General Bordinko
April 29th, 2010, 01:26 AM
Ok so im going to be out for a week or so with the baby being born. When I get back I will be using my spare time to get '68 started and running. Take some time and tear apart the rules and ask questions. I have also attached a Tentative Unit list.
Post if your interested.
C3I '68 Rules:
Order Submission:
All orders must be in by Tuesday night at 8PM EST. Otherwise, that nation will forfeit their moves for that turn. This does not mean that
their military will not react to being attacked. It means that all offensive movements will not take place during that turn.
Coup Rule:
If at anytime you miss two consecutive turns. Meaning, if I don't have an update from you on what is going on with your nation for two turns then you forfeit your nation and it goes to a standby person or it becomes a NPC nation up for grabs.
C3 - Communicate, command, conquer and intelligence - 1968
What is C3I '68?
You, as the player, can choose your government and military type and
through military, political, economic, espionage and trade you or your allies can ultimately win.
Who's in charge?
I will be the Game Master. Everything will be run through me I will
keep track of cash, units, mission outcome. Tato and Swat may show up again in interesting ways.
What type of Government can I have?
C3I '68 has new government sub types in addition to the original
Democracy
Monarchy
Fascism
Communism
New Subtypes
Colonial Administration
Left Wing Radicals
True Believers
Freedom Fighters
Are there any bonuses to picking a certain type of government?
Yes and there are also disadvantages. You won't know until you pick the
one you want. Note government perks have changed. Note that the 68 flavors have military bonuses and the classical government types have production bonuses.
Can I know what government bonuses I get before I pick?
When you choose a government type you will get that government and the subset so if you have a choice on what you would like then from the two.
Table:
Classic 68 subtypes
Monarchy - Colonial Administration
Communism - Bloc State
Democracy - Freedom Fighters
Fascist - True Believers
Can I make an alliance with someone?
Only if your government type allows you to.
Whoa that's different, what gives?
Yes, In the 60's democracies would not ally with communists and the Israelis with the Egyptians. It shouldn't be hard to figure out if you know anything about the Cold War. The government restrictions will be kept secret until the governments are passed out.
How does cash/supplies/industrial capacity work?
The cash in this game, Dinkos, is the standard currency of the continent. It represents the total purchasing power. Each section of land in the game will have a Dinko value (just like axis and allies). Some lands will have more some will have less. Everyone will know the Dinko production power of the provinces.
How many Dinkos do I start with?
2000
What can I buy with it?
You military for one. You can trade or buy Intel just use it for your alliance.
How does Intel work?
Everyone has a national Intel service this time around. I will costs 200 Dinkos for a dice roll. If you roll 5 or a 6 then you can request intel on an enemy or a province. Don't ask for their military sheet. The dice roll can be modified with more dinkos. Every 200 extra dinkos an extra number will be added. Example if you pay 600 dinkos for intel you can get a 3, 4, 5 or 6 roll for intel. This cannot exceed 800 dinkos. A roll of one will always fail.
What type of military can I have?
Whatever you want.
When you say scratch you mean anything right?
Yes
Are there any restrictions?
Yes. This time around only specialized units can peform specialized actions EX Only Para's can Paradrop. Only Mech Infantry can load into APC's
Last game I was very confused about the military structure. What are you doing to fix this?
This time around I am designing 'shake and bake' divisions. Each of the major nations (US, Soviet Union). I will include, Armor, Infantry, Airborne, Mech infantry and Air Force
Is there a minimum and a maximum of divisions that I need?
No.
Do I start with any military units or do I have to build them all?
Yes and No You have one headquarters brigade and one Air Force brigade to start for free. You have to build and distinguish which one it is.
Is the military structure the same?
You start at the company level. 4 companies to a brigade. A brigade will be the smallest fighting force available in C3I
How will combat be resolved?
I will be using a game called Steel Panthers: Main Battle Tank to resolve the battles. The game spans JAN 1946 until DEC 1969 and has every conceivable iteration of weapon systems. I will take the units that you give me and have them fight. They can either fight over objectives, like airbases forts and cities. Or they can fight to the death to inflict the most damage until the turn ends. At the end of the fight a list of what has been destroyed and what side has been the winner.
