-Anarchos
01-09-2005, 13:13
No site, it will be held here on nationstates in thread roleplay. Consider yourself signed, once we're 4 sign-ups(there are 3 at the moment), team creation will commence.
Neo-Anarchos
03-09-2005, 11:10
BUMP!

We're getting closer! Start thinking about your teams name, tactics, insignia etc. ;)

I'll TG creation rules once we're up to 4+ contestants.
Sephrioth
03-09-2005, 13:21
i wish to send a arm of 45 black squad soldiers to this opeeration
an arm is 3 15 man units
Hogsweat
03-09-2005, 13:24
I've been wanting to do something like this for ages >_< Sign me up - I'm an Imperial Guard 40k player (who places empasis on squad survivability!) and I've played a few low scale infantry games. I'd be very interested.
Neo-Anarchos
03-09-2005, 14:18
Sephiroth>> This is not as much an RP as a campaign of conflicts. Re-read the posts and let me know if you're up for it!

Hogsweat>> Excellent! I will notify you all shortly.

I had a mind to create specific rules for this, but I also considered going for W40K rules - only that doesn't leave a lot of room for improvement and for variation in armaments. After all, an autogun is no different from the next one. Also, this ought to be a lot more lethal.

I will TG you all once I've sorted this out, and thanks so much for joining up!
Sephrioth
03-09-2005, 14:30
im up for it
Neo-Anarchos
03-09-2005, 15:07
I'm sorry, but you'll have to wait till next round - I've thought about it and decided I can probably only handle four players as referee; at least to begin with.
Doomingsland
03-09-2005, 15:08
Cool idea! I want in.
Ybronneb
03-09-2005, 15:47
I'm a huge fan of DnD. I'd love to take part in this. Sign me up!
Tiastan
03-09-2005, 17:19
Er, I might have given you the wrong idea. It's a game about modern tech squad-based infantry combat, not really anything to do with DnD(Save for the fact that, like many games, DnD included, your characters can advance in skill through experience).

Doomingsland / Ybronneb>>

You can join up if you accept that I am only one, rather busy, student to referee games; and that you may have to wait a while before you can participate with your team. Deal?
Ybronneb
03-09-2005, 20:19
No problem man!
Christopher Thompson
03-09-2005, 20:29
Sign me up! I love the idea behind this! Do we have a map yet?

I can wait until I can rp in this, just send me the rules and how to make a squad booklet and I can start getting ready!
Velkya
03-09-2005, 20:52
Sign me up! I love the idea behind this! Do we have a map yet?

I can wait until I can rp in this, just send me the rules and how to make a squad booklet and I can start getting ready!

Give me some, too. This looks like great fun.
Neo-Anarchos
04-09-2005, 09:59
Er, the popularity of my idea exceeded my initial expectancy and then some! ;)

Of course, you're all signed up; squad creation will come shortly - However, I'm probably going to limit team size to one 10- or 15 man squad; and simplify the game structure somewhat; so you all won't have to wait so long.

Christopher>> A map will be provided on a game-to-game basis, so no games are fought in similar terrain. Areas will be from our real world, so you'll be fighting wars in locations from America, Europa, Africa etc.

Regards,
Tias
Neo-Anarchos
04-09-2005, 11:34
Force creation rules, as well as an explanation of how to outfit troops; are sent to everyone who joint up. Get cracking ;)

My apologies for not sending this sooner, but I decided to drop existing systems and write up my own; which of course took its time.

/Tias
Yallak
04-09-2005, 12:53
Sounds good. If your still accepting people, im up for it.
Neo-Anarchos
04-09-2005, 13:10
Sure. You may not get to play before sometime next year, but Imma send you the creation rules ;)
Neo-Anarchos
04-09-2005, 19:17
One player claims not to have received an accurate protocol for force creation.

If you did not receive the introduction, you have 800 Force Points - these you use to purchase soldiers, and a soldier types point cost is listed right next to the title. You then get 250 Requisition Points, and you'll receive instructions in their use once you TG me a list of the armaments used by your national military.

I hope that made sense, TG me with any questions you may have.

/Tias
Mini Miehm
04-09-2005, 20:50
I seem to have lost most of the TG, could you just post it on here and save us all a little effort, please?
Neo-Anarchos
04-09-2005, 22:10
Very well, but keep in mind that only those who have signed up so far will be part of the game - I won't accept any more teams than those who are already part of the FB campaign:



Here's the deal! You receive 800 Force Points to assemble one 20-man squad. There must be 20 men in the force(no more, no less); and there must be one CO. These points are only to choose men, outfitting will be adressed below - Evidently you cannot have every kind of specialist you might want; so you'll need to assemble a well rounded starting force before you get cracking and earn experience points to improve your force. The 20-man limit stands, though, so you will have to replace dead shooters with the specialists you want(or just another shooter). Don't worry though, you will lose men ;) Succesful operations will have you receive more Force Points, and also more Requisition Points(see the Armoury bit).





