Post by Napoléon Bonaparte on Oct 12, 2015 11:43:39 GMT -7
Welcome to East Versus West.
So basically, it's pretty simple:
There's two sides, the East (Also known as REDFOR) and the West (Also known as BLUFOR). They are nondescript, and you can think of them as whatever you want (From DNR factions to the actual Cold War to whatever). Yes, it is Fiction, so feel free to do whatever sort of flavour you want for your Commander/Nation so long as it's loosely based around some concept of Redfor vs Blufor. It's a mostly Dieselpunk dystopian world, and the game revolves around the resource of Oil to fuel each Faction's war effort.
On each turn, you will either do an Intrigue & Expand action, or Collaborate; and roll both 2d00 (Either d100 or d10, depending on what I specify later in the rules), regardless of those actions, to determine the results. Pretty simple. After everyone has posted, I will update and determine a result based on what everyone does/rolls.
You can play as either a Commander (A member of a Faction) or an Indipendent.
Commander Sheet
Name:
-----
(allocate 5 points among the following three)
Leadership:
Cunning:
Strategy:
-----
Country:
Rank: (Brigadier General)
Favour: 5
Petrol: 10
Regiments: 5
Tank Regiments: 1
Mechs: 0
Indipendent Sheet
Name:
-----
(allocate 5 points among the following three)
Leadership:
Cunning:
Strategy:
-----
City-State: (Name\hex coordinate)
Favour BLUFOR: 0 (may make -10 to get 5 +5 REDFOR)
Favour REDFOR: 0 (may make -10 to get +5 BLUFOR)
Petrol: 30
Political Sway: 2
Regiments: 5
Regiments (Desert Fighters): 15
Rules for Expansion:
To Expand, Players roll a d100 and declare a direction on the hex board. Gain that many territories /10. All gained territories must be connected to other territory, and cannot extend unless bordered by two other controlled hexes or a controlled hex and the sea (Should a peninsula exist).
Assuming an Indipendent's city is bordering their country's territory, they make declare their roll an attempt to seize power forcibly. Assuming 6 or greater on a d10, an opportunity arises and combat is resolved in the normal fashion. Assuming 5 or lower on a d10, they fight the Prince's Desert Fighters and are not able to take the city that turn.
If you expand into territory that would be the enemy's a front is created and you fight for the territory in combat. If you've taken a city by force or other means and are a Commander, you may choose to individually occupy that city and claim all Oil generated by its refinery(ies) as your own. If you do not, all the Oil generated by it's refinery(ies) will be distributed as normal. (Explained below.) Otherwise, take unoccupied territory like normal. Instead of War, players may also freely negotiate transfers of territory, as with Pipelines.
When a territory is captured or controlled, it is automatically assumed to be DEEP territory for Factions, and LIGHT territory for Indipendents. This can be changed via intrigue actions.
A Player may abandon territory at any time, but only as a full-turn action.
Any time a Mech or Tank Regiment enters into combat it takes 1 Oil. You allocate this before combat, Attacker declaring Petrol allocation first followed by Defender. If no Oil is allocated (or is able to be allocated) they do not partake in the battle.
Oil may alternatively be sent home to the motherland, where it converts directly into Favour.
For Commanders:
+You may spend 5 Favour to requisition an additional regiment from the homeland.
+You may spend 10 Favour to requisition an additional tank regiment from the homeland.
+You may spend 15 Favour to requisition an additional mech regiment from the homeland.
+You may spend 15 Favour to concentrate your faction's air forces on a bomb raid of a city, eliminating its defensive bonuses and killing 1d10 regiments present
--if that city is defended by its own air force, air combat is resolved and the bonus only removed if your side wins.
Independents follow these rules as well, but only if they have favor. Units acquired in this fashion are sent from their respective Faction, REDFOR or BLUFOR, depending on the type of favor sent.
Combat is resolved in stages.
The location of the combat is compared to the map. If it is within air support range it gets air support. If it's considered within your country's territory or is being directly contested via expansion, you get 10 generic infantry regiments to support you if it's Deep (full color) territory and 5 if it's light (shaded) territory.
AIR COMBAT
Aerial forces clash over a location if it's within range of both side's air forces. d10 rolled, loser forced to retreat, winner strafes loser's ground forces for 1d10 - 1 regiments killed, always at least one killed (defender wins ties). If only one side has aerial forces present they strafe for 1d10 - 4, killing a minimum of 1. (assuming multiple bases on your side are in range for support, add +1d10 per base and take the highest roll)
Air Support range is considered to be 4 Hexes.
