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Important announcement! I've decided to make an overhaul of the game. The combination of my inefficient spreadsheet and the loss of two more players has made me rethink how I approach this game. With such a small player base, I've decided to remake the game to better suit the number of players we have now. I apologize for those who really liked the current idea. I will be working on the mechanics and hopefully get the basic ideas out later today. We will still be dealing with the world war 2 era technology but, other than that, you will have to wait until I show the new mechanics. The new rules and mechanics will be shown in this thread as well as a continuation. Thank you and I apologize for any inconvenience this may cause.
 
World War 2 Mini-game 1

For those who were players during the first bit of my game, I thank you for returning. As you heard from my announcement, I've encountered some issues with the original mechanics which forced me to do this overhaul. I hope to start simple and slowly build up to a game that's more similar to the game I just abandoned. Essentially, I'm trying to construct the individual building blocks and slowly build my way back up.

We will first focus on combat and units. Note that I won't be implementing all of the upcoming mechanics in the final game I'm aiming for but I will be using bits and pieces. Now, I'm certain you want to learn about the new segment of the upcoming game.

Game Rules

Introduction:
This will be a battle game where each player has control of a few units. There will be a map that is made up of square grids where the battle will take place. Each player will start with a certain amount of PP and RP which they will use to pick their units and invest in technology. After the initial stage, the players will be strategizing on how to deploy their troops, outmaneuver their enemies and crush the opposition. For this particular game, there won't be any fog of war so you know where the enemy units are. You just don't know specifically what the units are.

Map:
Below is the grid map we will be using. The red squares are locations which offers double the defense for units stationed there.

R5p0Auy.png


Different units will have different movement points which will be shown below.

Research:
Each player will start with a certain amount of research points (RP) at the start of the game. After investing in technology before turn 1, the investments will remain the same for the entire duration of the game. Research can be broken down into the following:

Infantry Fire: how well infantry performs in combat against other infantry, tanks and planes
Tank Weapon: how well tanks fight infantry and other tanks
Artillery Fire: how effective artillery bombardment is
Tank Armor: how well tanks withstand hits
Plane AG: how well planes handle ground units
Plane AA: how well planes handle air units
Plane Armor: how well planes withstand hits

Note: I've combined fighters and bombers into one unit as fighters were pretty underwhelming in the previous game.

Production:
Each player will start with a certain amount of production points (PP) at the start of the game. These points will be used before turn 1 so each player can recruit the units to deploy onto the battlefield. There will be no additional PP for the rest of the game.

Units:
There are several different units made available to the players. Their stats and cost are shown below:

Infantry (3/1/2/0): 1 PP for 1000 infantry
Light Tank (2/2/4/0): 1 PP for 100 light tanks
Medium Tank (4/4/3/0): 1 PP for 50 medium tanks
Heavy Tank (6/6/1/0): 1 PP for 25 heavy tanks
Artillery (8/1/1/3): 1 PP for 100 artillery
Plane (4/4/6/0): 1 PP for 50 planes

Each unit has four stats (attack/defense/movement/range). Attack is how much damage the unit could inflict. Defense is how much the unit can take. Movement determines how many squares each units can move each turn. Range, if not 0, means the unit could attack from a distance without retaliation. Artillery could basically attack an enemy with two squares between them. Planes operate differently in that, they must withdraw after their attack/deployment. As a result, planes are only effective every other turn.

Notes:
You may only pick one of the tank types (light,medium or heavy), not all three.
Artillery uses tank armor.
Planes have a special move called "intercept." Once in intercept, a plane can remain in a square controlled by friendlies for up to 3 turns and will participate in any battles that may happen there. Incoming aerial bombardments will be thwarted and the enemy would take damage while unable perform the bombing run.

Ammunition:
Ensuring that your forces have ammunition is vital to the your success on the battlefield. Whenever units engage in battle (offensive or defensive situations), ammunition is used. The units have different rates of using ammunition as shown below:

Infantry: -5% total ammunition per engagement
Light Tank: -10% total ammunition per engagement
Medium Tank: -10% total ammunition per engagement
Heavy Tank: -20% total ammunition per engagement
Artillery: -25% total ammunition per engagement or bombardment
Plane: -10% ammunition per engagement

When a unit is flanked or enveloped, it will, in addition to suffering more losses, lose ammunition faster making it less effective overall.

When ammunition reaches 0, the unit could only fight at 10% of its total effectiveness (stats for infantry becomes 0.3/0.1/2/0). If bombarded, a unit still loses ammunition as though it was in an engagement.
 
Hello, all! If you read the announcement, you probably saw this coming. I've finished creating the rules for our next rather simple game. Please post if you are interested in joining and pick a number between 1 and 100. Once I know the number of people who are interested, I will be assigning sides, PP and RP. Thank you! :)
 
Game Rules:

Introduction:
The starting year will be 1936. A new map will be posted whenever there are significant changes like territories switched hands. Each player will be playing as one of the three nations available.