Commanding Officer - 130 points

The nominal 'leader' of any batallion(or comparable unit in your army) is the C.O. While he/she is often a good fighter, the officers leadership skills are the most important. There can only be one CO per squad.

Physical Ability 3, Ballistic Skill 3, Discipline 3.

Skills: Weapon - Knife, Weapon - Sidearm, Weapon - Rifle, Weapon - Assault Rifle. Leadership.



Shooter - 30 points

The mainstay of your force - A regular soldier proficient in tactics and shooting rifle and pistol.

Physical ability 3, Ballistic Skill 3, Discipline 1.

Skills: Weapon - knife, Weapon - Sidearm, Weapon - Rifle, Weapon - Assault Rifle



Medic - 50 points

An extremely well-known part of every squad bent on survival, the medic practices battlefield medicine. He can and will save lives, but has lessened weapon skills as a result.

Physical ability 3, Ballistic Skill 2, Discipline 1.

Skills: Weapon - Sidearm, Weapon - Rifle. First Aid, Surgery.



Radio Operator - 40 points

Responsible for maintaining contact with operations HQ. A force that loses every radio operator(and radio) cannot receive orders, and must act on its own accord.

Physical ability 3, Ballistic Skill 3, Discipline 1.

Skills: Weapon - knife, Weapon - Sidearm, Weapon - Rifle, Weapon - Assault Rifle, Operate tactical Radio.



Support - 80 points

Also known as a 'heavy', the Support trooper carries ammonition to supply the rest of his squad, and lends supressing fire, usually in the shape of a light machinegun or a mortar; but some armies deploy more esoteric weapons such as flamethrowers and hand cannons.

Physical ability 3, Ballistic Skill 3, Discipline 1.

Skills:Weapon - Sidearm, Weapon - Support Weapon(type of support weapon common to your armed force)



Engineer - 80 points

Necessary for a variety of battlefield tasks such as repairing vehicles, clearing weapon jams and building fortification, the Engineer or Sapper plays a pivotal role on the future battlefield.

Physical Ability 3, Ballistic Skill 2, Discipline 1.

Skills: Weapon - Sidearm, Weapon - pick from Shotgun or Sub-machine Gun(depends on your armourys choice of personal defense weapon), Demolitions, Vehicle Maintainance/Repair.



Sniper - 100 points

A soldier proficient in shooting can expect to be trained as a sniper by opportunist commanders. Learned in the snipers art, this soldier can operate a sniper rifle, control his breathing correct and use advanced camouflage.

Physical Ability 3, Ballistic Skill 4, Discipline 1.

Skills: Weapon - Sidearm, Weapon - Rifle, Weapon - Sniper Rifle. Concealment - Rural Setting.



Spec. Operations Consultant - 200 points

A consultant from your military's primary spec. support group; equivalent of an Army Ranger or Green Beret.
A force can only contain 2 Spec. Ops consultants at any one time.

Physical Ability 4, Ballistic Skill 4, Discipline 2.

Skills: Weapon - Unarmed Martial Arts, Weapon - Knife, Weapon - Sidearm, Weapon - Rifle, Weapon - Assault Rifle, Weapon - Scoped Sniper Rifle, Concealment - Rural, Demolitions.



Armoury

You will receive 600 Requisition Points(henceforth RP).

How this works is, you give me a list of the armaments used by your national infantry, and I'll tell you how many RP a given piece of armament or equipment costs. To give you a relative idea, a standard automatic semi-/full-automatic assault rifle like an AK-74 or M16A1 costs 20 RP; as does an armoured jacket.
It may seem like a buggery and slow method, but I wish your choice of weaponry to influence how your men perform in the field. For instance, well-worn AK-47 or SKS carbines are pretty cheap, but will not of much use at long range; and may put you at a disadvantage against a brigade of marksmen with scoped Lee-Enfield .303 rifles.

You are of course allowed to arm your soldiers with domestic designed guns if that is what you do in your national military, but you'll have to give me a no bullshit description of the weapons capabilities. My hardware knowledge is so-so, and I will forbid you from using an over-powerful or otherwise unrealistic firearm in your force. Also, keep hardware costs in place - you can arm your soldiers with monsters like the OICW, but it will be every bit as expensive and hard to requisition as it would be in real life ;)

Every soldier in the force owns his combat fatigues, boots and a combat knife for free; as well as a loaded pistol, revolver, crossbow, or whatever your force uses for backup weapons. Also, every medic has his field medical supplies, and a radio operator has his radio unit - free of charge.

You may want to assemble your force and send it to me for approval before you outfit it, so we can get done faster.
Yugoamerica
04-09-2005, 23:32
I'M SO IN! I'll star building!
Neo-Anarchos
05-09-2005, 08:46
Dude, as I stated I'm not taking in any more teams. I'm sorry, but I didn't anticipate this to be so popular.