GROUND COMBAT
Initial Casualties:
Mechs kill 1 enemy Tank Regiment outright. If no Tank Regiments are available they kill two Infantry Regiments instead.
Tank Regiments kill 1 Infantry Regiment outright.
If either side has no Infantry Regiments left after this stage, they are overrun and must retreat.
Battle:
Each Infantry Regiment contributes +1
Each Tank Regiment contributes +2
Each Mech contributes +2.5
+.25 per Leadership point of Leaders present
+Collaboration Bonus of Leaders present
Whoever's number is bigger rolls a d10, the other side rolls a d10 - 2 (No lower then Zero). That many regiments die for the opposing side, each player deciding which Regiments they will lose. Whoever has killed the most enemy units total takes control of the space where the fight occurred.
RAIDING
Independents may choose Raid as their d10 roll rather than expansion, at which point they engage any Commander of either faction in a raid (they do not need -Favour and thus a state of war to do this).
If d10 + Cunning\Strategy(whichever is highest) of an Indipendent is 6+, only infantry fight in the raid
If 5, 4, or 3, only inf and tanks,
if 2 or 1, the enemy’s mech(s) may fight.
INITIAL FIGHTING
Two of the target’s regiments are killed outright.
BATTLE
+1.5 per Desert Fighter
+Regular bonuses for other troops apply if they have been enabled
Whoever wins deals d6 casualties, loser deals d4 casualties, if the Raiders win they make off with whatever they were trying to steal (Probably Oil).
There are three Resources; Oil, Favor, and Political Sway.
Oil is simple: Oil. To get Oil, you need Refineries, Pipelines, and Wells. Refineries produce oil from the Wells, which are scattered across the map and produce +5 Oil per connected well every turn. Pipelines connect Wells and Refineries. However, Oil will only be generated for a Commander if the same Faction or Indipendent controls both the Well, the Pipeline, and the Refinery, all at once, as well as owns a City. Pipelines can be owned by multiple factions or Indipendents; However, the players will have to negotiate for the specific terms of the ownership of said Pipeline, who gets how much oil, and other things to settle the obvious dispute. Oil produced or claimed by a Faction is distributed equally; with uneven numbers being given to higher-ranking commanders. If a City is captured, all oil it receives or that is stored by it's previous owner is automatically transferred to the new owner (E.G. If an Indipendent has a total of 200 Oil, and a Faction captures it, all 200 of that Oil will now be the Faction's, divided between the players in the Faction equally. Or, in the case of an Indipendent owning 2 cities with 200 Oil, if a Faction captures one, that Faction will get half of 200, or 100 Oil, unless specified.).
Favor is the currency that Factions and Indipendents use to buy new units (From the Chart above). As stated, Commanders can exchange Oil for Favor directly; and Indipendents gain Favor by either having it gifted to them or through the REDFOR/BLUFOR Swing System (As on the Character sheet). Any Indipendent with Negative favor with a Specific faction is considered to be in a state of war with that faction. both Factions are considered to be at war with each-other.
The first to either be the last man standing, have their faction totally control the map, or Claim Hegemony wins.
To Claim Hegemony, you must first have 200 Political Sway, and make a successful contested d100+Cunning(x5)+Leadership(x2) roll against the other Indipendents.
Rules for Collaboration:
Members (I.E. Commanders) of the same Faction can trade Favour, Regiments (all units), and Oil freely.
Independents may trade Regiments (all units), Political Sway, and Oil freely.
Indipendents and Commanders may exchange Oil and Tank Regiments only (High Command doesn’t want them having Mechs).
Commanders may GIVE (one way transaction) Indipendents Favour.
As well, you can designate an friendly commander to contribute your expansion roll and forces directly to. You grant your d100 roll to expand wherever the person you’re collaborating with is expanding, and you’ll add your d10/2 to the combat.
The Commanders have these Intrigue options:
Use Cunning to effect a takeover of a neutral city state, d100 + (Cunning x 5)
--if 20 or less, captured and imprisoned in city
--21-69, failure
--70+ succeed and move to that city if it is not now within your territory
Use Cunning to turn shaded territories into TRAPS,
--if 49 or less, fail
--50-79, 1 tank regiment lost upon enemy entering combat in a light territory; -2 inf if no tank available
--80+, 1 mech lost upon enemy entering combat in a light territory of yours, -2 tanks if not avail, -3 inf if not avail
Only 1 territory is considered TRAPPED by this action, so it’ll only affect 1 combat and only during the same turn the trap was laid.
