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Author Topic: Official Wargame Info Topic
Shagi_Fighter Moderator 
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HELLO HELLO

Gbotto's new wargame info topic will be good for the next wargame maybe, but it is too late and too confusing to change the prices of everything now. You must use these prices in this thread.

Modern Wargame System V.5

Time Period: Modern
Game Type: Turn-Based, Moderator Type
Players: 1 for each nation, maximum number of players is how ever many nations
Moderators: Shagi_Fighter
# of Building Types: 11
# of Satellite Types: 5
# of Research Topics: 7
# of Units: Unlimited (Each Nation has a fully unique unit list and players may research new designs)
Game Creator: Glenn A. Botto = botto@rome.com
Secondary Creator: Chris Braund, Shagi Fighter
Unit List Creator: Glenn A. Botto = botto@rome.com
Game Version: v.5

Nations:

Credits and Players:

(In brackets is how many +income credits that nation is worth to an occupier should it be invaded and conquered)

United States 32 (14)
China 31 (12)
Germany 30 (12)
Japan 29 (12)
Russia 29 (10)
Great Britain 28 (8)
India 28 (8)
Italy 28 (8)
France 27 (8)
Sweden 26 (8)
Pakistan 26 (8)
Israel 26 (8)
South Africa 25 (8)
Saudi Arabia 24 (8)
Argentina 24 (7)
Egypt 24 (8)
Ukraine 24 (8)
Iraq 23 (7)
Iran 22 (7)

Income Per Turn and Relevant Factory Costs:

0 to 15 credits= 15 credits
16 to 20 credits= 20 credits
21 to 30 credits= 31 credits
31 to 40 credits= 42 credits
41 to 50 credits= 53 credits
51 to 69 credits= 71 credits
70+ credits = 100 credits

(Every factory takes 2 turns to make and they give you +3 credits, counting the turn you buy it was the first turn of building)

New Unit Building and Location Rules!:
Units must have their location tracked at all times in your nation topic and you have to use Transport ships or planes to move them over seas if you have terrority that is not with a land border to you. Units have to be stationed at a city and when you build units they ‘appear’ in any city where you have factories or your capital. If you are playing as Egypt and you conquer Greece you can’t say “I station 20 divs in Athens, Greece’ you either have to send them across with planes or ships or build a new factory in Athens and produce them right there.

NON-UNIQUE BUYING LIST

Facilities:

Factory: Each factory the player builds allows him to get +3 more credits each turn. (Cost: check the nation list, building time is 2 turns, each factory MUST be located in one of the cities in the CIA world fact book map that each player will use.)

Foreign Trade Center: To conduct ‘trade’ with foreign nations you need to build one of these centers for each nation you wish to trade with (and the nation you want to trade with needs to build one as well) If this facility is in a city connected to the ocean it can use ‘trade ships’ otherwise it can only use ‘trade trucks’ for over-land trade and ‘trade planes’ for trade over-land and over small bodies of water. You may ask for Trade Agreements with non-player nations but they will accept only if they can profit from the deal. (Cost: 20, building time is 4 turns) (EACH TRADE CENTER MAY ONLY SUPPORT 3 TRADE UNITS!)

Army Base: Army Bases may be built anywhere and they allow a player to station a single ground unit at them. The unit stationed here will get defensive benefits and will have time to rest and resupply/rearm/refuel. Units stationed at Army Bases are better in combat than units that have to operate in the field. (Cost: 10 credits, building time is 2 turns)

Air Base: A single air unit may be stationed at each airbase. As with the Army Base, any unit based from an air base will be better in combat than one that has to make due with rough airfields. (Cost: 10 credits, building time is 2 turns)

Naval Base: Naval units maybe based at each naval base. As with the other bases, they get benefits. (Cost: 10 credits, building time is 2 turns)

Command Center: When a player builds a dedicated command center he gets battle field benefits and in the event of a large scale attack it will allow him to command more effectively and survive a nuclear strike. (Cost: 16 credits, building time is 3 turns)

