Warfare and the GM System
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Yuriski
dogon11
6 posters
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Warfare and the GM System
Let's face it. There comes a point in your life where the other guy has something shiny and you want it. You could always ask, but you want to beat him to a bloody pulp first, steal everything else that he owns and then dance on the corpse. That's what warfare is for.
Every military unit that your nation has costs MP, or Military Points. The MP cost for each unit is detailed far below in the list of units.
Paying For Them
Of course, you also have to pay money for these units.
When your units are at home, and not fighting, they cost 0.25MK per MP to maintain. If you can't pay, you'll have to fire some of them!
When they are fighting or are outside your lands, they cost 0.5MK per MP to maintain, because they're actually doing something and need more equipment and supplies.
The amount you pay in maintenance can be changed by your national focus, so be sure to check out the National Focus Thread!
There's an exception to this, though. If you want to station your units in a friendly country, you can build military bases there. Each military base will allow 20MP worth of units to stay there as if it were home territory and will cost half maintenance when not fighting.
Making More of Them
Each unit costs 2PP per MP to produce. In peacetime, you can build as many as you want at once. However, in war, your production slows down and you can only produce one unit at a time (this is because we don't want giant armies popping up in the middle of battles).
As well as costing 2PP, every single unit takes 2000 from your population cap and your total population.
In effect, every unit is made up of 2000 people in all (engineers, soldiers, logistics) who don't pay tax or contribute to your PP.
When battles occur, both sides send the units that they're using to the Gamemaster presiding over the war, along with their plans.
They will do a write-up of what happens based on the guidelines shown for each unit in its list. This battle report will generally leave you with a good bit if your units remaining so that you may plan for a secondary attack (unless you get utterly crushed). It's a good idea to leave some of your units in reserve
Going to War
You go to war by declaring war openly or secretly, and then sending a PM to the relevant War Mod in the following format:
Title of the PM: Nation, Target, Goal (War/Spy)
Nation:
Nation Being Attacked:
Allies:
Reason:
GM Forces:
Plan:
Summary:
One war report per war per week. Thus, you shall send in your plans 2 days after the report is posted, so it can be modded on time.
Custom units requested using the format in the PP Projects thread must be displayed in your army thread to be used in battle,
as it may be possible the moderator handling the report in question overlooks the issue if it is not clearly stated!
Every military unit that your nation has costs MP, or Military Points. The MP cost for each unit is detailed far below in the list of units.
Paying For Them
Of course, you also have to pay money for these units.
When your units are at home, and not fighting, they cost 0.25MK per MP to maintain. If you can't pay, you'll have to fire some of them!
When they are fighting or are outside your lands, they cost 0.5MK per MP to maintain, because they're actually doing something and need more equipment and supplies.
The amount you pay in maintenance can be changed by your national focus, so be sure to check out the National Focus Thread!
There's an exception to this, though. If you want to station your units in a friendly country, you can build military bases there. Each military base will allow 20MP worth of units to stay there as if it were home territory and will cost half maintenance when not fighting.
Making More of Them
Each unit costs 2PP per MP to produce. In peacetime, you can build as many as you want at once. However, in war, your production slows down and you can only produce one unit at a time (this is because we don't want giant armies popping up in the middle of battles).
As well as costing 2PP, every single unit takes 2000 from your population cap and your total population.
In effect, every unit is made up of 2000 people in all (engineers, soldiers, logistics) who don't pay tax or contribute to your PP.
- Military Units:
- Land:
- Infantry:
#Standard Infantry Regiment#
Description: Moderately trained with automatic rifles; The most basic soldiers in any army.
MP: 1
Size: 2000 kerbals
Good against Infantry
#Special Forces Battalion#
Description: Units highly trained to perform unconventional, often high-risk missions.
MP: 3.
Size: 500 kerbals
Very Good against Infantry
Good against Vehicles
#Anti-Tank Regiment#
Description: Infantry equipped with RPGs and armour piercing weapons designed to take down armoured vehicles
MP: 2
Size: 2000 kerbals
Bad against infantry
Very good against vehicles
- Vehicles:
#Armoured Battalion#
Description: A tank is a large type of armoured fighting vehicle with tracks and large caliber gun, designed for front-line combat.
