The First World Wargame
After a long long long delay, during which I went to university, became a 'clever' and destroyed most of my liver, I have finally decided that I have the hangover free time to run this game. Players take control of a nation and fight through the First World War, from August 1914 until whenever the war ends (and potentially beyond, if there is an interesting situation to clear up).
Sign-Ups
Anyone can sign up to play any country chosen from the lists below.
Major Powers - United Kingdom, Germany, France, Russia, Austria-Hungary, Ottoman Empire, Italy
These are the primary actors of the war and may be chosen immediately. Simply post in the thread and claim the nation you desire.
Secondary Powers - Serbia, Belgium, Romania, Bulgaria, Japan, Greece
Tertiary Powers - Portugal, Brazil, Chile, Argentina, Norway, Sweden, Thailand, Spain, Netherlands, Other South American Nations
These are lesser actors, either because of their size, or because of their lack of/minor involvement in the war. I'm happy for people to take these nations, but I would like the Major Powers to be filled first. Therefore, if you want to play one of these nations there are a few caveats.
1) I will only allow these nations to be played if the category above them is first filled, you are however welcome to apply for one nation from all categories available (i.e., you pick Chile, Romania, and France, if we have enough interest you get Chile, if I don't open up the Tertiaries you get Romania, and if I don't open Secondaries you get France)
2) In the case of powers whose involvement in the war is not historical or major (i.e., Spain, Japan) please PM me with your general plan for entering the war and effecting its course, justifying to me the use of my time to process your orders
On entry to the war, the United States will become a Major Power. Up until this time however, I will NPC the United States in order to avoid either overly aggressive behaviour on its part, or a peace-time buildup that results in 3,000,000 Yanks arriving within a week of the declaration of war.
Anyone else following the thread is also welcome to RP as anyone they so choose, from General Haig to Vladimir Lenin, or even an aspiring Austrian artist. You wont get to effect the game, but if your character comes to a position of power I will let you send orders.
Turn Process
Turns progress in the following sequence:
1) Players send Orders
2) GM (Me) processes said orders
3) GM posts an update telling of the processes of said orders
4) GM posts roster giving detailed outcomes of said orders
5) New turn, process repeats
For the sake of my sanity (and empty Mailbox), rosters will be posted in the thread, in spoilers divided by side and player. You are on an honour system to respect this, and I expect everyone to uphold this in the spirit of the game. If it becomes apparent that someone is not respecting this, they will be immediately kicked and blacklisted.
I reserve the right to hire a co-GM for writing purposes, if I feel it necessary.
Each turn in 1914 is one month, after that turns are two months at a time. Therefore our turn sequence looks like this:
1: Aug 1914
2: Sep 1914
3: Oct 1914
4: Nov 1914
5: Dec 1914
6: Jan-Feb 1915
7: Mar-Apr 1915
8: May-Jun 1915
9: Jul-Aug 1915
10: Sep-Oct 1915
11: Nov-Dec 1915
And so on from here
2: Sep 1914
3: Oct 1914
4: Nov 1914
5: Dec 1914
6: Jan-Feb 1915
7: Mar-Apr 1915
8: May-Jun 1915
9: Jul-Aug 1915
10: Sep-Oct 1915
11: Nov-Dec 1915
And so on from here
Playing Pieces
Each nation has a roster of its armed forces, consisting of a number of playing pieces. These are divided by type as follows.
Land:
Infantry Division - A division of infantry, the basic building block of an army
Infantry Brigade - A smaller infantry group, two are equivalent to a division in most armies (three in the case of British forces)
Cavalry Division - A division of cavalry, more mobile troops but less capable in combat
Cavalry Brigade - A smaller cavalry group, three are equivalent to a division in most armies (four in the British forces)
Heavy Artillery Battalion - The God of War, these are heavy siege guns capable of destroying targets easily
Medium Artillery Battalion - Still incredibly effective pieces
Land units are further sub-divided by quality (A, B, C, D, or F). These represent a measure of quality within your own armed forces, and give you a quick impression of what the unit is for. 'A' is highest, representing the best units in the army, whilst 'D' quality units are usually garrison units. 'F' is reserved for forming units, or in other words, units that exist only on paper.