Missile Base: The Missile Base supports and launches nuclear ICBMs. This facility is above ground. (Cost: 40 credits, building time is 15 turns)

Underground Missile Silos: Underground Missile Silos supports and launch nuclear ICBMs. This facility is below ground and can only be damaged from nuclear weapons or a direct LAND assault.. (Cost: 50 credits, building time is 15 turns)

Anti-Aircraft Base: The AA Base is a fortified position that houses SAM Missiles and AA Guns. It is used to defend factories, cities, research facilities and bases (Cost: 10 credits, building time is 1 turn)

Nuclear Weapons Research Facility: In order to build any nuclear weapons capable systems (Nuclear Missile Class Submarines, Missile Base, Underground Missile Silo, Missile Satellite, Air Dropped Nuclear Weapons Loads) a player must first have a Nuclear Weapons Research Facility. (Cost: 50 credits, building time is 15 turns)

Satellite Launching Facility: The Satellite Launching Facility needs to be built before the player sends any satellites into orbit. It is above ground and not armored. {Cost: 30 credits, build time is 8 turns)

RADAR Station: Having a RADAR station in a city will dramatically increase a player’s chance of defending his units and facilities from attacking enemy aircraft. He will be able to send his planes out to attack the enemy planes before they reach their targets. (Cost: 20 credits, building time is 4 turns)

Satellites:

NOTE: When doing a military action (attack, defend, delay etc..) it is important you list what satellites and relevant research you have completed so I can take both of these into effect (in your favor) when doing the outcomes!

Communications Satellite: Once a player has launched a communications satellite, his units will have better abilities on the battle field. The more that are launched give the player better abilities. (Cost: 15 credits, building time is 3 turns)

Spy Satellite: Once a player has launched a spy satellite he has much better capabilities on the battlefield. Each spy satellite MUST be aimed at a specific nation. (Cost: 40 credits, building time is 4 turns)

Missile Satellite: The Missile Satellite carries nuclear MIRV missiles. It may rain these down on a target. (Cost: 60 credits, building time is 10 turns)

[b]Advanced Communications Satellite:
Once a player has launched an advanced communications satellite, his units will have very good abilities on the battle field. The more that are launched give the player better abilities. (Cost: 25 credits, building time is 6 turns)

Missile Killing Satellite: The Missile Killing satellite uses lasers to attempt to ‘shoot-down’ enemy ICBMs. The more that are launched gives the player better ICBM killing abilities. Each satellite carries enough power to knock down 6 ICBMs. (Credit Cost: 50, building time is 8 turns)

Satellite Killing Satellite: Using lasers the SK Satellite can attack enemy satellites. Each SK satellite can attack 1 enemy satellite each turn. (Credit Cost: 60, building time is 8 turns)

Research/Upgrade Topics:

NOTE: When doing a military action (attack, defend, delay etc..) it is important you list what satellites and relevant research you have completed so I can take both of these into effect (in your favor) when doing the outcomes!

Each Research topic costs 15 credits and the research takes 4 turns to complete:

(you may research the same topic more than once to attain a higher ‘level’)

(to take full effect of research be sure to state what you have researched when you attack)

Ground Unit Upgrade Research
Naval Unit Upgrade Research
Air Unit Upgrade Research
Chemical/Biological Weapons Research (NEEDED FOR CHEM/BIO WEAPONS)
Nuclear Research (NEEDED FOR NUCLEAR WEAPONS)
Satellite Research (NEEDED TO LAUNCH SATELLIES)


-------------------------------------------------------------------------------

Nuclear Weapons Rules!

Each weapons system carries a select number of warheads:

TO BUILD NUCLEAR WEAPONS YOU NEED TO HAVE RESEARCHED ‘NUCLEAR RESEARCH’ FIRST AND YOU NEED A ‘NUCLEAR WEAPONS FACILITY’ !

Nuclear Missile Submarine: Each Submarine Class is Different

Missile Base: Has 8 long range, medium power ICBM missiles.

