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Author Topic: Holland
-Ma$oN-  

Terrorist

Member # 600

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The Dutch

Allies:

Enemies:

Units:
8 heavy camels
10 needle gunners

Ground Units:

Naval Units:

[ October 05, 2002, 22:06: Message edited by: -Ma$oN- ]

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Posts: 7550 (1.16 per day) | From: Shiorwa Middle School... | Registered: Sep 2001 (6457 days)  |  IP: Logged | Report this post to a Moderator
-Ma$oN-  

Terrorist

Member # 600

Member Rated:
4
Icon 1 posted      Profile for -Ma$oN-     Send New Private Message       Edit/Delete Post   Reply With Quote 
.day one:
100 cr
10 cr upgrade for heavy camels
8 heavy camels
10 needle gunners
end: 0

[ October 05, 2002, 22:05: Message edited by: -Ma$oN- ]

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Posts: 7550 (1.16 per day) | From: Shiorwa Middle School... | Registered: Sep 2001 (6457 days)  |  IP: Logged | Report this post to a Moderator
-Ma$oN-  

Terrorist

Member # 600

Member Rated:
4
Icon 1 posted      Profile for -Ma$oN-     Send New Private Message       Edit/Delete Post   Reply With Quote 
Starting

All players will start off with one army of every colony they own, they are small but they can be added to to make for a strong force. Here are what will be present on your colonies:

12 Militia
5 Flint Lock Smooth Bores
2 Sentinels

All players will begin with 100 Credits

Players/Nations, Rules

Here are the playable Empires:

England - Junglist
Spain - Shagi_Hamiro
France - Dkrumral
Portugal - xx Ice xx
China - SIVA
Russia - AnarchyRulz
Holland - Mason
Germany - kenny
Ottoman - Teapot
India - darkmind
Italy - gbotto
Poland - 2-D
Japan - Jason the King

Every nation will have a bonus and ive tried my damndest to make it all even, although as always with bonuses there are small advantages/disadvantages and ill do the best i can to work them out, as for nation selection don't think I chose Spain because they are the best and i made it unfair just to help myself but i chose them because i believe they have the most interesting Imperial History, the same with Junglist, mind you he is English to.

Rules

-Credits per turn are automatically set at 15 per turn plus their standard bonus given them.
-Each extra colony owned gives 10 Credits per Turn
-All non-player territories are inhabited by Native Tribes whom you must do one of 3 things to gain passage/ownership

A) Conquer them
B) Give them a gift hoping they'll be honored and allow passage
C) Give them a gift and they may join your cause and allow you ownership of the land.
D) They may be insulted and still attack (most often the case)
if this happens you keep that gift