Naval:
Super-Dreadnought - Cutting edge battleships
Dreadnoughts - Lesser battleships but still the center-piece of a battlefleet
Pre-Dreadnought - Older battleships, still potent, but no longer of frontline quality
Coast Defence Ships - Slow, heavy, but potent within coastal waters
Battlecruisers - Faster than dreadnoughts, but weaker
Armoured Cruisers - Long range patrol vessels, weaker than battleships but still capable in combat
Cruisers - Smaller vessels, good mainly for raiding, patrolling, or recon duties
Destroyers - Even smaller vessels, for screening and torpedo attack duties
Torpedo Boats - Little more than motorboats with torpedo capability, still capable of delivering a nasty shock however
Submarines - Undersea craft, armed with torpedoes and good for raiding or ambush
Naval units are not sub-divided by quality.
Air:
Tactical Brigade - Single engined fighters, bombers, and recon aircraft for use with armies
Strategic Brigade - Heavier aircraft used for longer range missions
Zeppelins - Individual Zeppelins, may or may not be of the Led variety
These are best used assigned to armies or fleets, though if you want to go for strategic bombing then you may separate them out into their own command. They are generally ineffective, particularly early on, and there are few of them. However, they will become important.
Infantry Division - A division of infantry, the basic building block of an army
Infantry Brigade - A smaller infantry group, two are equivalent to a division in most armies (three in the case of British forces)
Cavalry Division - A division of cavalry, more mobile troops but less capable in combat
Cavalry Brigade - A smaller cavalry group, three are equivalent to a division in most armies (four in the British forces)
Heavy Artillery Battalion - The God of War, these are heavy siege guns capable of destroying targets easily
Medium Artillery Battalion - Still incredibly effective pieces
Land units are further sub-divided by quality (A, B, C, D, or F). These represent a measure of quality within your own armed forces, and give you a quick impression of what the unit is for. 'A' is highest, representing the best units in the army, whilst 'D' quality units are usually garrison units. 'F' is reserved for forming units, or in other words, units that exist only on paper.
Naval:
Super-Dreadnought - Cutting edge battleships
Dreadnoughts - Lesser battleships but still the center-piece of a battlefleet
Pre-Dreadnought - Older battleships, still potent, but no longer of frontline quality
Coast Defence Ships - Slow, heavy, but potent within coastal waters
Battlecruisers - Faster than dreadnoughts, but weaker
Armoured Cruisers - Long range patrol vessels, weaker than battleships but still capable in combat
Cruisers - Smaller vessels, good mainly for raiding, patrolling, or recon duties
Destroyers - Even smaller vessels, for screening and torpedo attack duties
Torpedo Boats - Little more than motorboats with torpedo capability, still capable of delivering a nasty shock however
Submarines - Undersea craft, armed with torpedoes and good for raiding or ambush
Naval units are not sub-divided by quality.
Air:
Tactical Brigade - Single engined fighters, bombers, and recon aircraft for use with armies
Strategic Brigade - Heavier aircraft used for longer range missions
Zeppelins - Individual Zeppelins, may or may not be of the Led variety
These are best used assigned to armies or fleets, though if you want to go for strategic bombing then you may separate them out into their own command. They are generally ineffective, particularly early on, and there are few of them. However, they will become important.
To facilitate play, these units are grouped into commands, each know as an Army or Fleet.
For example, the French player might group 12 infantry divisions, a cavalry brigade, and a tactical air Brigade into the First Army. They might go on to group 3 Super-Dreadnoughts and an Armoured Cruiser into the Seventh Fleet. Any unit left unassigned gets placed into the 'Reserve' pool - these are units distributed around the homeland that will provide garrisons and respond to unforeseen circumstances like a surprise landing or an enemy breakthrough.