Use Strategy to shore up lightly controlled (shaded) territories, (d100 + (strategy x 5))/10
--you turn as many shaded territories as proscribed by the formula above into Deep territory
Use Strategy to construct an air base, d100 + (Strat x 5), designate a location
--if 70 or above, suceed
--cannot be within 2 hexes of another air base
Use Leadership to rally your men, (d100 + (Leadership x 5)) / 10 [round down]
--add this to any combat you engage in
The Indipendents have the following intrigue options:
Use leadership to gain Political Sway, ((d100 + (Leadership * 2))) / 5
--Gain that much Political Sway
Use leadership to gather more formal troops, (d100/10) + Leadership
--If 70 or above, succeed
--Gain 1 Regiment (Standard)
Use cunning to steal a Tank Regiment, designate a Commander and then roll d100
--must share border with his faction or the city he’s stuck in if cut off
--49 or less failure, loss a Desert Fighter
--50+ commence a Raid action, if victorious steal a Tank regiment
Use cunning to steal a Mech, designate a general and then roll d100
--must share border with his faction or the city he’s stuck in if cut off
--69 or less failure, loss 2 Desert Fighters
--70+ commence a Raid, if victorious steal a Mech
Use cunning to sabotage a designated pipeline, must have at least one Desert Fighter group
+0-39, failure, Desert Fighters die
+40-69, success, desert fighters die
+70+, success, ALL desert fighters live
That pipeline will not count for anyone during the beginning of the next turn’s petrol production
Spend Political Sway to gain regiments of Desert Fighters
--spend 10 Political Sway, get d100 / 10 (round down) many Desert Fighters
Use Strategy to further entrench yourself in the areas around your city (turn a shaded into a solid)
--(d100/10 + (Strategy x 5)) - 1
--^that many shaded are turned to solid
Call in a Favour (BLUFOR or REDFOR Favor) from a faction to get:
+1 Mech for 20 Favour
+1 Tank Regiment for 15 Favour
+Air Support for a single combat (must be within their range) for 10 Favour
--Must designate what Faction it is purchased from
TURN SEQUENCE
d10 Action: Collab/Expand
d100 Action: Collab/Intrigue
Any questions, post them here.
Otherwise, post your Commanders or Indipendents here and refer to the main thread.
So basically, it's pretty simple:
There's two sides, the East (Also known as REDFOR) and the West (Also known as BLUFOR). They are nondescript, and you can think of them as whatever you want (From DNR factions to the actual Cold War to whatever). Yes, it is Fiction, so feel free to do whatever sort of flavour you want for your Commander/Nation so long as it's loosely based around some concept of Redfor vs Blufor. It's a mostly Dieselpunk dystopian world, and the game revolves around the resource of Oil to fuel each Faction's war effort.
On each turn, you will either do an Intrigue & Expand action, or Collaborate; and roll both 2d00 (Either d100 or d10, depending on what I specify later in the rules), regardless of those actions, to determine the results. Pretty simple. After everyone has posted, I will update and determine a result based on what everyone does/rolls.
You can play as either a Commander (A member of a Faction) or an Indipendent.
Commander Sheet
Name:
-----
(allocate 5 points among the following three)
Leadership:
Cunning:
Strategy:
-----
Country:
Rank: (Brigadier General)
Favour: 5
Petrol: 10
Regiments: 5
Tank Regiments: 1
Mechs: 0
Indipendent Sheet
Name:
-----
(allocate 5 points among the following three)
Leadership:
Cunning:
Strategy:
-----
City-State: (Name\hex coordinate)
Favour BLUFOR: 0 (may make -10 to get 5 +5 REDFOR)
Favour REDFOR: 0 (may make -10 to get +5 BLUFOR)
Petrol: 30
Political Sway: 2
Regiments: 5
Regiments (Desert Fighters): 15
Rules for Expansion:
To Expand, Players roll a d100 and declare a direction on the hex board. Gain that many territories /10. All gained territories must be connected to other territory, and cannot extend unless bordered by two other controlled hexes or a controlled hex and the sea (Should a peninsula exist).
Assuming an Indipendent's city is bordering their country's territory, they make declare their roll an attempt to seize power forcibly. Assuming 6 or greater on a d10, an opportunity arises and combat is resolved in the normal fashion. Assuming 5 or lower on a d10, they fight the Prince's Desert Fighters and are not able to take the city that turn.