-For every tech researched your allies can get it at a 20% price save the next turn.
-In order for trade to be established on land all nations wanting to trade amongst each other must have a market and buy Trade Carts or Caravans, just keep in mind if an enemy intercepts these before they reach their location trade carts are defenceless and the carts will be destroyed, 80% of the credits in transport lost and 20% of the onboard credits will be plundered by the attacker. Although some carts may be able to escape if the enemy does not attack with Cavalry.
-Trade by sea requires Docks and Trade Cogs or Trade Liners
just keep in mind like Trade Carts these are defenceless, they are however fast, if they are engaged by slow moving ships such as Canon Galleons if they arent in large numbers you may only lose 1 in 4 ships, but for every trade unit destroyed 20% of its carge is sent to the enemy stockpile. Escorts are recommended for large Trade Convoys.
-Unit production on newly conquered colonies you must build military buildings on them, the colonies you start with however already have a Barracks, Stable, Archery Range, Siege Workshop, and a Fort.
-If an ally is sending you credits they must be sent by either trade carts or Trade vessels, but if you lose these then all i gotta say is you burn, if it is a credit gift (IE an ally needs 5 credits and you send them it) and that cart gets taken the enemy will get 100% of that cargo. Also this could make for bad relations, if this amount is to be paid back on a later date and it doesnt arrive the recieveing nation must pay for the losses even if they arent recieved which isnt good when you need credits in the first place, however the sending ally can say forget it but in either case its just bad to lose 100% to an enemy for his own use. So if you're expecting cash from an ally i'd recommend you help escort it.
-Fishing Ships can also be purchased producing 2 credits a turn.
-With transport ships being sent across waterways you'd better be sure as hell theyre protected because they maximum attck theyll have is that of a galley (very weak only firing arrows against cannon balls) and if you lose a transport ship every unit on it will die.
-Capital Territories aren't recommended to be attacked early on, because each Capital territory starts with a Castle (very strong defencive structure) and players may be able to build more castles, at great cost but they are excelent defences.
-In each turn you can buy units and place them anywhere you have the necessary military buildings, and unlike the newly proposed rules by gbotto in the modern wargame which have been greatly debated the rules will stand like so, with saved up credits at the start of your turn you can only spend 50% of them and the full amount given at the start of that turn (thank you fighter) but this is also on the defence/offence or just plain old building up.
-Combat moves stay as is, once you make an attack you cant decide to go back on it, you may be able to make small last minute changes but thats it.
-CHEATING will not be accepted whatsoever, i will be keeping close tabs on credit incomes, if anyone is found to be cheating then they will be penalized, half of their saved up credits will be taken away, and their next turns income will be taken away, and depending on how bad it is other actions may be taken, if you've been found to be taking in way too many credits for amny turns i may go as far as emptying out your saved credits, cancelling your income for 3 turns, and elminating 25% of your trade vessels so all in all DON'T CHEAT!
-In the start of each turn you must list all of your colonies with their income of 5 + any farming, also the numbr of trade carts/caravans you own and how much theyre bringing in and the same with Trade Cogs/Vessels and their incomes then total them to show your total income, this will make things easier to keep up with and reduce and possibility of cheating.
-You must make a topic about your nation just like in other wargames and include the above, your unit purchases, building purchases and where they're being placed
-An Attack Thread will be posted in there tell me what you're attacking with, where you're attacking from, where you're attacking and be sure to put some description into your strategy, if you just say "ill take this and hit them" you'll lose many more men.
-Counterattacks are allowed so when you come under attack take necessary action to help defend as well as possible.
-If an attack is made with specifying units used, where you're attacking from or where you are attacking it will be ignored.
-An official topic will be posted here post your purchases, alliances blah blah you know the drill.
-Cutting trade routes (What FUN!) you can always conquer territories between enemy/neutral trade routes this is good to piss people off, destroy trade and act as a middleman, if they have to pass through your territory you can charge up to 20% of their total cargo but just keep in mind, they may tell ya where to go and attack to get their trade route back, in the diplomatic world the cutting of trade is not appreciated and it may begin a war.
-Further research is always good, researching gun powder gives you the ability to create canon, muskets, canon galleons, and other such weapons, and eventually the cartridge resulting in a deadly doubling of fire rate, then late in the game theres the dreaded Gattling Gun yes you heard right, a 6 barrelled gun mounted on an axel with a crank allowing a VERY high fire rate and you can practically mow down armies with it, 3 of these things can easily chaneg the outcome of a battle, but this is long off from the start.
-research of armor/weapons techs, these can add armor/attack points as well as range points and in battles a bit of armor, some stronger weapons and stronger bows can really make for a lopsided outcome! research those techs.

Empire Bonuses

England - +4 Credits per turn, +5 capacity for transports, +5% Infantry accuracy.

Spain - +4 Credits per turn, +10% ship Canon Capacity, +5% Infantry Accuracy

France - +4 Credits per turn, +25% native relations, +1 credit fishing ship production, -10% ship production cost

Portugal - +5 Credits per turn, +1 Credit Trade Ship capacity, +1 Cavalry range of movement (in battle when charging ranged units)

China - +6 Credits per turn, +1 Firearm Troop defence vs Cavalry, -10% ship building cost

Russia - +4 Credits per turn, +10% Infantry accuracy

Holland - +4 Credits per turn, +3 Credits per trade vessel, +5 Transport capacity

Germany - +4 Credits per turn, +15% Infantry Rate of Fire

Ottoman Empire - +5 Credits per turn, +2 Canon range, +5% Infantry Accuracy

India - +6 Credits per turn, 10 Free Camel raider at start, +3 Credits overland trade units.