MP: 3
Size: 25 Vehicles
Good against infantry
Very Good against Vehicles
#Anti-Infantry Vehicle Battalion#
Description: Fast, lightly armoured vehicles equipped with machine guns, designed to quickly destroy infantry and then run away.
MP: 2
Size: 25 Vehicles
Very Good against infantry
Bad against Vehicles
#Anti-Air Battalion#
Description: Vehicles equipped with AA guns designed to move quickly to shoot down planes in the field
MP: 2
Size: 25 Vehicles
Can only target aircraft
Very good against aircraft
#Artillery Battalion#
Description: Large caliber guns, designed to land high explosive shells several kilometers away with maximum precision. Although they pack tremendous power, they have to be protected at all times and should be placed behind the front lines.
MP: 3
Size: 25 Guns
Can fire at everything except planes at all times.
Good against everything it can attack
Weak to everything that can attack it
- Air:
# Air Superiority Squadron#
Desciption: Fighter planes, excellent at taking down other aircraft, not so very good with other tasks.
MP: 2
Size: 12 aircraft
Extremely good against planes
#Ground Attack Squadron#
Description: A plane equipped with bombs and air to ground missiles as its primary weapons, to hit troop concentrations and armored vehicles on the ground.
MP: 2
Size: 12 aircraft
Good against everything
Cannot target aircraft
#Bomber Squadron#
Description: A plane equipped with bombs for the sole purpose of destruction of strategic targets.
MP: 2
Size: 12 planes
Good against everything big or slow
Bad against everything small or fast
Cannot target aircraft
- Sea:
#Aircraft Carrier#
Description: An aircraft carrier is a warship with a full-length flight deck and facilities for carrying, arming, deploying, and recovering aircraft, that serves as a seagoing airbase. Big and vulnerable,they should be accompained by smaller ships to protect against other ships
MP: 4
Size: One Vessel
Weak to everything
#Heavy Cruiser#
Description: A naval warship designed for long range and high speed / A surface combatant, armed with multiple large caliber guns and heavily armored. Although it's highly effective against other ships, it's vulnerable to submarines and aircrafts.
MP: 3
Size: One Vessel
Strong against ships and buildings
Weak against aircraft and submarines
#Destroyer#
Description: A small surface unit, armed with small caliber guns, light AA weapons and a suite of instruments to detect submarine threats and to neutralize them.
MP: 1
Size: One Vessel
Very good against submarines
Bad against ships
#AA Cruiser#
Description: Effectively a big destroyer, with heavier armament and more armour. Ideal for supporting larger taskforces against aircraft.
MP: 2
Size: One Vessel
Good against aircraft
Reasonable against smaller ships and submarines
#Light Cruiser#
Description: Effectively a smaller version of a heavy cruiser, built with speed and manouverabilty in mind, sacrificing some armored protection. Ideal for hit and run attacks, or to support bigger ships in surface actions.
MP: 2
Size: One Vessel
Good against ships
Bad against aircraft
#Missile Cruiser#
Description: A large ship, armed with multiple AA missile launchers and radars to track and neutralize enemy aircraft from the distance. Similar to a an AA cruiser, but with less flexibility; cannot be built until Payloads has been researched.
MP: 2
Size: One Vessel
Extremely good against aircraft
Minimal capability against other targets
#Attack Submarine#
Description: A submarine specifically designed for the purpose of attacking and sinking other submarines, surface combatants and merchant vessels.
MP: 2
Size: One Vessel
Extremely good against ships except destroyers
When submerged, can only be targeted by destroyers
When battles occur, both sides send the units that they're using to the Gamemaster presiding over the war, along with their plans.
They will do a write-up of what happens based on the guidelines shown for each unit in its list. This battle report will generally leave you with a good bit if your units remaining so that you may plan for a secondary attack (unless you get utterly crushed). It's a good idea to leave some of your units in reserve
Going to War
You go to war by declaring war openly or secretly, and then sending a PM to the relevant War Mod in the following format:
Title of the PM: Nation, Target, Goal (War/Spy)
Nation:
Nation Being Attacked:
Allies:
Reason:
GM Forces:
Plan:
Summary:
One war report per war per week. Thus, you shall send in your plans 2 days after the report is posted, so it can be modded on time.