Is there anything else special with combat?
Yes. Unit Modifiers
What are unit modifiers?
In SPMBT there is a list of six modifiers that any one side can have. They are:
Searching
Hitting
Rout/Rally
Troop Quality
Tank Toughness
Inf Toughness
All nations will start with 60% troop quality. In this game Troop Quality = XP. At the end of every battle 5% XP will be added to all surviving units. When a unit is reinforced after heavy losses (heavy losses = 50% causalities) the XP will be reduced by - 5 XP
What about the Air Force?
Dogfights will be decided by dice roll, just like warhammer.
They will roll to see the squadron. +5 roll will see's the squadron.
They will roll hit the aircraft. +4 roll will hit the aircraft.
Each aircraft have a chance to evade +4
Unless explicitly mentioned I will assume that all aircraft will be participation in the ground defense or assault.
Therefore each aircraft will carry their bomb ordinance and their air to air ordinance.
With this in mind each defending and attacking aircraft, with the exception of all bombers and para transports, will have two air to air shots. Missiles sucked hard in the 60's
However if you decide to strip the bomb ordinance off your aircraft then they may have four air to air shots but cannot participate in the ground offensive.
If I lose a battle can I rebuild my army?
Yes, a cost will be associated to how much you lost in the skirmish it could range from the price of a company or an entire battalion
How long will it take to reinforce units/build new divisions?
Each turn will be considered a week. For new units and reinforcements it will take 1 complete turn.
C3I order system.
Whoever gets me their orders for their units first will go first in combat.
Example:
I have an email from BAS at 730 and a PM from Colon at 731
I run BAS's orders first,
Colon next
Now say that colon and matt attack BAS from nation 4 to province 10, while BAS has planned to attack into colon's and matt's attacking military at nation 4 to province 10.
I have an email from BAS at 730 and a PM from Colon at 731 and a email
from matt at 800
BAS's order will countermand colon's order because it hasn't kicked off yet. Matt's forces will help defend the same province.
"Get there firstest with the mostest" is the number one rule to the order system.
In order to streamline the way that you give me information I am setting up a standardized order system. You tell me what you want your division to do by giving me one of these orders:
For the attacker:
Assault
This represents a particularly forceful sustained attack where the attackers will attempt wear down the opponent. Used to wear down enemy units
Encirclement
The attacking force will try to pin down and encircle the defenders in a small area of the province. Used to prevent defenders from withdrawing.
Breakthrough
The attacker will focus all of their efforts to overrun an enemy's defenses in part of the province. Self explanatory
Feint
The attacker will use only a light force in a attempt to draw enemy forces away from the actual target. Used for recon in force.
Not one step back!
The attacker concentrate his entire army into taking this province.
There will be no stopping and no retreat. Death or glory.
For the defender:
Counterattack
This is a concerted attempt by the defending side to launch a minor counter-offensive to disrupt the enemy's plans. You can place a division into counter attack status so that they will react at an attack within move distance. Cannot move and then be issued this order. Unit must be stationary for this turn.
Delay
The defending side is employing a delaying action so that it may hold until reinforcements arrive. Self explanatory
Tactical Withdrawal
The defender is making a careful tactical withdrawal out of this province so that they may fight at a later time. Once attacked you will withdraw to another province trading land for time.
Hold the line
The defending side will resist until the end. None will survive.
Other Orders:
Bombardment (Attacker) Danger Close (Defender)
Any arty piece may move one and attack into an adjacent province. Arty may not move again until next turn. This works for the attacker and the defender.
CAS
All airplanes will be loaded with multirole ordnance only.
CAP
All aircraft will be loaded with air to air ordnance only
Consolidate
During the course of combat many units will be lost. Using this order you have the ability to reform your forces from all you provinces. The selected units will be taken out of combat for 1 turn to be reformed where the new parent's division is located. If the forces that you wish to consolidate are in the same province then you do not need to wait one turn to be combat effective again. This order will work at the company level. However you cannot exceed your nations limits on companies/brigades.