Italy - +4 Credits per turn, +1 trade vessel credit production, +5 Capacity for transport ships.

Poland - +3 Credits per turn, +5% Infantry Accuracy, +10% fire rate, +1 Credit overland trade bonus

Japan - +4 Credits per turn, +5 transport ship capacity, +5% fire rate bonus for Infantry

Buildings Available for Purchase

Barracks - Train Infantry here, required on any territory which you wish to produce your Infantry on.
(10 Credits)

Stable - Creates un-ranged Cavalry such as Light Cavalry, Dragoons and Camels units.
(10 Credits)

Shipyard - Used to create Warships.
(10 Credits)

Dock - Used for trade and creating trade vessels, transport vessels and fishing ships.
(5 Credits)

Market - Used to create land trade units and recieves/creates credits for carts.
(15 Credits)

Fort - Used for defence, has 5 Breech loader canon, 2 Mortars and can hold a garrison which multiplies their firepower by 2. Garrisons up to 15 Units.
(30 Credits)

Castle - Used for defence, has 10 Breech Loader Canon, 4 Mortars, Produces 2 Free militia per turn, multiplies garrison firepower by 3. Garrisons up to 30 units.
(62 Credits)

Weapons Shop - Creates Pikemen and Halberdiers.
(4 Credits)

Warmachine Forge Shop - Where war mahcines such as the Breech loader canon, Mortars and Gattling guns are created....

Unit List

Barracks

Militia - Carries a smooth bore musket with limited attack and range as well as accuracy, very weak vs Cavalry and trained Soldiers.
Accuracy: 30%
Range: 3
RPM: 2 (rounds per minute)
(2 for 1 credit)

Match Lock Musketeer - This is the start of the Gunpowder unit line, this unit carries a muzzle loaded musket with a slow burning fuse to spark the charge, slow to fire but effective and deadly at a range, strong vs Infantry, Weak vs Dragoons and Heavy Camels.
Accuracy: 50%
Range: 4
RPM: 2
(1 for 2 Credits)

Flint Lock Smooth Bore - This Unit uses a powder charge with a flint hammer to make a spark and set off the charge, decent range and reasonably accurate, very strong vs infantry, Weak vs Dragoons, but slightly stronger due to the addition of the Bayonet.
Accuracy: 55%
Range: 5
RPM: 3
(1 for 3 credits)

Percusion Cap Rifled Musketeer - Very accurate with a strong strike and a long range, Very strong vs Infantry and smooth Bore rifles, weak vs Dragoons, good for some Hand-To-Hand combat.
Accuracy: 70%
Range: 6
RPM: 3
(1 for 4 Credits)

Needle Gunner - Breech loading rifle which can be loaded while the troop is laying down rather than crouching, this leaves him less vulnerable to enemy fire, making him more effective and harder to kill.
Accuracy: 65%
Range:5
RPM: 4
(1 for 5 Credits)

Sentinel - A mounted troop with a musket, very effective in quick attacks and strong vs Infantry, Carries a Sabre so can defend itself in Hand-To-Hand combat.
Accuracy: 45%
Range: 3
RPM: 3
(1 for 3 Credits)

Mounted Officer - Gives Direction to Troops, increases Attack by +3, Carries a Sabre and a flint lock pistol, an hold his own in combat but should be protected, weak vs Dragoons.
1 per military group
Accuracy: 40%
Range:3
RPM: 2
(1 for 5 Credits)

Martini Henry Cartridge Rifleman - Single shot rifleman firing cartridged rounds at a fast rate, Accurate and long ranged, large calibre round doing significant damage. Comes with Bayonet so they can hold their own vs Cavalry if needed to.
Accuracy: 70%
Range: 5
RPM: 5
(1 for 7 Credits)

