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Author Topic: Updated Attack Rules
Shagi_Fighter Moderator 
Monkey See Monkey Do
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HELLO HELLO

Some of these rules are similiar to the old ones and should be familiar. There are a few that are completely new. This SHOULD cover everything. Please put you ideas forward if you don't like a rule, and have a better option.

Russia VS. China Credits

Everyone should know about this one. Lets say you saved up your money for a few days, and then the enemy attacks you. Will you be allowed to use those credits? This is how it is going to work.
1. If you got credits from the past and you are attacked you must divide them in half and only use half the credits.
It isn't totally fair if you can save up all your credits and then when attacked use all those credits to buy counter units.
2. Now, lets say someone posts an attack on you at the very start of the next turn before you post what you buy. If it is on the same turn, you can use ALL YOUR CREDITS FOR THAT DAY.

Review: You can only use half of the credits you got saved up from past days, but you can use ALL the credits you make on the day of the attack from your credit income.

Example: China makes 20 credits a day. For Truns 5, 6, 7, and 8 he saves his credits. So now he has 100 credits. On turn 9 he gets attacked. China gets half of the 100 credits from the past, and the full 20 for turn 9. So he gets to use 70 credits for a counter attack.

Swedish Occupation

Sweden was the first country to attack and defeat another real player nation. Gbotto and I had to decide on a way of giving occupation units. Normally I pick my occupation units on what a country has for military and population in real life, but since we're going by the military you make in this game it doesn't work. So, occupation units are 150% of what the nation is worth. So Ukraine is wroth 8 credits a day. 150% of 8 is 12. So Ukraine needs 12 occupation units.

The Disagreeing French

When a Moderator does an outcome you get the chance to give you opinion. However, if the Moderator says tough luck or something, you better leave that Moderator alone. Because some poeple might abuse their right to voice an opinion I'm giving Moderators the ability to change outcomes for the WORSE! This is a deturant to try and keep people from pestering the Moderators too much, because we are busy and need to keep this game moving. So far nobody has been bad about this, but France is the one that has disagreed the most with his outcomes so this rule is named after him.

Moderators VS. Democracy

When it comes to outcomes vs. non player nations Moderators are ALWAYS right. However, we have a lot of arguments over outcomes vs. real player nations. These fights involve everyone. If there is something where the Moderator may be cheating, or NOBODY likes this rule, then a vote will be taken. It will take like a 3/4 vote to overturn a Moderators outcome or decision on a rule or something like that.

Ukraine Cancels

Sweden attacked Ukraine while the Ukraine posted that it was going to attack Moldova. However, it canceled the attack and went on a defensive against Sweden. This can be done. However, if a Moderator posts the outcome you can not go back and say you didn't do the attack! If you cancel an attack to defend your country against an invasion, you will lose a lot more units because your units were not prepared for a defensive, but an offensive instead.

Lets say you invade a country, and another person sees you are invading someone. That other person decides to invade you. Now, you know you’re screwed because your units are on offensive, not defensive, and you will lose a lot more units. If you delete the invasion of another country that you have to erase the evidence, you will be punished far worse in the outcome if the Moderator finds out.

USA Purchasing

Once you purchased something for that turn, and then you are attacked, you are not allowed to switch units with something else. If you are in peace and you decide to change a purchase, you can only change the purchase from one Day before. You can not change purchases any farther back in the past unless you talk to a Moderator about the situation first.

USA vs. Europe to Help

If you send units to help another, but on you way an enemy sends forces to stop them you got a few choices. If you got stuff like radar you can turn around. If you don't have radar you better hope your units can counter anything that is being sent against you.

Japanese Vacation

If a player is on vacation they may not be attacked until they have returned. The player on vacation may not have somebody else buy units for them, or play for them. A player on vacation (or just missing a bunch of days for an unknown reason) may not go back in time and take over nations, buy stuff, or attack other nations on the turns they have missed. You should always contact a Moderator, or leave a post saying when you are going on vacation and for how long if possible.

Iraqi Defensive

You must have a clear, and readable list of all your units in the attack post. An example would be:
3x Infantry Units
2x Tanks
4x Fighter Planes
It might help if you add up the total price of all the units.

German Losses Cause of Bad Attacks

The more effort you put into an attack, the better the result will be. It helps best if you describe what units protect what, and the course of direction and cities your military will take out first. DO NOT put stuff in your attack like “the enemy started attacking me with Tanks, so I sent in my anti-Tank units and won!” When you do that you are doing the Moderators job, so DO NOT DO THAT. You can say, “if the enemy attacks with tanks, my anti-tank units are to come to the front lines to try and stop them.”

Nuclear War

Everyone must say where their units are at all times. This includes not only what country they are in, but what cities they are in also. Only cities on the CIA maps may be used. If you do not list where you ground units are, and you at hit with a High Power nuclear weapon, it will be assumed that ALL your units in that country are destroyed. If you don’t list what oceans you ships are in, and they are hit by a High Power nuclear weapon, then ALL your ships will be destroyed.