You are welcome to make a team, but you may not get to fight before some time next year - is that allright?
Kroblexskij
05-09-2005, 09:39
damn , it sounded like a good idea.

just a note - would it comprise of NS military, or RL equipment and so on - its just i invented this damn good assault rifle and uniform pattern.

However i do know im not involved.
Neo-Anarchos
05-09-2005, 09:47
A complex question that deserves a complex answer, erm ;)

I'd prefer it if players have a developed roleplaying nation on this forum, as it eases their work in creating a realistic fighting batallion based on their NS nations insignia, uniforms, equipment and so forth.

However, it is no problem at all if a player decides to invent a completely fictional national military to draw a force from, or maybe wants to play as the real-life NATO or the armed force from a particular country like America or China - Hell, throw nationality to the wind and play a force of international mercenaries or terrorists or what have you.

All I want is a force that can both be roleplayed and have a realistic structure with regards to equipment, tactics etc. It just has to be well-done, and I find that having an already thought out military force helps in this.
This is not to say that you can't go with made-up arms and equipment, though, it just has to conform to modern tech(pr. August 2005) and be realistic - I do have some hardware knowledge, and will forbid players from using unbalanced equipment.

Also, you are welcome to join, but what I said above applies - Keep in mind that players may drop off again if they get disinterested or think it sucks, then there will be openings again.
Uldarious
05-09-2005, 10:06
Sorry about sending you those TG's I should of checked here first I guess...Hey I was wondering if after the first matches are over the good RPers could perhaps help with moderating? If they want of course...
Neo-Anarchos
05-09-2005, 10:08
I may probably require one or more assistant referees, yeah - But lets see how long a match takes before I decide on that.

Now, get cracking! You're one of the first in line, you know ;)
Kroblexskij
05-09-2005, 10:20
no its not that i want to join now, although if i could i think i would be a terror organisation.
Uldarious
05-09-2005, 12:46
Alright...How much time have I got to come up with insignia and personal histories? and who will I be up against?
Muqharat
05-09-2005, 13:03
This is just my kind of thing. I'd love to join.
Neo-Anarchos
05-09-2005, 14:32
Currently, you have all the time in the world, I suppose. Although, I would like you to create a team soon-ish so I can approve it, and then we can get on with outfitting and the like.

Don't hold me to it, but I think you'll be fighting Hogsweat.
Neo-Anarchos
05-09-2005, 14:57
Mugharat, thanks for the interest, but see above!
Neo-Anarchos
05-09-2005, 20:32
Hey everyone!

I just discovered that I made an error, and the text I posted was from an earlier rule draft - You have 600, not 250 Requisition Points. Now, like I said, please make a force first and send it to me, then I'll explain how to requisition equipment and weapons for your soldiers(However, to help you plan your force I'm putting together a small price list for common guns and equipment items, which I'll post tomorrow).

Also, I've decided to make a deadline for team creation; to make sure we get this running before we die of old age. By 3.00 pm this friday Central European Time, I want all your teams in my TG box, or you'll be bumped to the end of the queue(of course, I'll grant dispensation if something serious has kept you). Get to it, peeps - if you're quick, we can get your teams outfitted and start sooner ;)

Thanks,
Your friendly neighborhood lunatic game master.
Piglatnia
05-09-2005, 20:43
sign me up i like tatical comanding, and hope this fullfils my need for it.


mmmmmmmmmmmmm tatical comanding
Strathdonia
05-09-2005, 22:40
Sounds very good M8.

Perhaps an easier way to "balance" the weapons would be to assign some narrow but general classifications say soemthign alogn the lines of:
SMGs:
tactical: ie MP5s, Uzis: medium rate of fire, accurate, Ok damage at short rnage
blaser: ie PPsH41, tommy gun, MAC10: insane rate of fire or ammo load, medium dmamage, crap range
PDW: ie MP5K, FN P-90 etc: small, good armour penetration, shortish rnage.

Rifles:
Micro rifles: G36C, Shorty M16 carbines, HK53, AKSU-74
Carbines: G36K, M4
Assault rifles: M16, G36, AK47
Battle rfiles: M14, G3, FN-FAL
Bolt action rifles: SMLE no3, KAR-98
Marksman rifles
Sniper rifles

Machienguns:
light support weapons: MG36, SA80LSW, Steyr AUG-HBAR, FALO, RPK etc
SAWs: M249, Vector mini SS, Negev
GPMGs: FN-MAG, M60, PKM
medium MGs: Vickers MK2
Heavy Mgs: M2HB, Kord etc etc

Of course you can then assing soem rough base capabiltiies to each class and then add modifiers such as cheapness, long barrel bonuses etc. yes there wills till be some rough spots but the modifiers should cover them over.

Just my random though on avoiding the likes of my old NS nation comming along with its line of super guns that are both perfectly pheasible and not that expensive.
Neo-Anarchos
06-09-2005, 07:17
That's a good idea, Strath! I'll get on it.