Custom units requested using the format in the PP Projects thread must be displayed in your army thread to be used in battle,
as it may be possible the moderator handling the report in question overlooks the issue if it is not clearly stated!
dogon11- Posts : 466
Join date : 2014-05-23
Age : 25
Location : Northern Virginia
Re: Warfare and the GM System
ADDITION: Units created by a defending nation during a war must be first deployed before being used in combat. This is in order to make things fair.
Yuriski- Posts : 844
Join date : 2014-05-23
Age : 24
Location : United Kingdom
Re: Warfare and the GM System
New Plan Format. You dont obey? I ignore it
Title of PM:
Name of nation, nation targeted, what type of plan
Example: Dogonland, Cobbland; War or MPLand, Lizardstan; Spying
Plan format:
Nation:
Nation Being Attacked:
Allies:
Reason:
GM Forces:
Plan:
Summary:
Title of PM:
Name of nation, nation targeted, what type of plan
Example: Dogonland, Cobbland; War or MPLand, Lizardstan; Spying
Plan format:
Nation:
Nation Being Attacked:
Allies:
Reason:
GM Forces:
Plan:
Summary:
The Cobbler- Posts : 512
Join date : 2014-05-23
Age : 26
Location : Netherlands
Re: Warfare and the GM System
I got an idea for new GM units that will make naval combat a bit more interesting. It is a way for smaller nations to get more ships and bring some more realism to the game. It is also a way for people who really neglect their navy and only plonks down like two destroyers for to protect their coastlines, to get more ships but for a cheaper price. This way for example, let's take new arova. Submarineland launches 3 smaller recon submarines to scout out imperiallands naval ship deployment there. Today New Arova only got one destroyer, which will totally fail with containing the subs. But if for the same price New Arova would have 5 corvettes, they could be spread throughout the territorial waters and bring down more submarines. However in a straight up naval engagement vs other larger ships, these corvettes would be roflstomped. It adds a way for us to make more realistic brown water navies.
New Unit: Corvette Squadron.
Cost: 1 MP
Total Ships: 5
Description: A small and manouverable ship, works great in territorial waters to escort frigates and sometimes destroyers. While it won't stand a chance against your conventional heavy cruiser, this corvette is designed mainly for anti-air and anti-submarine warfare capabilities in territorial waters. With their fast speed, they can often outflank heavier ships and it their weak points with their guns. The ships usually displace 2000-3000 tonnes each. Can be used as escort sometimes for merchant marines.
Reason: I think smaller nations such as New Arova and Terripana would benefit from this. No sensible nation only has one ship in their navy if they are coastal, but rather smaller corvettes for anti-submarine warfare and anti-air duties. These would maybe work better than the destroyer as a ASW unit if it is in territorial waters, but at open seas the destroyer could excell?
New Unit: Frigate Squadron
Cost: 1 MP
Total Ships: 2
Description: While smaller than a destroyer, it is larger than a corvette. It is mainly designed as escorts for smaller amphibious task forces and merchant navies, and carries a ASW payload and Surface to Air Missile capabilities. While not as effective in the open seas in ASW or AA as a destroyer and not as manouverable as a corvette, its cheap price makes up for it and makes it the ideal escort unit. It also displace more firepower than a corvette. Its speed also makes it capable to along with corvettes outflank larger ships and hit their weak points. Just don't expect to survive a toe to toe fight with any larger ships.
Reason: This way we don't have to assign various destroyers for trivial tasks to defend our convoys or supplylines from submarines. It is also a way for smaller nations to get more ships and firepower.
New Unit: Corvette Squadron.
Cost: 1 MP
Total Ships: 5
Description: A small and manouverable ship, works great in territorial waters to escort frigates and sometimes destroyers. While it won't stand a chance against your conventional heavy cruiser, this corvette is designed mainly for anti-air and anti-submarine warfare capabilities in territorial waters. With their fast speed, they can often outflank heavier ships and it their weak points with their guns. The ships usually displace 2000-3000 tonnes each. Can be used as escort sometimes for merchant marines.
Reason: I think smaller nations such as New Arova and Terripana would benefit from this. No sensible nation only has one ship in their navy if they are coastal, but rather smaller corvettes for anti-submarine warfare and anti-air duties. These would maybe work better than the destroyer as a ASW unit if it is in territorial waters, but at open seas the destroyer could excell?