If you expand into territory that would be the enemy's a front is created and you fight for the territory in combat. If you've taken a city by force or other means and are a Commander, you may choose to individually occupy that city and claim all Oil generated by its refinery(ies) as your own. If you do not, all the Oil generated by it's refinery(ies) will be distributed as normal. (Explained below.) Otherwise, take unoccupied territory like normal. Instead of War, players may also freely negotiate transfers of territory, as with Pipelines.
When a territory is captured or controlled, it is automatically assumed to be DEEP territory for Factions, and LIGHT territory for Indipendents. This can be changed via intrigue actions.
A Player may abandon territory at any time, but only as a full-turn action.
Any time a Mech or Tank Regiment enters into combat it takes 1 Oil. You allocate this before combat, Attacker declaring Petrol allocation first followed by Defender. If no Oil is allocated (or is able to be allocated) they do not partake in the battle.
Oil may alternatively be sent home to the motherland, where it converts directly into Favour.
For Commanders:
+You may spend 5 Favour to requisition an additional regiment from the homeland.
+You may spend 10 Favour to requisition an additional tank regiment from the homeland.
+You may spend 15 Favour to requisition an additional mech regiment from the homeland.
+You may spend 15 Favour to concentrate your faction's air forces on a bomb raid of a city, eliminating its defensive bonuses and killing 1d10 regiments present
--if that city is defended by its own air force, air combat is resolved and the bonus only removed if your side wins.
Independents follow these rules as well, but only if they have favor. Units acquired in this fashion are sent from their respective Faction, REDFOR or BLUFOR, depending on the type of favor sent.
Combat is resolved in stages.
The location of the combat is compared to the map. If it is within air support range it gets air support. If it's considered within your country's territory or is being directly contested via expansion, you get 10 generic infantry regiments to support you if it's Deep (full color) territory and 5 if it's light (shaded) territory.
AIR COMBAT
Aerial forces clash over a location if it's within range of both side's air forces. d10 rolled, loser forced to retreat, winner strafes loser's ground forces for 1d10 - 1 regiments killed, always at least one killed (defender wins ties). If only one side has aerial forces present they strafe for 1d10 - 4, killing a minimum of 1. (assuming multiple bases on your side are in range for support, add +1d10 per base and take the highest roll)
Air Support range is considered to be 4 Hexes.
GROUND COMBAT
Initial Casualties:
Mechs kill 1 enemy Tank Regiment outright. If no Tank Regiments are available they kill two Infantry Regiments instead.
Tank Regiments kill 1 Infantry Regiment outright.
If either side has no Infantry Regiments left after this stage, they are overrun and must retreat.
Battle:
Each Infantry Regiment contributes +1
Each Tank Regiment contributes +2
Each Mech contributes +2.5
+.25 per Leadership point of Leaders present
+Collaboration Bonus of Leaders present
Whoever's number is bigger rolls a d10, the other side rolls a d10 - 2 (No lower then Zero). That many regiments die for the opposing side, each player deciding which Regiments they will lose. Whoever has killed the most enemy units total takes control of the space where the fight occurred.
RAIDING
Independents may choose Raid as their d10 roll rather than expansion, at which point they engage any Commander of either faction in a raid (they do not need -Favour and thus a state of war to do this).
If d10 + Cunning\Strategy(whichever is highest) of an Indipendent is 6+, only infantry fight in the raid
If 5, 4, or 3, only inf and tanks,
if 2 or 1, the enemy’s mech(s) may fight.
INITIAL FIGHTING
Two of the target’s regiments are killed outright.
BATTLE
+1.5 per Desert Fighter
+Regular bonuses for other troops apply if they have been enabled
Whoever wins deals d6 casualties, loser deals d4 casualties, if the Raiders win they make off with whatever they were trying to steal (Probably Oil).
There are three Resources; Oil, Favor, and Political Sway.
Oil is simple: Oil. To get Oil, you need Refineries, Pipelines, and Wells. Refineries produce oil from the Wells, which are scattered across the map and produce +5 Oil per connected well every turn. Pipelines connect Wells and Refineries. However, Oil will only be generated for a Commander if the same Faction or Indipendent controls both the Well, the Pipeline, and the Refinery, all at once, as well as owns a City. Pipelines can be owned by multiple factions or Indipendents; However, the players will have to negotiate for the specific terms of the ownership of said Pipeline, who gets how much oil, and other things to settle the obvious dispute. Oil produced or claimed by a Faction is distributed equally; with uneven numbers being given to higher-ranking commanders. If a City is captured, all oil it receives or that is stored by it's previous owner is automatically transferred to the new owner (E.G. If an Indipendent has a total of 200 Oil, and a Faction captures it, all 200 of that Oil will now be the Faction's, divided between the players in the Faction equally. Or, in the case of an Indipendent owning 2 cities with 200 Oil, if a Faction captures one, that Faction will get half of 200, or 100 Oil, unless specified.).
