Warfare (Temporary)
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Warfare (Temporary)
Warfare
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.
Military Points
First off, we have a limit on how many units (tanks, bombers, supermegadeathcruisers etc.) you can have. We call this limit MP, or Military Points.
The amount that you have can be influenced by a few things, such as projects that you've made and your national focus. Be sure to read up on Projects and Programs and Nation and Corporation Starting Values to figure out what you've got.
If one of your units gets destroyed in battle, then you'll need to spend PP to replace them. Since you went ahead and read what I told you to (or you read it already, good job!), you'll know what PP means.
To replace a unit, you have to spend PP equal to the amount of MP that the unit is worth.
For example, say you have an infantry unit worth 1 MP. If he dies, you'll need to do a 1 PP project to train up some new guys.
Units
This is a list of the units that you can have, and how many MP they cost.
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
Units also need to be deployed. It costs 1 PP per MP for each unit, so a unit that costs 2 MP would take 2 PP to deploy.
Once deployed, you must pay 1MK a week per MP for that unit in maintenance. Undeploying is instant. You do not need to deploy if you are defending your own land using the units, only if you are using them in another country.
Note that you cannot deploy units simultaneously. They must be deployed one by one.
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.
Military Points
First off, we have a limit on how many units (tanks, bombers, supermegadeathcruisers etc.) you can have. We call this limit MP, or Military Points.
The amount that you have can be influenced by a few things, such as projects that you've made and your national focus. Be sure to read up on Projects and Programs and Nation and Corporation Starting Values to figure out what you've got.
If one of your units gets destroyed in battle, then you'll need to spend PP to replace them. Since you went ahead and read what I told you to (or you read it already, good job!), you'll know what PP means.
To replace a unit, you have to spend PP equal to the amount of MP that the unit is worth.
For example, say you have an infantry unit worth 1 MP. If he dies, you'll need to do a 1 PP project to train up some new guys.
Units
This is a list of the units that you can have, and how many MP they cost.
- All Units:
- Ground:
- Infantry:
- #- Standard Regiment
#Normal infantry armed with standard issue rifles. Multipurpose.
Strength: 5 | Type: Bullets | Cost: 1
Cannot target Aircraft
Good against Infantry
#- Anti-Tank Regiment
#Infantry armed with anti-tank rockets and explosives, has a secondary firearm to defend against infantry.
Strength: 5 | Type: Missiles/Bullets | Cost: 1
Cannot target Aircraft
Very good against Vehicles
Very bad against Infantry
#- Anti-Air Regiment
#Infantry armed with long range missile launchers, has a secondary firearm to defend against everything else.
Strength: 5 | Type: Missiles/Bullets | Cost: 1
Very good against aircraft.
Very bad against infantry
#- Mortar Regiment
#Use with caution, specialised infantry trained to take out stationary positions with bombardment. Has a secondary firearm as well.
Strength: 5 | Type: Shells/Bullets | Cost: 1
Very long range.
Cannot target Aircraft
Very good against anything slow or stationary.
Quite bad in direct confontation with infantry.
#- Special Regiment
#Highly trained infiltrator specialist forces armed to the teeth with heavy assault rifles, grenades, and snipers.
Strength: 7 | Type: Bullets | Cost: 4
Cannot target Aircraft
Very good against Infantry
Quite good against Vehicles
Required for Covert Operations
- Vehicles:
- #- Main Battle Tank
#Heavily armored tank using its main cannon to take out other vehicles with relative ease, has a top mounted machine gun for assaulting infantry.
Strength: 10 | Type: Shells/Bullets | Cost: 3
Cannot target Aircraft
Uses Bullets against Infantry
Very good against Vehicles
Immune to Small-Arms Fire.
#- Anti-Air Vehicles
#Mobile SAM systems capable of making the sky a very unsafe place, but highly vulnerable to everything else.
Strength: 10 | Type: Missiles | Cost: 2
Can only target Aircraft
Extremely good against aircraft.
Somewhat protected from Small-Arms fire.
#- Anti-Infantry Vehicles
#Fast and lightly armoured tank armed with a heavy caliber fast-firing turret.
Strength: 10 | Type: Bullets | Cost: 2
Very good against infantry
Very bad against vehicles
Somewhat protected from Small-Arms fire.
#-Artillery
#Includes howitzers and heavy deployed artillery, very long range but highly vulnerable to being surrounded by infantry.
Strength: 10 | Type: Shells | Cost: 2
Extremely Long Range
Cannot Target anything Nearby
Very good against vehicles
Very good against ships
- Buildings:
- #- SAM Network
#Local network of SAM sites, comes with targeting radar.