Example 1:
I have an email from BAS at 730 'Defend 4-10. 1st Division "Hold the Line"' and a PM from Colon at 731 'Attack BAS 4-10' with the 9th Infantry Division "Feint"'
Both orders are successful. BAS's forces will attempt to hold the line and Colon's force will attack and then break off after a few turns of attack.
Example 2:
I have an email from BAS at 730 'Defend 4-10. 1st Division "Tactical Withdraw"' and a PM from Colon at 731 'Attack BAS 4-10' with the 9th Infantry Division "Encirclement"'
Both orders are successful. BAS's forces will attempt to withdraw but will not be able to because Colon's force will encircle his forces. Combat will continue for a standard number of turns.
Consolidate Example:
In the last attack into 3-20 BAS has lost 50% of division A. In a previous battle into 3-7 BAS lost 75% of division B and 75% of division C. BAS will issue a consolidate order so that 25% of his choosing from division A will be attached to divisions B and C. Division A will be no more and divisions B and C will be taken out of combat for 1 turn as they consolidate their forces. However if A, B, and C are in the same province then they do not need to spend a turn consolidating.
Updated movement:
Foot Mobiles: 1 move per turn
Mech, Motorized, Wheels, and Tracks: 2 moves per turn
Helicopters/Air Cav: 6 moves per turn
Fixed Wing/Paradropping para's: 12 moves per turn
Heavy Bombers: 24 moves per turn
Post if your interested.
C3I '68 Rules:
Order Submission:
All orders must be in by Tuesday night at 8PM EST. Otherwise, that nation will forfeit their moves for that turn. This does not mean that
their military will not react to being attacked. It means that all offensive movements will not take place during that turn.
Coup Rule:
If at anytime you miss two consecutive turns. Meaning, if I don't have an update from you on what is going on with your nation for two turns then you forfeit your nation and it goes to a standby person or it becomes a NPC nation up for grabs.
C3 - Communicate, command, conquer and intelligence - 1968
What is C3I '68?
You, as the player, can choose your government and military type and
through military, political, economic, espionage and trade you or your allies can ultimately win.
Who's in charge?
I will be the Game Master. Everything will be run through me I will
keep track of cash, units, mission outcome. Tato and Swat may show up again in interesting ways.
What type of Government can I have?
C3I '68 has new government sub types in addition to the original
Democracy
Monarchy
Fascism
Communism
New Subtypes
Colonial Administration
Left Wing Radicals
True Believers
Freedom Fighters
Are there any bonuses to picking a certain type of government?
Yes and there are also disadvantages. You won't know until you pick the
one you want. Note government perks have changed. Note that the 68 flavors have military bonuses and the classical government types have production bonuses.
Can I know what government bonuses I get before I pick?
When you choose a government type you will get that government and the subset so if you have a choice on what you would like then from the two.
Table:
Classic 68 subtypes
Monarchy - Colonial Administration
Communism - Bloc State
Democracy - Freedom Fighters
Fascist - True Believers
Can I make an alliance with someone?
Only if your government type allows you to.
Whoa that's different, what gives?
Yes, In the 60's democracies would not ally with communists and the Israelis with the Egyptians. It shouldn't be hard to figure out if you know anything about the Cold War. The government restrictions will be kept secret until the governments are passed out.
How does cash/supplies/industrial capacity work?
The cash in this game, Dinkos, is the standard currency of the continent. It represents the total purchasing power. Each section of land in the game will have a Dinko value (just like axis and allies). Some lands will have more some will have less. Everyone will know the Dinko production power of the provinces.
How many Dinkos do I start with?
2000
What can I buy with it?
You military for one. You can trade or buy Intel just use it for your alliance.
How does Intel work?
Everyone has a national Intel service this time around. I will costs 200 Dinkos for a dice roll. If you roll 5 or a 6 then you can request intel on an enemy or a province. Don't ask for their military sheet. The dice roll can be modified with more dinkos. Every 200 extra dinkos an extra number will be added. Example if you pay 600 dinkos for intel you can get a 3, 4, 5 or 6 roll for intel. This cannot exceed 800 dinkos. A roll of one will always fail.