Piglatnia>> As you can see, I'm overbooked with teams - You'll have to wait till the next campaign I'm running. I'll sign you up, if you want.

The rest of you>> How are you coming so far? Any troubles with team creation? Please TG me or MSN me or whatever if you hit a snag.

(Tias
Neo-Anarchos
06-09-2005, 14:29
Bump! How is everyone coming along?
Uldarious
07-09-2005, 12:32
Not bad, will this be straight out 1v1 all the way or will it be more of a melee later on? also what are the limitations on armour? I expect the heavier grades of body armour would be unavailible to a squad like this, but what sorts are availible and what are not allowed?

Also will there be a set limited area in which we will do battle, example Northen Scotland, 50 km2 around the site of <insert location>.
Or will we just be deployed in...say a ruined Berlin (random example) to duke it out?
Neo-Anarchos
07-09-2005, 18:34
It is not unreasonable to assume there will be three- and fourway fights - While a clash between squads from four different nations have been extremely rare in real life(at least after the world wars), there's nothing stopping us from doing it in this fictional setting - Also, you may ally with other squads in large battles if your national disposition permits it.

All existing body armour is permissible, but if you want all your troops decked head to toe in kevlar or Interceptor armour, it will cost you big time in Requisition Points(it will almost certainly be too expensive to do so at the start of the game unless you don't buy your men guns ;) ). For comparison, a jacket of standard flak armour(stops some shrapnel, not much use against bullets) costs about the same as a decent rifle.

There will be a number of different theatres(for some reason I like the idea of Southern Africa to start with!), and terrain will vary from jungle to dense urban areas. Also, there may or may not be different objectives in battles rather than just 'duking it out'(you may need to assault, take and hold or rescue a position, for example.). As you are just one squad, arenas will not be that large - A small county or city block.

How is your equipment list coming along?
Hogsweat
09-09-2005, 19:37
OOC - Is it OK if I go over the Force Requisition limit by 20 points?

- this is using 505 Requesition Points.

Commanding Officer: Staff Sergeant Iosef Hazmar
Points=185 [UUF Rifle, Flak Vest]

Sniper: Lance Corporal Izeny Ozkov
Points=120 [L42A5 Rifle]

Support: Private Alsa Barkano
Points=100 [FN Minimi 7.62 Hogsweatian]

Riflemen (Shooters):
Private Sergei Stepanov [55 Points, UUF Rifle]
Private Grigori Grigorev [55 Points, UUF Rifle]
Private Moshe Eiffeman [55 Points, UUF Rifle]
Private Nicolai Ivanov [55 Points, UUF Rifle]
Private Iosef Hammersov [55 Points, UUF Rifle]
Private Mark Palanov [55 Points, UUF Rifle]
Private Karol Aleksandrov [55 Points, UUF Rifle]
Private Anton Smirnov [55 Points, UUF Rifle]
Private Frederick Nastalina [55 Points, UUF Rifle]
Private Ostric Fempanov [55 Points, UUF Rifle]
Private Avery Extranov [55 Points, UUF Rifle]
Private Bonta Lichanov [55 Points, UUF Rifle]
Private Larn Maskerva [55 Points, UUF Rifle]
Private Dimitri Ivanov [55 Points, UUF Rifle]
Private Anton Aleksandrov [55 Points, UUF Rifle]
Private Anton Fedorov [55 Points, UUF Rifle]
Private Adrik Nikolaev [55 Points, UUF Rifle]
Neo-Anarchos
11-09-2005, 09:06
Eh, how do you get it to be 55 when they only have a rifle? I think you're mixing Force Points and requisition points together - You have 800 Force points, but these are only used to buy soldiers for.

Requisition Points, you get 600, but keep your Force Point spending and your Requisition point spending apart. TG or MSN me the list when it's sorted out.
Hogsweat
11-09-2005, 11:30
ya, those points are the total points. you said the rifle was 25 points and shooters are 30 so..
Neo-Anarchos
11-09-2005, 13:42
Sorry for the confusion - if you re-read the post you'll see that there's a difference. The first 800 points are FORCE points, and can only be used to buy soldiers at the price listed in the soldier type list. After that, they're useless until after your next battle(you can save them and buy soldiers later if you don't use them all) - Then there are the 600 REQUISITION points, which can only be used to buy armour, equipment and guns. A shooter costs 30 Force Points, whereas a rifle costs 20 or 25 Requisition Points.

See?
Neo-Anarchos
12-09-2005, 16:27
I thought about starting the game at 3 pm this friday - how does that sound? Then we'll bump whoever doesn't have an approved and outfitted team, and start the first battle.
Ybronneb
13-09-2005, 02:20
Sounds doable. I've just got a few things to tinker around with, it looks like, and then I'm ready to roll.
Uldarious
13-09-2005, 10:03
Well I'll only need your final point values for my weapons, after this I may need to submit a few more types of weapon but not for a while yet, I should be ready by friday.
Neo-Anarchos
13-09-2005, 10:35
Excellent! You guys may be playing sooner than you think, some of the original interested people are dropping out, and some new are coming on..