Underground Missile Silo: Has 4 long range, high power ICBM missiles. (This facility can only be destroyed by medium or high powered nukes)

Missile Satellite: Each satellite carries 8 MIRV low power warheads.

Plane Dropped Nuclear Weapons: Each capable Squadron carries 1 air-dropped high power nuclear warhead. Each ‘plane dropped nuclear weapons load’ can support 1 nuclear attack by 1 capable squadron. This is a ‘high powered’ weapon. (NOTE: Players must BUY each ‘plane dropped nuclear weapons’ load for their nuclear weapons capable aircraft. Cost: 25)

Nuclear Warhead Power:

High Power Warhead: Can destroy everything in a city or large area

Medium Power Warhead: Can destroy 4 facilities in a city or 6 units

Low Power Warhead: Can destroy 2 facilities each or 3 units each.

NOTE: Each weapon system (each sub, base etc..) is considered to have one ‘load’ of nuclear weapons. Once they fire off this ‘weapons load’ they are empty and to re-fill a base or unit or satellite you need to ‘buy’ new ‘nuclear weapons loads’ each load costs the same as the unit it is going into but there is NO building time!

-------------------------------------------------------------------------------

Biological/Chemical Weapons Rules:

TO BUILD BIO/CHEM WEAPONS YOU NEED TO HAVE RESEARCHED ‘CHEMICAL/BIOLOGICAL WEAPONS RESEARCH’ FIRST!

All of these weapons are deployed from Tactical or Strategic Bomber Squadrons. Each chem./bio weapon you buy is considered one ‘bomb load’ for a Tactical or Strategic Bomber to carry in ONE attack on ONE target.

Nerve Gas: Nerve Gas is the cheapest Chemical weapon and its very deadly. Its good against Infantry Units and Cities. (Credit Cost: 18)

Anthrax: Anthrax is a even more deadly biological weapon, its good against cities, but against troops it isn’t very effective. (Credit Cost: 25)

Small Pox: Small Pox is very deadly against cities but almost useless against front line army units. (Credit Cost: 40)

-------------------------------------------------------------------------------

City Attack Rules:

When a Strategic bomber unit, Tactical bomber unit, nuclear weapons or bio/chemical weapons are used on a major city (city located on the CIA world fact book map each nation has in their nation topic) the following rules are followed:

Each successful attack will take 2 credit income points away.

If there are factories in a city that has been successfully bombed consider them destroyed along with any credits they give. Units may also be destroyed in city attacks.

-------------------------------------------------------------------------------

Nation Occupation Rules:

Once you invade a nation you will almost always need to station units there on ‘occupation duty’.

The following units MAY NOT be used to occupy nations:

Any Naval Units
Any Air Units
Any Artillery Units
Spec Ops Division

Any other unit may be used as an occupying unit.

Movement Rules!:

Land Units: 1 Country each turn

All Air Units (EXPECT Strategic and Nuclear Bombers!):[b] 1 Country each turn

[b]Naval Units:
1 Ocean each turn

-------------------------------------------------------------------------------

Trade Units:
These units may ONLY be built once a trade agreement with another nation (player or non-player) has been signed and a Foreign Trade Facility has been built in both your nations! YOU MAY ONLY BUY ONE TRADE UNIT (OF ANY TYPE) EACH TURN!

Trade Truck Convoy: This is a convoy of 10-15 trucks carrying trade goods for overland trade routes. Each convoy that successfully makes the trip (leaving your Foreign Trade Center, going to your trade partner’s and returning to yours) generates +2 credits each turn. Each truck convoy may only go the trip once each turn. The Trade Truck Convoy may only go across your land border with a neighboring trade partner. (Cost: 8 credits)

Trade Plane: The trade plane follows the same rules as the Trade Truck Convoy but it generates +3 credits each round trip. The Trade Plane may cross another nation to reach your trade partner’s center. It can only make the round trip once each turn. (Cost: 12 credits)

Trade Ship: The Trade Ship can reach any Foreign Trade Center that is built in a city that has coastal access. It can travel anywhere and back within one turn and generates +4 credits each turn. It is vulnerable to enemy attack though. {Cost: 16 credits)

Special Forces Rules:

These operations are based on luck and if the enemy has his own Spec Ops units on counter-espionage operations. For these operations to be done the player must have a way for the spec ops unit to get into the target nation, like a land border or transport unit for example.