Each turn will take place every week or when I received all the orders. Below is more information regarding each turn:

-players may construct their army
-players may invest in a very simplified research tree to gain a technological edge
-look at simplified reports of battles and make decisions according to them

More details of what's shown above will be provided below. For the above functions, please PM me and I will use my spreadsheet to keep track of the various numbers and/or announce the newest development in Europe at the start of the next turn.

Map:
The map is shown above.

A6Dg9fs.png


Each nation will have three provinces each. If all of a nation's provinces are occupied, then that nation is eliminated. Each lost province will hurt the nation's ability to fight back as its production will suffer. Each occupied province will give the occupier a bonus to his/her production.

Players must assign their forces in one of their friendly provinces at the start of the game. For provinces that share land border, a single movement point is needed for troops to reach it. If there is a body of water between two provinces, two movement points are needed for troops to reach it.

Below is a list of all the provinces and their PP.

Germany:
Berlin 6 PP/turn
Munchen 2 PP/turn
Trier 2 PP/turn

France:
Paris 6 PP/turn
Toulouse 2 PP/turn
Armagnac 2 PP/turn

Great Britain:
London 6 PP/turn
Edinburgh 2 PP/turn
Belfast 2 PP/turn

Bonuses:

All three major powers also have their own unique bonus.

Germany: double the tanks per PP spent
France: double the infantry per PP spent
Great Britain: double the planes per PP spent

Research:
Each player will start with a certain amount of research points (RP) at the start of the game. After investing in technology before turn 1, the investments will remain the same for the entire duration of the game. Research can be broken down into the following:

Infantry Fire: how well infantry performs in combat against other infantry, tanks and planes
Tank Weapon: how well tanks fight infantry and other tanks
Artillery Fire: how effective artillery bombardment is
Tank Armor: how well tanks withstand hits
Plane AG: how well planes handle ground units
Plane AA: how well planes handle air units
Plane Armor: how well planes withstand hits

Note: I've combined fighters and bombers into one unit as fighters were pretty underwhelming in the previous game.

At the start of the game, all the nations will start with 20 RP. The players can assign their starting points and decide on how to use their RP afterwards, both by PMing me, so no one else know what the focus of each nation is. The base RP per turn for the three nations is:

2 RP/turn

Production:
Each player will start with a certain amount of production points (PP) at the start of the game. These points will be used before turn 1 so each player can recruit the units to deploy onto the map.

At the start of the game, all the nations will start with 480 PP. The players can assign their starting points and decide on how to use their PP afterwards, both by PMing me, so no one else know what the focus of each nation is. The base PP per turn for the three nations is:

10 PP/turn

Units:
There are several different units made available to the players. Their stats and cost are shown below:

Infantry (3/1/1): 1 PP for 1000 infantry
Medium Tank (4/4/1): 1 PP for 50 medium tanks
Heavy Tank (6/6/1): 1 PP for 25 heavy tanks
Artillery (8/1/1): 1 PP for 10 artillery
Plane (4/4/1): 1 PP for 50 planes

Each unit has three stats (attack/defense/movement points). Attack is how much damage the unit could inflict. Defense is how much the unit can take. Movement determines how far a unit can move each turn. The movement points shown is the amount available for a unit per turn. One movement point allows a unit to reach a bordering land province the following turn. Crossing water requires two movements total so two turns are needed to cross it.

Planes operate differently in that, they must withdraw after their attack/deployment. As a result, planes are only effective every other turn. The 1 movement means they can be stationed in a neighboring province and launch attacks every other turn without actually engage in battle. Planes stationed in a province involved in an engagement will be able to participate every turn as opposed to every other turn.

Notes:
You may only pick one of the tank types (medium or heavy), not both.
Artillery uses tank armor.
Newly recruited units appear in the nation's capital and cannot be redeployed until the following turn.

Battle:
Combat will be greatly simplified where the two or three sides will deal certain amount of damage to each other. The casualties inflicted will be based on the difference in research points placed in each category and the forces deployed in the area.

Not all battles will take place in a province as the border could become a battlefield if opposing forces meet one another there. Only exception is crossing bodies of water where, since there are no naval units, the forces will reach their intended target. Therefore, it's usually wise to have some defending forces in provinces that can be reached by water.

Fighting on friendly provinces will provide a guaranteed defensive bonus at all times.

Occupation:
Each province will be producing a certain amount of PP at the start of the game (a list will be provided soon). The PP of all the provinces within a nation should add up to the total PP of that nation (not taking into account of the modifiers). Losing a province will cost the owner PP the province produces so it does hurt a player when a province is lost. If all the province within a nation is captured, then the nation is eliminated. The occupier of the province will gain 50% of the PP the province's owner lost. An example is shown below:

Player A controls a major power. The total PP produced is 60 PP/turn and there are three provinces. As a result, each province produces 20 PP. If the province is occupied by player B, player A loses 20 PP/turn while player B gains 10 PP/turn.