For everyone's information, here are a couple of prices to aid in outfitting:


Rifles:
Short Magazine Lee Enfield - 18
Self-loading Lee Enfield - 20
SKS Carbine - 15
Mosin-Nagant- 15

Assault Rifles:
AK-47 - 18
AK-74 - 20
M16 - 20
Steyr AUG - 25
Most H&K assault rifles(SA-22, G33A3, etc) - 25
FN FAC - 18
FN FNC - 20
FN FAL - 22
Galil Tactical - 25

Extras:
Rifle grenade launcher - 10
Bandoleer of hand fragmentation grenades - 10
Most optical sights - 5
Powerful telescopic sight - 8
Laser sight - 6

Radio headsets - 3
pre-modern Flak Jacket - 15
Kevlar Vest - 20
Interceptor Body Armour - 35

Heavy/support weapons:
FN Minime and similar LMGs - 30
Heavy portable MGs(Kord, M2) - 35
RPG(RPG-9, Stinger, SMAW) - 35
Yallak
13-09-2005, 11:41
Friday is good. i will be home all day!!
Neo-Anarchos
13-09-2005, 12:44
I think, if no one of the original players suddenly submit a fully outfitted squad, that first match will be Uldarious vs. Ybronneb, followed by Hogsweat vs. Yallak(so you may not get to play for another week or so :( ).

Just a guess, though, some more may come along.
Uldarious
13-09-2005, 12:47
Cool, I should be done by then but are you going to TG a list of my countries weapons and their costs or will I have to work it out by the items listed here?
Neo-Anarchos
13-09-2005, 13:38
I will, eventually. I'm busy today, so I might not get around to it.
Ybronneb
17-09-2005, 18:57
Alright...I'm completely set. Ready when you are! :D
Uldarious
19-09-2005, 06:41
I'm ready as well, I assume we'll be able to start soon.
Neo-Anarchos
19-09-2005, 13:54
I was going to post this, but I got stuck at my in-laws house yesterday.

The first conflict will feature Ybronneb's Wraith Force(I think that's the name), against a platoon of Uldarious' military, in the ruins of Spencerville, South Africa. One side will attempt to enter and hold the road central, another will attempt to force them away. The winner will gain copious experience, requisition support from their military and a strategic location for their country.

I've hand-drawn a graphite map of the area, which I will post in the conflict thread - Once I've made the thread(some time tomorrow, since that's the earliest time I have access to a scanner), you will receive telegrams with invitations as well as knowledge pertaining to our objectives - Also, I will have to iron out the kinks in the gaming system. Right now I only have my original idea that people will post their actions, but I think you have to telegram me with it, and then I will post the results in the thread. That way, no one can godmod by reading his opponent's actions and planning his tactics accordingly.

Do you understand all this? Heh, I'm rambling a bit.
Ybronneb
19-09-2005, 23:08
Sounds good. I look forward to it :p
Yallak
20-09-2005, 02:07
Understood

Is the other one going to run at the same time or after this one?
Neo-Anarchos
20-09-2005, 13:31
I think they will be fought in succession of one another, to keep my options for planning cross-nation conflicts open.

As you may have discovered, I haven't made the thread yet. I haven't got access to a scanner today, so I'll try and scan the map tomorrow. School has been busy as hell, too, but the first conflict(Ybronneb/Uldarious) will be ready tomorrow afternoon at the latest.
Warshrike
22-09-2005, 13:40
Hey man i'd LOVE to sign up 4 this... it sounds great
Incase i forget to check the forums but could u email me a reminder @ EmperorsChampion666@hotmail.com ack i gess im to late. well if possible could i help with the campaign??
Piglatnia
22-09-2005, 21:43
I am wondering about my doctrine is there any rules or guidlines or some sort of outline i could follow.
Neo-Anarchos
22-09-2005, 22:03
I suppose you could derive your doctrine from US(Concentration of force, mobile units with plenty of support), or old USSR tactics(conscript charges, numerical superiority).

Ideally, though, you come up with your own. It may seem like a big task, but start with the basics. What are your military strengths and weaknesses? Once you know that, you must construct tactics that maximize the strengths to accomplish the objectives at hand. I know that www.globalsecurity.org has the USSR and USA military doctrines in their entirety, but those are very, very dry reads. Mix and match, think up some strategies, see what you come up with!
Athiesism
23-09-2005, 15:42
I was wondering, how do you join? Do you just post here that you want to join? I want to, by the way.
Neo-Anarchos
23-09-2005, 18:29
Well, now I know you want to ;)

What I want you to do is to assemble an infantry force using the 800 Force points and the rules set in this thread - Then you outfit your squad. If you want to use arms that don't exist, I'll need exact specifications. Otherwise, you just assemble a squad, send it to me for approval, and then we discuss together what it will cost to outfit it(if you want to be very generic, you can just use the price list on page 4 on this thread for outfitting, but know that you can use every kind of weapon and equipment in existance, you just have to consult me for their exact price in requisition points!).