Sabotage: (Cost: 20 credits) A Spec Ops team may attempt to infiltrate an enemy nation and sabotage a specific facility or unit.

Incite Rebellion/Coup: (Cost: 40 credits) A Spec Ops unit may attempt to incite a revolt in a player controlled terroritoy (not the home terrority of a nation but one of its controlled terrorities)

Counter-Espionage: (Cost: nothing) Spec Op units may be placed on ‘counter espionage’ duty to attempt to catch enemy spec ops units.

Recon: (Cost: 20 credits) A Spec Ops unit maybe sent into a enemy nation to perform recon duties. This will increase a player’s chance of victory if he decides to invade the nation being ‘scouted’. (To take effect of this list any spec ops units on ‘recon duty’ in the nation when you it)

Assassination: (Cost: 40 credits) A Spec Ops unit may attempt to kill an enemy national leader. If this is successful it will lower the targeted nations ability to fight for a short time (2-3 turns)

-------------------------------------------------------------------------------

NATION TOPIC TEMPLATE!

(Copy and Paste this into your NATION topic and use it as your template)

(Nation name)

Leader: (Your name and title)

Info: (Type any thing you want in here, stuff about the country, the ruler, its history. Etc..)

Alliances: (List your alliances and treaties here)

Enemies: (List your enemies, if there is any, here)

Units: (List your units in this part, next to each unit put where it is:

Example:

1 M1A1 Tank Divison – London, Britain
1 Tornado Fighter Squadron – London, Britain
1 ‘Nimitz’ Class Aircraft Carrier – Northern Pacific
7 Infantry Divisions – Beijing, China, occupation duty)

Purchases: (List all your purchases here)

Factory Cost: (Update this as you build more factories and the prices go up)

Satellites in orbit: (List the satellites you have in orbit here and their orbit locations (for spy satellites))

Facilities: (List your facilities and their locations here)

Trade Partners and Trade Units: (List any trade agreements you have and any trade units you have, list each of the units trade routes and a total list of how many credits you make each turn for the trade units.)

Research: (List your completed and on-going research here)

Credit Income: (List your daily income of credits here)

Loaned Credits: (List any credits you’ve loaned to other players and any you’ve borrowed from other players)

Credits: (List any un-used credits you may have here for each turn)

Countries Controlled: (List any nations you have conquered here)

Embargoes: (List any current trade embargos you are performing here)

Bio/Chemical Weapons: (List any current biological or chemical weapon loads you have here)

Nuclear Weapon Loads: (List any extra nuclear weapons you have stockpiled for your nuclear units)

Current State of the Country: (Talk about the current state of your nation here)

Newspaper: (This is an option, some people like to have ‘newspapers’ in their topics)

NON-PLAYER Nation Credits:[b]

NOTE: Every Player Controlled nation is considered worth the amount in brackets next to it in the player list!