Battles:

A battle will be over if either: A. the attacker or defender lose three quarters of their infantry and tanks or B. either side withdraws their forces. The only exception is the capital where the defenders must be eliminated to the last man and tank before the attacker could claim victory.

Game Starting Process:

For army building, please do so in this format:

As Germany, I wish to build:
50 Battalions (50PP)
100 Armored Platoons (20PP)
30 Fighter Squadrons (10 PP)
etc...

For research points assignment, please do so in this format:

As Germany, I wish to invest my RP in the following:

10/2/3/5/5/5/5/5/0/0/0/0 (IF/AT/AA/APW/TG/TA/FF/BF/PA/SF/SAA/SA)
 
The players and their nations are as following:

UK: Alkatraz
France: 05060403
Germany: GameHunter5303

Please send in your orders on how to use your starting PP (480 PP) and RP (20 RP) along with how you wish to deploy your troops. Thank you!

Deadline: 8:00 PST Friday Aug 7, 2015
 
Due to inactivity, the UK player is eliminated and UK is no longer accessible. The war will only be between France and Germany.
_____________________________________________________________________________________________
France captured the province of Munchen encountering no resistance.


The following battle occurred at Paris between Germany and France.

Germany: 25255 infantry casualties | 3352 tank losses | 760 artillery losses | 780 plane losses
France: 63454 infantry casualties | 2500 tank losses | 500 artillery losses | 0 plane losses

______________________________________________________________________________________________
For the next turn:

France has 2 RP and 11 PP to spend.
Germany has 2 RP and 8 PP to spend.

Deadline: 20:00 PST Friday Aug 7, 2015
 
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With the orders in, I've processed the next round which concludes this forum game. First, I would like to thank everyone who participated and showed their support. I had lots of fun making this and felt some pride when parts of it came together. Secondly, I will announce that this forum game has come to an end as a result of lack of interest. Anyways, I don't plan on ending this forum game without a proper ending so, without further ado, here is a small writeup I made below:



The German government was quite confident of their forces in taking out the French in one quick offensive. Dedicating all of their forces, they launched an attack on the French capital, Paris, hoping to force a capitulation from the French. The Germans were renowned for their tank building ingenuity and were expecting their tanks to be the deciding factor in the fight against their enemy.

The French government wasn't expecting such a fierce offensive from their long time rival as they divided their forces. Half of the forces remained in Paris to fend off any possible offensives from the Germans while the other half attacked Munchen in Germany to open a path to the German capital, Berlin. Those in Paris would soon experience a bloody battle against overwhelming odds.

French forces in Paris were soon alerted by their scouts that German forces were spotted. Expecting this to be a small German force sent to test their defenses, the French generals ordered some of the front line troops to prepare for battle and that was it. This would soon be a poor mistake as the French soon learned their estimates of German forces were far too low.

The French front line troops in Paris were soon overwhelmed as they crumbled under heavy German artillery fire. French tanks rushed to halt the German advance but, outnumbered nearly six to one, the French tanks were forced back with heavy casualties. Their retreat was cut short when German planes went in for a carpet bombing which essentially eliminated them from the battlefield.

The French generals soon realized their mistake and quickly reorganized their defenses to better fend off the Germans. Without their tanks as support, they needed to use their infantry to plug the holes and, ideally, slow down the German advance while they get new defensive lines built. Meanwhile, the development was relayed to the French government.

The French generals recognized the threat of the German artillery so they used their own artillery pieces to fire heavy barrages on the last known location of German artillery. The quick initial victory had the Germans complacent resulting in the annihilation of their artillery. This proved to be a costly mistake for the Germans who needed them to get through the very numerous French infantry.

The Germans understood the threat of the French artillery if left alone now that their own artillery pieces were wiped out. Thus, plane squadrons were sent in to remove the threat from the battlefield. Their bombing run was a success but it came at a fairly high cost forcing the German air force to withdraw for repairs. This was a necessary small victory for the French.

The Germans continued their offensive with their tanks leading the charge and their infantry following behind. Their progress eventually ground to a halt as the French infantry, known for both their quality and quantity, fought fiercely to protect their capital. Their temporary victory came at a great cost as French infantry lost more than double their counterpart.

The Battle of Paris wasn't over just yet as the two sides took time to reorganize for the next round. The French generals urged the French government to withdraw their forces from Munchen which was taken with ease due to lack of German resistance. To their shock, the French government ordered their forces in Munchen to march onwards to Berlin.

The reasoning for the French government's orders was that, for a German force to do this much devastation in the attack of Paris, their defenses back home must be weak which was supported by the lack of defense in Munchen. French forces marched onwards to Berlin where they encountered some new recruits who offered little resistance.

With the capture of Berlin, the Germans were forced to capitulate as they couldn't hope to take Paris in the near future without suffering horrendous casualties. France won the major conflict between the two nations and the Second Treaty of Versailles was signed between the two nations. Germany would never recover again due to the very harsh clauses in the treaty.