However, as I've already stated, it may take a while before you can actually play as I am only one referee, and I assume matches may take a while to play out.
Athiesism
29-09-2005, 15:14
Sorry I haven't posted for a long time, but here's my outfit:

About my designs:

AR-15M is about the same as Galil Tactical
Nantu LMG is about the same as M249 (The Minimi is a pretty crappy LMG, you should say "M249 and similar LMGs" instead)

All soldiers have radio headsets

Alpha Section
1X Commanding Officer w/AR-15M w/Interceptor Armor w/Rifle Grenade
1X Shooter w/AR-15M w/Rifle Grenade
1X Spec. Ops Consultant w/Nantu LMG w/Interceptor Armor
1X Radio Operator w/AR-15M w/Rifle Grenade

Bravo Section
4X Shooter w/AR-15M w/Rifle Grenade
1X Support w/Nantu LMG

Charlie Section
4X Shooter w/AR-15M w/Rifle Grenade
1X Support w/Nantu LMG

I'm not sure, but I think it all adds up to 800 men points and 597 weapon points.
Neo-Anarchos
29-09-2005, 17:08
I suppose I should, heh.

Looks good, there is a little snag, though - You have to have 20 men in your starting force. And yes, it is intentional that you cannot have spec-ops consultatns and the like from the start, you will purchase that later if you're successful ;)
Athiesism
29-09-2005, 20:48
Can't I just have five guys run around naked? :p

Here's the new organisation:



Alpha Section
1X Commanding Officer w/AR-15M w/Interceptor Armor w/Rifle Grenade
1X Shooter w/AR-15M w/Rifle Grenade
1X Radio Operator w/AR-15M w/Rifle Grenade
1X Medic w/AR-15M
1X Shooter

Bravo Section
4X Shooter w/AR-15M w/Rifle Grenade w/Radio headset
1X Support w/Nantu LMG
1X Medic
1X Radio Operator

Charlie Section
4X Shooter w/AR-15M w/Rifle Grenade
1X Support w/Nantu LMG
1X Radio Operator
1X Shooter w/M-16

I guess a few guys will have to steal weapons from enemy corpses. Other than that, I have 19 men. Is that OK?
Neo-Anarchos
30-09-2005, 07:31
Nope, you gotta have twenty, the C.O. included. Sorry, but those are the rules ;)

Also, keep in mind that a sidearm(that is, no larger or faster firing than a revolver, pistol or crossbow/whatever) + ammunation, and a knife; is free of charge. That way you're not completely naked. Also, corpses may not exactly be accessible if you do poorly; but you will gain requisition points after a mission.

Also, you'll have to give me either an accurate technical description of those arms you're using, a comparison to a real life weapon('sort of like a [rifle nameĀ“]' won't cut it, I'll need comparison in all aspects, caliber, range, rate of fire etc. to existing weapons.).
Athiesism
30-09-2005, 14:51
They're basically clones of those weapons. Treat them like it.

Here's the final reorganisation:

Alpha Section
1X Commanding Officer w/AR-15M w/Interceptor Armor w/Rifle Grenade w/Sight
1X Radio Operator w/AR-15M w/Rifle Grenade
1X Support w/Nantu LMG
1X Shooter w/AR-15M

Bravo Section
6X Shooter w/AR-15M w/Rifle Grenade
1X Support w/Nantu LMG
1X Radio Operator

Charlie Section
6X Shooter w/AR-15M w/Rifle Grenade
1X Radio Operator
1X Shooter w/M-16
Neo-Anarchos
30-09-2005, 16:47
I don't have the soldier price list handy, and I can't be bothered to check the thread, but off the top of my head it seems that you've used between 830 and 870 Force Points, which is more than your starting allowance. You'll have to let go of some of those support/radio troopers, and perhaps change them to shooters and/or radio/medics.

I think there's an unbalance in requisition points as well, but trim that force down to 800 Force points and I'll give it a look again.
Athiesism
30-09-2005, 20:31
Sorry, I used exactly 830 force points and 575 weapons points. Here's the new setup, using 800 force points and 600 weapons:
Alpha Section
1X Commanding Officer w/AR-15M w/Interceptor Armor w/Rifle Grenade w/Sight
1X Radio Operator w/AR-15M w/Rifle Grenade
1X Shooter w/AR-15M w/Rifle Grenade
1X Medic

Bravo Section
6X Shooter w/AR-15M w/Rifle Grenade
1X Support w/Nantu LMG
1X Radio Operator

Charlie Section
7X Shooter w/AR-15M w/Rifle Grenade
1X Radio Operator
Neo-Anarchos
01-10-2005, 10:58
You are aware that all men in the squad can communicate as long as they radio headsets, yes? Radio operators maintain contact between your force and the operation HQ, so in theory you only need one - Still, I applaud your setup, it will be very hard to break your squads operative communication.