German Trade Haters

THE RULES ON ATTACKING TRADE (Trade Ships will be used as the example since it is the most commonly used Trade Unit)
Raiding Trade – If you plan on attacking Trade, you must state the trade route between the countries you are attacking. Example would be: 3x Trade Ships (Bat Yam-Israel to New York-USA). You may only attack TWO trade routes in ONE turn at maximum.
Defense Against Raids – If you don’t want your trade units destroyed, you must buy a ship or ships to defend them. Now, if your trade route is about to be raided, you got some choices. MUST SHOW WHAT SHIPS ARE PROTECTING WHAT ROUTES IN YOUR TEMPLATE.
A. You can turn you trade ships around and they can’t be attacked; however, you lose all those credits for one turn on the next turn.
B. If you chose plane A, then you got another option. You can call in the rest of you Navy and try and defeat the enemy’s ships. However, most likely you will lose the ship that was protecting your trade route if it isn’t very strong by the time your Navy comes to the rescue. If you pick this option the enemy may retreat before your Navy comes to fight. You still lose your credits the next turn for having your trade ships turn around though even if the enemy retreats.
C. If you got a strong ship or ships protecting the trade route, you may attack the enemy forces. If you win, your trade ships may continue trading without losing credits for the next turn.
Destroying All Enemy Trade – The only way you can destroy all of the trade routes in one turn is by invading the enemy country, and destroying the trade centers themselves. However, destroying the trade centers may piss off the person your enemy is trading with.
Embargoing – This is the main purpose that trade was invented (other than getting you credits of course). Embargoing is kind of like the peaceful way of getting your enemy or just another nation that may be a threat to you or your allies to cool it down. If you embargo trade, you are not destroying or attacking anything, only BLOCKING the trade route.
-You must have at least ONE ship for every Trade Ship you block.
-You may Embargo as many Trade Ships as you want as long you specify what Trade Ship you are blocking on what route, and as long as you got enough ships to do the embargo.
The enemy loses all the credits starting on the turn after the embargo was started, and can not get credits back until the turn AFTER the embargo is lifted.
Lifting An Embargo On You – Lets say the nation that is embargoing you won’t lift the embargo, you have some options. You even have the chance of not even losing any credits at all.
A. If you got escort ships, you can attack the embargoing ships. This may start a war though. If your escort ships can destroy the enemy ships, then your ships may continue trading without having to turn around and lose credits.
B. If you can’t beat the enemy ships with your trade escort ships, then YOU MUST turn your trade ships around. Then, you can bring in your entire Navy to take out the enemy ships. Then you may continue trading the next turn, and start getting credits again. You still lose credits on the next turn though for having to turn your trade ships around.
C. Peace talks. Even if you talk the other nation into lifting the embargo on the same turn they started it, you STILL lose credits for the next turn. However, at least the embargo was lifted the same turn, and you won’t lose credits for two or may turns in a row.

If you are attacking, embargoing trade, ect., it would be helpful if you quoted from a players template to show what units he may or may not have escorting his trade. This is to cut back on people cheating. If someone doesn't have a clear template showing this, then tell me and I will set them straight.

Movement Rules

Ground Units – Can only move over 3 countries in ONE turn. If you are crossing over player nations, you must get permission from them first if they are not your allies. If crossing over non-player nations, then you must have to pay those nations credits to pass over them. You may cross over any nation without paying credits, but if you don’t pay, YOU WILL BE ATTACKED.
Air Units – Can only fly over 6 nations in ONE turn and MUST have a place to land at the end or before flying over 6 countries. You may not fly over 6 countries to attack someone, and then fly back in the same turn. If crossing over a small body of water like from England to France, or from England to Norway, that body of water counts as 1 movement. Another example would be like flying from Japan to China. There is a body of water between the two countries, so that water counts as 1 movement.
-Mediterranean Sea counts as 2 movements.
-The shortest way the USA could fly to South America without going through Central America is to fly over the Gulf of Mexico and Caribbean Sea. Together they are 2 movements.
Remember to list the exact route your units are taking. The only Air Unit that can fly around the World and still attack is a Stealth ‘Nuclear Capable’ Bomber. That is why they are very expensive.
Naval Units – Can move only 1 ocean in ONE turn. They may go from one ocean into a sea that connects to that ocean in ONE turn.

IF YOU TAKE OVER A NATION, IT BECOMES YOURS AND COUNTS AS ONE MOVEMENT TO ANYONE ELSE. HOWEVER, THE NATION MUST BE CONNECTED TO YOUR OWN OR TO ANOTHER NATION WHICH YOU CONQUERED. Example: If you are Israel, and you defeated Iraq so it is yours. However, you don’t own Jordan. If you move over Jordan, that is ONE movement. Now, even though Iraq it is yours, it will still count as one movement now also since it is not connected to your country. However, you can change that by defeating Jordan. If you do, then Israel, Jordan, and Iraq become ONE big country.

Too Little Too Late

Lets say you got ground units that are being attacked. Now you send other units to help them. The enemy doesn’t wait around for that help to arrive. The enemy will keep on attacking. So even though you sent help, those units that the enemy were originally attacking, will receive most of the damage.

Using Land Aircraft To Defend The Seas

If there is a battle going on the ocean, or on the sea, YOU MAY NOT use air units based in your country to help. The only time you can send land base air units to fly over the water to attack the enemy is when the enemy is invading your country and has ships by your shores.

ALL RULES ARE SUBJECT TO CHANGE IF NECESSARY. RULES CAN ONLY BE CHANGED BY A MAJORITY VOTE, OR BY THE MODERATOR.

[ October 16, 2002, 02:59: Message edited by: Shagi_Fighter ]

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

Posts: 5935 (0.96 per day) | From: USA | Registered: Mar 2002 (6169 days)  |  IP: Logged | Report this post to a Moderator
Shagi_Fighter Moderator 
Monkey See Monkey Do
Member # 443

Rate Member
Icon 1 posted      Profile for Shagi_Fighter     Send New Private Message       Edit/Delete Post   Reply With Quote 
HELLO HELLO

Something else I'll add about defense against raids on trade. If you picked Plan B, and you send your Navy to attack the enemy, I would suggest not sending your other ships that are protecting other trade routes. The enemy can't attack those trade routes on that turn if you do move them; however, he may have an ally that can attack those now unprotected routes.

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 -

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

Posts: 5935 (0.96 per day) | From: USA | Registered: Mar 2002 (6169 days)  |  IP: Logged | Report this post to a Moderator


 
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