As an experiment on Forum Games, I decided to put a whole new genre to the test. Yes, that's right, the Turn-based Strategy. The Unending War Day: 1 Story: It is the year 1945. Unbeknownst to the Allied cause, the Axis powers weren't ready to surrender. Out of the blue came hundreds of planes, ships, tanks and men, pouring out from the Middle East. The Allies, completely overwhelmed, retreated to France but still held a majority of Europe, Asia, and the Middle East. The war raged on and on, both sides refusing to surrender. Do you have what it takes to end the war, Allied or Axis? Gameplay: Unlike other Games, the TBS is a more refined, brisk and strategic type of play. Each player gets one move per day, one day measured as all players having taken one movement. Instead of writing the story as you go along, every time you post on this game, copy the following format onto every post made: Location: (Where you are) Force strength: (Unit points are detailed later) Force units: (Specify the number of each type of unit you have) Movements/Attacks: (Name says all. Describe your movements and attacks on other players) Each player is allowed only one post a game day. If in the instance where one or more players have not moved, the day will pass in 12 hours following the latest post. Locations: The world is divided up into regions. Here they are: Great Britain (divided into Wales, England, Ireland and Scotland) Allied France (Northern and Southern, Corsica) Allied Germany - Axis East Europe (Poland (North or South), Turkey, Austria, Hungary) Neutral Greece (Cyprus and Mainland) Neutral Italy (Mainland and Sicily) Axis Russia (East, Middle, West, Arctic) Neutral Spain (Portugal as well) Axis Egypt (Lower and Higher Nile) Allied Libya - Neutral Algeria - Neutral French Africa - Axis Mid Africa - Neutral South Africa - Neutral Madagascar - Neutral Argentina - Neutral Brazil - Neutral Colombia - Neutral Middle America - Neutral The United states of America (East and West Coast, Hawaii) - Allied Canada (Arctic and Coastal) - Allied Alaska - Neutral Australia (Western and Eastern) - Allied Indonesia - Neutral Papua New Guinea - Neutral Malaysia (North, South) - Neutral Thailand (North, South) - Neutral Burma - Neutral India (Nepal and Mainland) - Neutral Pakistan - Neutral Mongolia - Neutral China (Inland and Coastal) - Neutral Japan (Northern and Southern Islands) - Axis Kazahkstan - Axis Iran (Iraq as well) - Axis Saudi Arabia - Axis Total Areas: 63 Areas under Axis Control: 12 Areas under Allied Control: 16 Areas neutral: 35 Each player has the choice to serve under either the Axis or the Allied Powers. Allied commanders recieve more units when recruiting, while Axis commanders have more chance of overrunning enemy units and have superior firepower (meaning units are worth more) Service branches divide their units in different numbers. The slash symbol is used to denote Allied/Axis unit point value. Army: Infantry (2/2) (IF) Tanks (3/4) (TK) Artillery (4/4) (AT) Anti-Air/Ship/Tank (3/2) (AA) recieve + 2 when attacking tanks/ships/planes Commando (?/?) strength varies according to victory/defeat ratio Sapper (1/1) Each unit of this type in any army will increase a friendly area's strength by 4, while in an enemy area, they will decrease the enemy's strength by 3. Navy: Patrolships (1/2) (PS) Frigates (2/2) (FF) Destroyers (3/4) (DD) recieve +2 when attacking submarines Cruisers (4/4) (CL) recieve +1 when attacking planes Battleships (6/6) (BB) Battlecrusiers (7/7) (BC) Aircraft Carriers (6/7) (CV) can carry 1 friendly Air Force commander and units Submarines (5/6) (SS) recieve +2 when attacking ships Air Force: Scout plane (1/1) (SP) Fighter (3/3)(FA) recieve +1 when attacking planes Dive Bomber (4/5) (DB) Torpedo bomber (4/4) (TB)recieve +2 when attacking ships Bomber (5/5)(BO) recieve +2 when attacking army units Each player joining the Army will recieve 10 Infantry, 3 Tanks, 3 Artillery. Each player joining the Navy will recieve 1 Cruiser, 3 Destroyers, 4 Frigates, 4 Patrolships. Each player joining the Air Force will recieve 2 Dive Bombers, 1 Torpedo Bomber, 4 Fighters and 2 Scout planes Note: Navy players can only access coastal countries and countries that are linked to the sea. Recruiting: Every time a player is on home territory, he/she will gain one unit per day, for the Allies two. Depending on the experience that the player has (measured in battles win/loss), units will be distributed accordingly, being given by the Game Master (which is me). Moving and Attacking: Each player is entitled to move to a neighbouring region or remain in that position. When in home territory, force strength will increase by 30, when in enemy territory or neutral ground it will remain the same. Victory will mainly depend on force strength, but sometimes also unit bonuses, so think strategically! Also a note on naval and army movements. Army commanders can only traverse between land-locked countries, but with the help of fellow navy or air commanders, army commanders may 'board' a friendly fleet or squadron and the commander in charge of the transport can take the army to anywhere. However, there is one drawback - air squadrons cannot transport tanks or artillery. If in the event that the commander has to leave behind such units, the area in which they are left behind is reinforced by 1 strength for every unit. (That means that if another friendly army commander occupies the area, he may choose to collect the units or remain with the defence. Navy commanders can only occupy shore-sided countries, but in doing so can also participate in half-battles, which weaken the enemy with a naval blockade and land/air forces can then easily mop them up. When two hostile commanders meet in the same area, a battle will initiate. Each battle is divided up into four rounds, in each various types of units are committed. 1st round: Light units (scoutplanes, patrolships, etc) 2nd round: Massed units (the highest amount of units in a single type) 3rd round: Heavy units (battleships, bombers, artillery, etc.) 4th round: Reserves (units laid aside for late-battle use) In the event that one commander loses over 80% of his/her troops, the battle will end, and the losing commander will be evacuated to the nearest friendly area. For a commander to be completely obliberated from the game, a mass battle must occur, which involves 4 or more human commanders, and in rare cases, a commander may have all of his/her troops killed, which will cast the annihilated player all the way back to the beginning, starting out with the usual starter units. The objective of the game is to capture all of each side's capitals - for the Allied, East Coast America, England, Northern France, and Australia, for the Axis, Germany, Northern Japan, Italy. If in the event that this should occur, the winning team will recieve the UW Champion's Trophy. (which is nothing really, its just a bragging point) Occupying Areas: In order to occupy and capture an area, you must defeat any enemy commanders occupying the area and hold it for two days. For the captured area to become recruitable, you must also hold it for another day. Joining: To join, state your commander name, side in which you are commanding in (allied/axis) and which service branch you wish to join. Once you have been confirmed by myself, you may begin playing. Players: --------------------- Allied: Victories: 0 Losses: 0 --------------------- Melfice (Navy) Location: England Force strength: 25 Force units: 1 CL, 3 DD, 4 FF, 4 PS --------------------- Axis: Victories: 0 Losses: 0 --------------------- MSG (Army) Location: French Africa Force Strength: 25 Force units: 10 IF, 3 TK, 3 AT --------------------- Have fun warring!
In. Waiting for three more. ***Update*** Added new information and units, as well as revising the rules and removing the AI commanders coz they sounded silly.