Armies and fleets are the basic units of play, and have a physical location. There is no limit to the number you may have, but obviously if you feel the need to assign every single division to its own command I will ask you to stop. Armies may be further grouped into Army Groups if you so desire for administrative neatness (Army Groups may have a Reserve army within them providing a Reserve specifically for that front). You are also welcome to assign historical leaders to each army or fleet.
Sample Roster:
Army:
Given in format: Army name (Commander, LOCATION), (Strength) - Content
First Army (Kim Jong-Un, Paris) (50%) - 5 Inf Divs (A), 12 Cav Divs (B), 1 Cav Bde (C), 1 Hvy Art Btl (D)
Second Army (Mickey Mouse, Versailles-Rouen Sector) (60%) - 15 Inf Bde (D), 15 Hvy Art Btl (C)
Navy:
Given in format: Fleet name (Commander, Home port) - Content (Number of turns required to repair damage)
First Fleet (Kim Jong-Dois, Scapa Flow) - 1 Dreadnought (III Damage), 1 Armoured Cruiser, 1 Cruiser (I Damage), 12 Destroyers (3xI Damage, 4xII Damage)
Second Fleet, (Kim Jong-Trois, Scapa Flow) - 15 Submarines (3xI Damage, 7xII Damage)
In Construction:
Given in format: Ship type, (Date of construction) - Where multiple dates are given then obviously multiple orders exist
Given in format: Army name (Commander, LOCATION), (Strength) - Content
First Army (Kim Jong-Un, Paris) (50%) - 5 Inf Divs (A), 12 Cav Divs (B), 1 Cav Bde (C), 1 Hvy Art Btl (D)
Second Army (Mickey Mouse, Versailles-Rouen Sector) (60%) - 15 Inf Bde (D), 15 Hvy Art Btl (C)
Navy:
Given in format: Fleet name (Commander, Home port) - Content (Number of turns required to repair damage)
First Fleet (Kim Jong-Dois, Scapa Flow) - 1 Dreadnought (III Damage), 1 Armoured Cruiser, 1 Cruiser (I Damage), 12 Destroyers (3xI Damage, 4xII Damage)
Second Fleet, (Kim Jong-Trois, Scapa Flow) - 15 Submarines (3xI Damage, 7xII Damage)
In Construction:
Given in format: Ship type, (Date of construction) - Where multiple dates are given then obviously multiple orders exist
Orders
If engaged in the war. Each player gets the same number of orders, sub-divided into Military and General Orders.
You get ONE Military Order for each Army or Fleet under your command. These deal with the conduct of the war and can be anything you so choose from ordering an attack to ordering a stage production of the Three Musketeers, complete with singing mice. You may include detailed instruction as you so choose, or leave specifics up to your generals. However, remember that all orders must be interpreted, and that if orders are too long or too incomprehensible I may not gather your full intent.
In addition, you get FOUR General Orders. These deal with the non-combatant aspects of the war, keeping track of the backend of affairs. They can include increasing your conscription or arms-production rate, starting a tank production program, constructing coastal defences, or anything else you can think of. This is also where you order new military units. Again, try and be succinct and clear in your orders. Orders do not have to be reissued unless you wish to change something, so you only need to order the beginning of a tank research program and can then let it run its course.
If you are not engaged in the war, then you are encouraged to not send orders every turn. It is probably best if you send a set of orders on taking over your country, detailing any improvements to be made, then send a new set at the time you want to enter the war.
Players are welcome to make any agreements diplomatically themselves. The signing of these does not need to be made public, nor any of the details, nor do I even need to be informed unless you feel it relevant. Backroom diplomacy is actively encouraged.