Assault Cavalry - A Cavalry unit carrying a double Barrelled Shotgun firing slugs and buckshot, effective against hand to hand units and good for catching enemies offguard, however if the enemy is prepared these units are ineffective, element of surprise is necessary.
Accuracy: 50%
Range: 3
RPM: 6
(1 for 4 Credits)

(75 Credit Upgrade)

Winchester Repeating Rifle Trooper - Carriers the origional repeating Rifle, a Lever Action Winchester firing cartridge shells at a very Fast rate, very strong vs slow firing troops. Comes with Bayonet and coupled with the high fire rate effective against Cavalry
Accuracy: 75%
Range: 6
RPM: 10
(1 for 9 Credits)

War Machine Forge Shop

(200 Credit Upgrade)

Gattling Gun - VERY high rate of fire with a long range and hard hitting round. Can sweep a battle field clean in a matter of hours if enough are present, can easily be taken by Cavalry units if not defended.
(1 for 30 Credits)

Smooth Bore Canon - Fires a solid round, can cause shrapnell and the solid iron ball can cause havoc in tight enemy ranks. However if they are not protected can easily be taken and used by the enemy by Cavalry.
(1 for 25 Credits)

Breech loading Canon - Fires either a Solid ball, same effect as the Smooth Bore, or can fire Grape Shot which massacres enemy troops in tight formation, although only 3 grape shot can be fired by a canon per battle then it switches to solid shot.
(1 for 32 Credits)

Mortar - Very Large Calibre, fires explosive rounds, very effective against enemy positions or enemy troops in tight formations standng ground. However can be easiy taken by enemy cavalry if not well protected.
(1 for 30 credits)

Weapons Shop

Pikeman - Carries a 10-14 foot long Spear, Large Bonus vs. Cavalry but are mowed down by Enemy Infantry and Ranged units.
(6 for 1 Credit)

(10 Credit Upgrade Required)

Halberdier - Carries an 8 foot long Spear with both a Spade and an Axehead on it, Huge Bonus vs Cavalry, still weak vs ranged units (except skirmish units) and easily defeated by Broad Swordsman.
(3 for 1 Credit)

Stable Units

(All have weaknesses against pikemen and Halberdiers as well as Camel Units)

Light Cavalry - More suited to combat, good vs ranged units, weak vs armoured troops and Cavalry, Small Armour and Attack Points.
(2 for 1 Credit)

Hussar - Well suited to light combat and skirmishes, Fast, excelent ranged unit killer, can hold up against Armoured infantry to a degree, still weak vs Armoured Cavalry, Excelent Siege/Trade killers.
(1 for 1 Credit)

(15 Credit Upgrade)

Dragoon - This is the ULTIMATE Cavalry Unit, Very Heavily Armoured and Armed, Highly trained and Motivated, with a Heavy Warhorse and very Experienced, Excelent vs Cavalry, Ranged units, Armoured Infantry (Broadswordsman, Champions) Siege, Cavalry Archers, however they have a weakness against Heavy Camels and Halberdiers.
(1 for 8 Credits)

Camel Raider - Superb against Lighter Cavalry units, Archery Range units but very weak against Armoured Infantry and Pikemen/Halberdiers.
(1 for 3 Credits)

(10 Credit Upgrade Required)

Heavy Camel - Strong vs Cavalry and Ranged units, weak vs Halberdiers and heavily armoured Infantry.
(1 for 5 Credits)

Naval Units, Shipyard/Dock

Dock

Fishing Boat - A Small sea vessel which uses gill nets to catch many different varieties of fish, can carry a small amount of fish, small so is not able to travel far from coast, however the size is ideal for shore fishing. Each boat provides 1 credit per turn.
(1 for 5 Credits)

Fishing Troller - A Large fishing ship, uses weighted gill nets to catch many different varieties of small to large fish. Carries a large amount of fish but is too large to fish in shallow waters, used for deep seas, at least 1 turn of travelling from land, an ideal location is the Grand Banks off of the coast of Newfoundland and Greenland. Produces 3 credits per load
(2 turns)
(1 for 10 Credits)