Strength: 8 | Type: Missiles | Cost: 1
Can only target aircraft
Very good against aircraft
Can only defend home region land
Cannot be targeted by Missile type weapons
Well protected from small arms fire
CANNOT SHOOT DOWN ICBMS. D:<
#- Heavy Cannon Positions
#Long range heavy guns excellent for defending a large area and providing support for other defending forces.
Strength: 6 | Type: Shells | Cost: 1
Very good against Vehicles
Very good against Ships
Can only defend home region land/coast
Extremely long range
Cannot be damaged with small arms fire
#- Light Cannon Positions
#Various fast-firing defenses such as pillboxes and gatling cannons.
Strength: 6 | Type: Bullets | Cost: 1
Very good against infantry
Quite good against aircraft
Can only defend home region land
Well protected against small-arms fire
Long range
- Air:
- #- Anti-Tank Squadron
#Uses heavy armor-piercing rockets and miniguns against vehicles to deadly effect.
Strength: 8 | Type: Missiles/Bullets | Cost: 2
Very good against vehicles
#- Anti-Ship Squadron
#Use with caution, specialised fast low-flying aircraft with torpedoes that can crack heavier ships like nuts. Also equipped with machine guns to stand a chance against attackers.
Strength: 8 | Type: Bullets/Missiles | Cost: 2
Uses Missiles versus Ships
Extremely good against ships
Very bad against aircraft
#- Air Superiority Squadron
#Fast and furious fighters armed with multipurpose homing missiles and machine guns, best used in large numbers for gaining control of the skies.
Strength: 8 | Type: Missiles/Bullets | Cost: 2
Very good against Aircraft
#- Bomber Squadron
#Slow lumbering bombers that can unleash death upon anything below, but can be massacred by fighters if they are not properly supported.
Strength: 8 | Type: Shells/Bullets | Cost: 2
Very good against Infantry
Very good against Ships
Very good against Vehicles
Extremely bad against aircraft
- Sea:
- #- Heavy Cruiser
#Slow but enourmous ship with massive turrets and a very large range to go with them. Has gatling cannons for aircraft threats.
Strength: 20 | Type: Shells/Bullets | Cost: 4
Extremely long range
Immune to Small-Arms fire
Very good against ships
Very bad against aircraft
#- Aircraft Carrier
#Biggest buildable unit, fully equipped with everything needed to be a mobile airfield. Also has a few turrets and gatling cannons.
Strength: 16 | Type: Shells/Bullets | Cost: 4
Uses Bullets versus aircraft
Immune to small-arms fire.
Allows usage of aircraft in non-adjacent countries with sea access
Very bad against Aircraft
Very bad against Ships
#- Missile Cruiser
#Comes with missile launchers and large deck silos filled to the brim with all kinds of missiles, mostly anti-air.
Strength: 8 | Type: Missiles | Cost: 3
Immune to Small-Arms
Quite bad against ships
Extremely good against aircraft
Forces aircraft to attack it before ships with more strength points (except destroyer)
#- Light Cruiser
#Backbone ship designed to take out other ships and withstanding a pounding.
Strength: 14 | Type: Shells/Bullets | Cost: 3
Immune to Small-Arms fire.
Very good against ships.
Quite bad against aircraft.
#- Destroyer
#Multipurpose ship but lightly armored, comes with missile launchers, sonar, and several turrets.
Strength: 10 | Type: Shells/Missiles | Cost: 2
Immune to small-arms fire.
Uses Missiles versus aircraft
Extremely good against Submarines
Very bad against Ships
#- Frigate
#Escort vessel designed to cover the flank of larger ships and safeguard them against various threats. Comes with sonar.
Strength: 6 | Type: Shells/Bullets | Cost: 1
Uses Bullets versus aircraft
Extremely good against Submarines
Immune to small-arms fire
#- Attack Submarine
#Sneaky vessel filled with torpedoes, can deliver a terrifying surprise to unguarded heavy ships.
Strength: 12 | Type: Missiles | Cost: 2
Can only be targeted by Ships.
Can only target Ships
Invisible to ships until it attacks.
Extremely good against ships
Forced to attack Frigates and Destroyers first
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
Units also need to be deployed. It costs 1 PP per MP for each unit, so a unit that costs 2 MP would take 2 PP to deploy.
Once deployed, you must pay 1MK a week per MP for that unit in maintenance. Undeploying is instant. You do not need to deploy if you are defending your own land using the units, only if you are using them in another country.
Note that you cannot deploy units simultaneously. They must be deployed one by one.
Parascyther- Posts : 2
Join date : 2014-05-21
Age : 25
Location : KSPRP. What, thought I had a life?
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