Also, I would like to know what manner of backup weapon your soldiers carry, particularly with regards to your rifleless soldiers. They will need to fight, sooner or later, so I need to know.

Other than that, all is great. Consider yourself approved!
Athiesism
01-10-2005, 13:17
All have P-20Ms, equivalent to the old Soviet Makarov. All soldiers also have a bayonet or a knife, more for clearing barbed wire, opening cans, etc. than for combat. Other than that, they try to travel light.
Pantycellen
01-10-2005, 14:00
I want to be involved

my unit will be a foreign affairs department trouble shooting team (take the name literally)

i've done WFRP, WH, W40K, Gorkamorka and stuff like that
Neo-Anarchos
01-10-2005, 15:35
Pantycellen>> Okay, draw up a team, but it may take a while before you can get to play.

Athiesism>> Sounds good - Keep in mind that the Galil Tactical mentioned is the Galil MICRO tactical, a submachine gun - Not the Tavor or comparable assault rifle, so if you want to have greater firing range you should probably include some rifles.
Athiesism
02-10-2005, 12:56
Well, change all the AR-15Ms to M-16s, give everyone a radio headset, and give Bravo Section's support body armor (not intercepter vest).
Neo-Anarchos
02-10-2005, 16:26
Allright, I found the time to double-check your submission. Your force is indeed consistent with the max. 700 force point expenditure, but your equipment requisition is a bit unclear.

I've assumed that the 'sight' your CO has is a standard optical sight(5 points), and that the body armour your support soldier has is a kevlar vestment(20 points). Using these assumptions, your total requisition point expenditure comes to 630, an excess of 30 points. I suggest losing 3 rifle grenade launchers or half the radio headsets, seeing as you have more than enough rifle grenadiers; and you have a radio op in each section, so the sections are still able to communicate via them.

Other than that it looks really good. Think up some names for the force and the soldiers(surnames will do, if you're stumped, but you need to be able to tell them apart for experience point purposes), as well as a tactical doctrine, and you're good to go!
Athiesism
03-10-2005, 22:33
I'll loose half the radio headsets. Names for the team members to come soon.
Athiesism
05-10-2005, 12:34
Sorry for the delay, here are the names:

Ranks:
SGT. MAJ.=Seargeant Major
SGT= Seargeant
CPL= Corporal
PFC= Private First Class
PSC= Private Second Class
PVT= Private

Alpha Section:
CO: SGT. MAJ. Chesty Puller (platoon CO)
Radio: PSC John Williams
Shooter: PVT Gartenan Hart
Medic: PFC Aslun Raten

Bravo Section:
Shooters:
CPL Tant Obranin (section leader)
PVT Soven Yatu
PVT Cantu Arbanane
PVT Wolfgang Junker
PVT Jasnan Kart
PVT Samuel Biggs
Support: PFC Fantan Nantu
Radio: PSC Utin Alman

Charlie Section:
Shooters:
SGT Vasily Genady (section leader)
PVT Oubanga Rotan
PVT Gata Tan
PVT Francois Leclerc
PVT Salman Hussein
PVT Janten Urani
PVT Aslun Soont
Radio: PVT Elaine Swift
Athiesism
05-10-2005, 14:47
Here's the doctrine:

The Army of the Merkar Republic (AMR) has developed a doctorine based on a combination of US doctrine provided by military advisers in the 1980s, material passed down from SkyCaptian advisers from 2008 to 2015, and experience from our Civil War in 2013. It is based on individual initiative, agressiveness, indirectness, and ability to distinguish between a justified risk and a hopeless gamble.

The most defining elements of the Army are its emphasis on skilled officers and lack of formality. The Merkari military aims to have fewer officers, but bettwer ones. All officers go through one year of leadership training, as opposed to 90 days in the American army, to cite an example. The nation owns a total of seven service academies, four for the Space Force, two for the Army, and one for the Space Marines. For the purposes of this post, we are reffering to the Army tactical doctrine. Being a conscript army, the emphasis is on a few good officers compensating for the failures of the individual parts by good leadership. The Merkari military spends approximately $10,000 a year per individual on training, although the exact ammount varies from rank to rank and specialty to specialty. Fighter pilots, for example, recieve about $100,000 a year in training, while most privates recieve a twelveth of that. Having a unique ratio of 1 officer per 40 men, the Merkari army spends $40,000 a year per officer on their training. This results in highly competent commanding officers.