Transport Ship - Transports 5 land units across water. Defenceless unless carrying canon, or gattling gun, has attack when carrying other ranged units but very little.
(5 Credits)

Transport Freighter - Transports up to 15 land units across water. Has defence of 2 Canons on each side, still weak vs warships, additional attack if transporting canon or gattling guns.
(12 Credits)

Wooden Warships
Shipyard

Gun-Brig - Basically a small fast ship with very little fire power, best used in coastal areas, rivers and lakes. Carries 6, small 9 pounder canon. Crew of 20. 16 Range
(1 for 3 Credits)

Sloop - These ships are small, fast and agile, carries 18, 12 pounder canon firing small iron rounds at a small calibre, weak vs heavier warships, ideal for Sinking/Capturing enemy trade ships. Crew of 100. 16 Range
(1 for 6 Credits)

Frigate - Medium sized warships, fast, agile, carries 40, 18 pounder canon, Iron or Grape shot, ideal for trade attacks, good vs light warships, ideal for escorts. Crew of 200. 18 Range
(1 for 18 Credits)

Galleon - Reasonably large warship, fast, somewhat sluggish, used for open water battles, Fires Iron or Grape Shot, as well as chain shot (2 canon balls connected by a chain used to take down rigging), carries 80, 24 pounder canon. Crew of 500. 15 Range
(1 for 30 Credits)

Valiant Class - Large warship used for oceanic battles, sluggish but maneuverable for it's size, carries 70, 24 pounder Canon and 30, 32 pounder Canon, fires Iron rounds, Grapeshot, Chain shot. Crew of 850. 18 Range for 24 Pounder, 20 Range for 32 Pounder.
(1 for 45 Credits)

Valiant Class Flagship - Large warship used for oceanic battles, sluggish but maneuverable for it's size, carries 76, 24 pounder Canon and 34, 32 pounder Canon, fires Iron rounds, Grapeshot, Chain shot. Crew of 900. 18 Range for 24 Pounder, 20 Range for 32 Pounder.
(1 for 60 Credits)

Juggernaut - Very Large warship, oceanic battles, Sluggish, carries 100, 24 pounder canon, 40, 32 pounder canon, fires all 3 types of round. Crew of 1000. 18 range for 24 pounders, 20 range for 32 pounders.
(1 for 85 Credits)

Juggernaut Flagship - Very Large warship, oceanic battles, Sluggish, carries 120, 24 pounder canon, 44, 32 pounder Canon, 10, 42 pounder Canon, fires all 3 varieties of shot, crew of 1100. 18 range for 24 pounders, 20 range for 32 pounders, 19 range for 42 pounders.
(1 for 100 Credits)

Note: Valiant Class and Juggernauts are THE warships, 1 or 2 of these in a Fleet make for a formidable force, not to be messed with, a Juggernaut can easily take out 4 Frigates.

Trade Ships

Trade Vessel - Fast, light, carries small amount of items, defenceless and in large numbers escorts are recommended, on 1 turn journeys description is not needed to recieve 2 credits per turn, if a jorney of over 1 turn is required please state where it is you are going or credits will not be recieved.
produces 2 credits per turn each.
(1 for 6 Credits)

Trade Cog - Fast, heavy, carries large amount of cargo, escort for more than 3 in a group recommended, produces 3 credits per turn each, same rules apply as above for long distance trade, defenceless against enemy ships.
(1 for 8 Credits)

Note: Trade ships may only trade with provinces which have a dock.

Market Units

Trade Cart - Fast, defenceless, produces 1 credit per turn each, more than 5 in a group should have some sort of escort.
(1 for 3 Credits)

Trade Caravan - Fast, Defenceless, Produces 3 credits per turn each, escort recommended for groups.
(1 for 7 Credits)

Note: May only trade with territories which have a market.

[ October 05, 2002, 22:07: Message edited by: -Ma$oN- ]

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Posts: 7550 (1.16 per day) | From: Shiorwa Middle School... | Registered: Sep 2001 (6457 days)  |  IP: Logged | Report this post to a Moderator


 
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