Favor is the currency that Factions and Indipendents use to buy new units (From the Chart above). As stated, Commanders can exchange Oil for Favor directly; and Indipendents gain Favor by either having it gifted to them or through the REDFOR/BLUFOR Swing System (As on the Character sheet). Any Indipendent with Negative favor with a Specific faction is considered to be in a state of war with that faction. both Factions are considered to be at war with each-other.
The first to either be the last man standing, have their faction totally control the map, or Claim Hegemony wins.
To Claim Hegemony, you must first have 200 Political Sway, and make a successful contested d100+Cunning(x5)+Leadership(x2) roll against the other Indipendents.
Rules for Collaboration:
Members (I.E. Commanders) of the same Faction can trade Favour, Regiments (all units), and Oil freely.
Independents may trade Regiments (all units), Political Sway, and Oil freely.
Indipendents and Commanders may exchange Oil and Tank Regiments only (High Command doesn’t want them having Mechs).
Commanders may GIVE (one way transaction) Indipendents Favour.
As well, you can designate an friendly commander to contribute your expansion roll and forces directly to. You grant your d100 roll to expand wherever the person you’re collaborating with is expanding, and you’ll add your d10/2 to the combat.
The Commanders have these Intrigue options:
Use Cunning to effect a takeover of a neutral city state, d100 + (Cunning x 5)
--if 20 or less, captured and imprisoned in city
--21-69, failure
--70+ succeed and move to that city if it is not now within your territory
Use Cunning to turn shaded territories into TRAPS,
--if 49 or less, fail
--50-79, 1 tank regiment lost upon enemy entering combat in a light territory; -2 inf if no tank available
--80+, 1 mech lost upon enemy entering combat in a light territory of yours, -2 tanks if not avail, -3 inf if not avail
Only 1 territory is considered TRAPPED by this action, so it’ll only affect 1 combat and only during the same turn the trap was laid.
Use Strategy to shore up lightly controlled (shaded) territories, (d100 + (strategy x 5))/10
--you turn as many shaded territories as proscribed by the formula above into Deep territory
Use Strategy to construct an air base, d100 + (Strat x 5), designate a location
--if 70 or above, suceed
--cannot be within 2 hexes of another air base
Use Leadership to rally your men, (d100 + (Leadership x 5)) / 10 [round down]
--add this to any combat you engage in
The Indipendents have the following intrigue options:
Use leadership to gain Political Sway, ((d100 + (Leadership * 2))) / 5
--Gain that much Political Sway
Use leadership to gather more formal troops, (d100/10) + Leadership
--If 70 or above, succeed
--Gain 1 Regiment (Standard)
Use cunning to steal a Tank Regiment, designate a Commander and then roll d100
--must share border with his faction or the city he’s stuck in if cut off
--49 or less failure, loss a Desert Fighter
--50+ commence a Raid action, if victorious steal a Tank regiment
Use cunning to steal a Mech, designate a general and then roll d100
--must share border with his faction or the city he’s stuck in if cut off
--69 or less failure, loss 2 Desert Fighters
--70+ commence a Raid, if victorious steal a Mech
Use cunning to sabotage a designated pipeline, must have at least one Desert Fighter group
+0-39, failure, Desert Fighters die
+40-69, success, desert fighters die
+70+, success, ALL desert fighters live
That pipeline will not count for anyone during the beginning of the next turn’s petrol production
Spend Political Sway to gain regiments of Desert Fighters
--spend 10 Political Sway, get d100 / 10 (round down) many Desert Fighters
Use Strategy to further entrench yourself in the areas around your city (turn a shaded into a solid)
--(d100/10 + (Strategy x 5)) - 1
--^that many shaded are turned to solid
Call in a Favour (BLUFOR or REDFOR Favor) from a faction to get:
+1 Mech for 20 Favour
+1 Tank Regiment for 15 Favour
+Air Support for a single combat (must be within their range) for 10 Favour
--Must designate what Faction it is purchased from
TURN SEQUENCE
d10 Action: Collab/Expand
d100 Action: Collab/Intrigue
Any questions, post them here.
Otherwise, post your Commanders or Indipendents here and refer to the main thread.