[b]0
[COST NO MOVEMENT POINTS TO MOVE THROUGH]
American Samoa
Andorra
Anguilla
Antigua & Barbuda
Ashmore and Cartier
Aruba
Baker Island
Barbados
Bassas da India
Bermuda
Bhutan
Bouvet Island
British Indian Ocean Territory
British Virgin Islands
Burundi
Cape Verde
Cayman Islands
Christmas Island
Clipperton Island
Cocos (Keeling) Islands
Coral Sea Islands
Equatorial Guinea
Eritrea
French Guiana
French Polynesia
French Southern and Artic Lands
Gibraltar
Glorioso Islands
Greenland
Guernsey
Heard Island & McDonald Islands
Holy See (Vatican City)
Howland Island
Jan Mayen
Jarvis Island
Jersey
Johnston Atoll
Juan de Nova Island
Kingman Reef
Kiribati
Maldives
Malta
Man, Isle of
Marshall Islands
Martinique
Mauritius
Mayotte
Micronesia, Federated States of
Midway Islands
Moldova
Monaco
Monserrat
Nauru
Navassa Island
Nepal
Netherlands Antilles
New Caledonia
Niue
Norfolk Island
Northern Mariana Islands
Palau
Palmyra Atoll
Paracel Islands
Pitcairn Islands
Reunion
Saint Helena
Saint Kitts and Nevis
Saint Lucia
Saint Pierre and Miquelon
Saint Vincent & the Grenadines
Samoa
San Marino
São Tomé & Príncipe
Solomon Islands
South Georgia and the South Sandwich Islands
Spratly Islands
Svalbard
Togo
Tokelau
Tonga
Trinidad & Tobago
Tromelin Island
Turkmenistan
Turks and Caicos Islands
Tuvalu
Uganda
Vanuatu
Virgin Islands
Wake Island
Wallis and Futuna
West Bank
Western Sahara

1[COST ONE MOVEMENT POINT TO MOVE THROUGH]
Afghanistan
Albania
Angola
Armenia
Azerbaijan
Bahamas, The
Bahrain
Bangladesh
Belize
Benin
Bolivia
Bosnia and Herzegovina
Botswana
Brunei
Bulgaria
Burkina Faso
Burma
Cambodia
Cameroon
Central Africa Republic
Chad
Chile
Comoros
Congo, Democratic Republic of
Congo, Republic of
Costa Rica
Côte d'Ivoire
Cyprus
Djibouti
Dominica
Dominican Republic
El Salvador
Estonia
Ethiopia
Falkland Islands
Fiji
Faroe Islands
Gabon
Gambia, The
Georgia
Ghana
Grenada
Guadeloupe
Guam
Guatemala
Guinea
Guinea-Bissau
Guyana
Haiti
Honduras
Kazakhstan
Kyrgyzstan
Laos
Latvia
Lebanon
Lesotho
Liberia
Liechtenstein
Lithuania
Luxembourg
Macau
Macedonia, FYOM
Madagascar
Malawi
Mali
Mauritania
Mongolia
Morocco
Mozambique
Namibia
New Zealand
Nicaragua
Niger
Oman
Panama
Papua New Guinea
Paraguay
Peru
Philippines
Portugal
Puerto Rico
Qatar
Rwanda
Senegal
Seychelles
Sierra Leone
Singapore
Slovakia
Slovenia
Somalia
Sri Lanka
Suriname
Swaziland
Tajikistan
Tanzania
Uruguay
Uzbekistan
Venezuela
Vietnam
Yemen
Yugoslavia
Zambia
Zimbabwe

2[COST 2 MOVEMENT POINTS TO MOVE THROUGH]
Algeria
Belarus
Colombia
Croatia
Cuba
Ecuador
Iceland
Jamaica
Kenya
Korea, North[COSTS ONLY ONE]
Libya
Malaysia
Nigeria
Sudan
Syria
Thailand
Tunisia

3[COST 2 MOVEMENT POINTS TO MOVE THROUGH]
Austria
Belgium[COSTS ONLY ONE]
Czech Republic
Denmark
Finland
Greece
Hungary
Indonesia
Jordan
Ireland[COSTS ONLY ONE]
Romania
Spain
Switzerland[COSTS ONLY ONE]

4
Australia[COSTS THREE]
Taiwan[COSTS ONE]
Mexico[COSTS TWO]
Netherlands[COSTS ONE]
Poland[COST TWO]
United Arab Emirates[COSTS ONE]
Norway[COSTS TWO]
Kuwait[COSTS ONE]
Turkey[COSTS TWO]

--------------------
 -

“An excuse is worse and more terrible than a lie, for an excuse is a lie guarded.” –Pope John Paul II

Posts: 5935 (0.95 per day) | From: USA | Registered: Mar 2002 (6243 days)  |  IP: Logged | Report this post to a Moderator


 
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