At the same time, the Army shuns formality and unecessary excess. A striking feature of its headquarters in Republic City is its lack of fancy furniture, replaced by folding chairs and tables. Enlisted men do not salute officers, although their discipline training is still as intense as that experienced by, for example, the United States Marine Corps. This is all part of the national culture of pragmatism.

The average Merkari enlisted man is a 22-year-old conscript, fresh out of college, and ready for what, in ancient times, was called the Caractesh, or "manhood ritual". This was intended to harden Merkari males for adulthood by challenging them. This tradition still carries on, in the form of conscription and an intensive boot camp. Unlike what is apparent in many cultures, military service for a Merkari man is seen as honorable and necessary, and the nation's people are known for their hard work and assertiveness.

As for tactical doctrine, the emphasis is on speed and decisiveness. Traditionally an infantry army, having virtually no vehicles other than what is needed for logistics, speed has been relatively difficult to achieve, but it can be created by means of skilled planning. Units are organized into Soviet-style "echelons", with 2/3 of the force attacking, and the other third ready to exploit any breakthroughs with fresh troops. Field exercises has shown this to cause heavy casualties, but still suceed more often than more cautious measures. In the case of a very small tactical unit, such as the 20-men half-platoons used in this game, this translates into providing covering fire with machine guns and mortars while the remainder of the force proceeds to storm the enemy defences close-in. Once the break-in is made, follow-up forces can exploit the breach.

Ideally, though, an attack will not be necessary. The Merkari army puts a great deal of emphasis on reconassaince. About 5-10% of most divisions is allocated to reconassaince troops. The intent is to locate gaps in the enemy defenses, and then exploit them rapidly. Senior army officers are typically highly competent and will be able to make the most of the opportunities presented.

Emphasis on initiative is necessary for speed, which is why leaders are typically shunned for micromanaging their subordinates or frequently "pulling rank". As even low-level officers are given extensive training, there is little worry about them acting unintelligently. All effort, however, must remain focused on the goal, and subordinate leaders are taught this. Initiative does not mean every single unit acting without coordination. This is best described as "a willingness to take risks, even when in doubt," which even the lowest leader is not punished for doing as long as it is not absurdly reckless.

The central element of an infantry platoon are the machineguns and mortars, according to doctorine. The infantry are meant only to protect the machineguns, or take the lead in combat in urban or otherwise compact terrain. Every single infantry company is equipped with an overstrength mortar battery of 10 large-caliber (120mm) guns, an impressive ammount of firepower. Mortars are so cheap, reliable, simple, and destructive that they have become second only to the masses of infantry in importance.

None of this is meant to lessen the value of the individual rifleman. Machineguns and mortars cause by far the most casualties, but it is the riflemen that actually drive the enemy from the ground after the softening-up. The infantry is taught to exploit natural cover in the charge toward the enemy. If mortars and machineguns are sufficient to keep the enemy's heads down, the emphasis will be on speed. If they remain effective, infantry will advance in alternate bounds, half of a fire team lying prone, covering the other half as they advance to the enemy defences, prepared to bombard them with grenades when they get within close range. If necessary, a bayonet charge can be made from close range. This has immense psychological effect, as proven in the decisive Battle of South Athasism in our Civil War. If the enemy defence is effected little by the machineguns and mortars and still lays down a high volume of fire, the attack will only be made of there is no way around the position.

Close-in urban combat was a major part of our Civil War, as will it be in any future. As the infantryman's job is to fight at close range while machineguns and mortars soften up the enemy from afar, the emphasis has always been on providing them with submachineguns and relatively lightweight kits of less than 75 pounds. With the introduction of light plasma rifles there is no longer a real distinction between submachineguns and long-range rifles, but for this game it is necessary to have modern-tech weapons. (Note: This is not how I would really organize my army; I'd prefer to have a smaller unit with more machineguns and the infantrymen carrying submachineguns, but didn't have enough money.) For urban combat, defensive operations are preferred. All soldiers are taught not to stand right in front of the window sill- they stand a few feet away in the shadow of the room, making them very difficult to spot even when standing up. Defensive positions, and dummy defensive positions, are always prepared. Usually this is done by sandbagging windows but leaving a small firing and viewing port uncovered. However, creativity is encouraged.

All soldiers are taught a standard drill for house-clearing. Bullets are fired into a door to kill anyone right behind it. The door is kicked in and a grenade is thrown in. The grenade has a five-second fuse but is held for two seconds before being used to make sure that the enemy does not catch it and throw it back. Immediately after the explosion, the soldiers storm the room. In urban combat, grenades are intended to be used extensively, and rifles are intended to be set on full automatic.
Neo-Anarchos
06-10-2005, 08:28
Wow! Excellent - although you may want to delete that and telegram/mail it to me instead so your enemies won't learn your doctrine.
Athiesism
06-10-2005, 18:26
It would be public knowledge, anyway, so they'd already know it in real life. The doctrine shouldn't be secret. TG me whenever you can set me up for a fight.