New Unit: Frigate Squadron
Cost: 1 MP
Total Ships: 2
Description: While smaller than a destroyer, it is larger than a corvette. It is mainly designed as escorts for smaller amphibious task forces and merchant navies, and carries a ASW payload and Surface to Air Missile capabilities. While not as effective in the open seas in ASW or AA as a destroyer and not as manouverable as a corvette, its cheap price makes up for it and makes it the ideal escort unit. It also displace more firepower than a corvette. Its speed also makes it capable to along with corvettes outflank larger ships and hit their weak points. Just don't expect to survive a toe to toe fight with any larger ships.
Reason: This way we don't have to assign various destroyers for trivial tasks to defend our convoys or supplylines from submarines. It is also a way for smaller nations to get more ships and firepower.
Guest- Guest
Re: Warfare and the GM System
Military corporations can only build 1 MP building per hosting nation
The Cobbler- Posts : 512
Join date : 2014-05-23
Age : 26
Location : Netherlands
Re: Warfare and the GM System
Thats kinda dunb. It should be at least 10MP.
twinky827- Posts : 306
Join date : 2014-05-23
Re: Warfare and the GM System
That is 20 000 kerbs. Which is insane for a private military coorporation. 1-2 MP per nation is fairly realistic.
Guest- Guest
Re: Warfare and the GM System
Not really. If you think about special regiments and tanks.. Thats only lime 500 people. And they cost more MP.
twinky827- Posts : 306
Join date : 2014-05-23
Re: Warfare and the GM System
Well my point is that it is easily exploitable by making tonnes of inf regiments. Also tanks is not something PMCs would get easily, thus being a much much larger PMC than your average one by branching across the world, it would eventually lead to tanks.
Guest- Guest
Re: Warfare and the GM System
I'm switching to IFV's. Also how much does making a unit into a helicopter cost?
That's absolutely ridiculous. How many active nations are there in the RP? 11? That's ridiculous.The Cobbler wrote:Military corporations can only build 1 MP building per hosting nation
Warriorbulb- Posts : 860
Join date : 2014-05-23
Location : Amongst the huddled masses
Re: Warfare and the GM System
Well, military contractors can hardly expect to become comparable to your average nation in unit size. 11 MP seems like a balanced and reallistic number to me.
Guest- Guest
Re: Warfare and the GM System
I'd say we make it maybe 3 or 4 MP per nation, just to allow IFVs and stuff. It doesn't have to be quite realistic..
twinky827- Posts : 306
Join date : 2014-05-23
Re: Warfare and the GM System
Well it can be abused. 4 MP per nation makes 44 MP in total. That means that for example raxira can effectivly buy countless of troops to his war if someone decides to not go for IFVs. And also, PMCs having IFVs and Tanks is just beyond ridicolus. Any PMC that we have currently have troops who buy their own gear in many cases, has no uniform, and drives around in basic jeeps. Their only real use are to guard objectives or escort important personel through warzones.
Guest- Guest
Re: Warfare and the GM System
So? It doesn't need to be realistic. It needs to be fun. It'd be fun to see how much a person is willing to pay to turn the tide of the war, or seal it.
EDIT: And let's face it, only a couple, maybe 4, will allow hosting within their country due to foreign relations.
EDIT: And let's face it, only a couple, maybe 4, will allow hosting within their country due to foreign relations.
twinky827- Posts : 306
Join date : 2014-05-23
Re: Warfare and the GM System
Well guys, theres other ways as well. You should honestly be happy you can even build anything to increase MP: this is more for secret organisations.
If you want a huge private army, get a country to give you a share of their MP, and youre done.
If you want a huge private army, get a country to give you a share of their MP, and youre done.
The Cobbler- Posts : 512
Join date : 2014-05-23
Age : 26
Location : Netherlands
Re: Warfare and the GM System
One war report per war per week. Thus, you shall send in your plans 2 days after the report is posted, so it can be modded on time.
The Cobbler- Posts : 512
Join date : 2014-05-23
Age : 26
Location : Netherlands
Re: Warfare and the GM System
War format reposted in relevant section
The Cobbler- Posts : 512
Join date : 2014-05-23
Age : 26
Location : Netherlands
Re: Warfare and the GM System
Changed all this since the time limit on this expired days ago.
Charzy- Forum Terrorist
- Posts : 493
Join date : 2014-05-23
Age : 25
Location : My sex dungeon
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