ALL ORDERS ARE PM'ed TO ME. If possible, please use the following format "FWWG - NATION NAME - DATE"
Sample Order Set
FWWG - FRANCE - JAN-FEB 1915
Military Orders:
1) First Army will be reinforced with 4 Inf Div (B) from the Reserve, and attack towards Metz. Preparatory barrage will last 5 days, after which infantry will assault with utmost aggression attempting to breakthrough enemy line.
2) Second Army will shield First Army's flank, attacking towards Thionville. Preparatory barrage will last 3 days, before infantry makes a limited attack to draw off German reserves.
3) Third Army will transfer to the Riviera, where it will sun itself and pursue the local women.
4) The First Fleet will mine Lisbon harbour, attempting to spare our brave Sardine allies from a terrible death at the hands of Portuguese trawlermen.
5) The Second Fleet will engage in unrestricted submarine warfare throughout the Atlantic.
6) The Third Fleet will sortie to the Straits of Otranto, attempting to meet the Italian fleet and defeat it in a decisive battle. Maximum aggression is to be shown by all ranks.
General Orders:
1) Begin a tank research program
2) Recruit 5 more Infantry Divisions and a Cavalry Division
3) Conscript more men for the army by increasing the age limit to 55, reducing exemptions, and replacing skilled workers with women and wounded soldiers
4) Begin constructing magnificent coastal fortresses on the Riviera, so that we can shell those irritating tourists.
Military Orders:
1) First Army will be reinforced with 4 Inf Div (B) from the Reserve, and attack towards Metz. Preparatory barrage will last 5 days, after which infantry will assault with utmost aggression attempting to breakthrough enemy line.
2) Second Army will shield First Army's flank, attacking towards Thionville. Preparatory barrage will last 3 days, before infantry makes a limited attack to draw off German reserves.
3) Third Army will transfer to the Riviera, where it will sun itself and pursue the local women.
4) The First Fleet will mine Lisbon harbour, attempting to spare our brave Sardine allies from a terrible death at the hands of Portuguese trawlermen.
5) The Second Fleet will engage in unrestricted submarine warfare throughout the Atlantic.
6) The Third Fleet will sortie to the Straits of Otranto, attempting to meet the Italian fleet and defeat it in a decisive battle. Maximum aggression is to be shown by all ranks.
General Orders:
1) Begin a tank research program
2) Recruit 5 more Infantry Divisions and a Cavalry Division
3) Conscript more men for the army by increasing the age limit to 55, reducing exemptions, and replacing skilled workers with women and wounded soldiers
4) Begin constructing magnificent coastal fortresses on the Riviera, so that we can shell those irritating tourists.
Winning
Winning the game is rather obvious. Whoever wins the war wins.
Losing
You will lose the game if your nation loses the war, or if you are removed from your position for any reason. To clarify circumstances:
1) Your government falls to a revolution or coup, or simply loses power through an election - you play as the spiritual manifestation of your governing entity, so the death of a particular person does not warrant defeat, but the defeat of the whole group does. To use historical examples, either Russian Revolution would result in a change of player, but the UK's shift to coalition government in 1915 would not, nor would the peaceful transition between Asquith and Lloyd George (two members of the same party) in 1916.
2) You go AFK and/or fail to send orders. At the end of each update I will post a list of nations not sending orders. Observers may then claim these nations, and if the player again fails to send orders the claimant will take over.
Play Aids
The following maps are supplied to give an idea of the rail network, fortifications, and general geography of some of the war's major fronts.
You are welcome to include your own maps in orders; if this makes it easier for me to work out what you want to do.
State of the Game - Turn I
This game uses a compound non-historical start, bringing together the events of a number of dates in early August. In other words, the situation is as follows:
- Germany and Austria-Hungary are at war with Russia, France, and Serbia
- Mobilization has begun, but no troops have yet engaged
- Nations are free to alter their warplan, though obviously practical concerns apply
- Based on the above, the events of the first turn decides the neutrality of Belgium, and the chances of the UK entering the war