What type of military can I have?
Whatever you want.
When you say scratch you mean anything right?
Yes
Are there any restrictions?
Yes. This time around only specialized units can peform specialized actions EX Only Para's can Paradrop. Only Mech Infantry can load into APC's
Last game I was very confused about the military structure. What are you doing to fix this?
This time around I am designing 'shake and bake' divisions. Each of the major nations (US, Soviet Union). I will include, Armor, Infantry, Airborne, Mech infantry and Air Force
Is there a minimum and a maximum of divisions that I need?
No.
Do I start with any military units or do I have to build them all?
Yes and No You have one headquarters brigade and one Air Force brigade to start for free. You have to build and distinguish which one it is.
Is the military structure the same?
You start at the company level. 4 companies to a brigade. A brigade will be the smallest fighting force available in C3I
How will combat be resolved?
I will be using a game called Steel Panthers: Main Battle Tank to resolve the battles. The game spans JAN 1946 until DEC 1969 and has every conceivable iteration of weapon systems. I will take the units that you give me and have them fight. They can either fight over objectives, like airbases forts and cities. Or they can fight to the death to inflict the most damage until the turn ends. At the end of the fight a list of what has been destroyed and what side has been the winner.
Is there anything else special with combat?
Yes. Unit Modifiers
What are unit modifiers?
In SPMBT there is a list of six modifiers that any one side can have. They are:
Searching
Hitting
Rout/Rally
Troop Quality
Tank Toughness
Inf Toughness
All nations will start with 60% troop quality. In this game Troop Quality = XP. At the end of every battle 5% XP will be added to all surviving units. When a unit is reinforced after heavy losses (heavy losses = 50% causalities) the XP will be reduced by - 5 XP
What about the Air Force?
Dogfights will be decided by dice roll, just like warhammer.
They will roll to see the squadron. +5 roll will see's the squadron.
They will roll hit the aircraft. +4 roll will hit the aircraft.
Each aircraft have a chance to evade +4
Unless explicitly mentioned I will assume that all aircraft will be participation in the ground defense or assault.
Therefore each aircraft will carry their bomb ordinance and their air to air ordinance.
With this in mind each defending and attacking aircraft, with the exception of all bombers and para transports, will have two air to air shots. Missiles sucked hard in the 60's
However if you decide to strip the bomb ordinance off your aircraft then they may have four air to air shots but cannot participate in the ground offensive.
If I lose a battle can I rebuild my army?
Yes, a cost will be associated to how much you lost in the skirmish it could range from the price of a company or an entire battalion
How long will it take to reinforce units/build new divisions?
Each turn will be considered a week. For new units and reinforcements it will take 1 complete turn.
C3I order system.
Whoever gets me their orders for their units first will go first in combat.
Example:
I have an email from BAS at 730 and a PM from Colon at 731
I run BAS's orders first,
Colon next
Now say that colon and matt attack BAS from nation 4 to province 10, while BAS has planned to attack into colon's and matt's attacking military at nation 4 to province 10.
I have an email from BAS at 730 and a PM from Colon at 731 and a email
from matt at 800
BAS's order will countermand colon's order because it hasn't kicked off yet. Matt's forces will help defend the same province.
"Get there firstest with the mostest" is the number one rule to the order system.
In order to streamline the way that you give me information I am setting up a standardized order system. You tell me what you want your division to do by giving me one of these orders:
For the attacker:
Assault
This represents a particularly forceful sustained attack where the attackers will attempt wear down the opponent. Used to wear down enemy units
Encirclement
The attacking force will try to pin down and encircle the defenders in a small area of the province. Used to prevent defenders from withdrawing.
Breakthrough
The attacker will focus all of their efforts to overrun an enemy's defenses in part of the province. Self explanatory
Feint
The attacker will use only a light force in a attempt to draw enemy forces away from the actual target. Used for recon in force.
Not one step back!
The attacker concentrate his entire army into taking this province.
There will be no stopping and no retreat. Death or glory.
For the defender:
Counterattack
This is a concerted attempt by the defending side to launch a minor counter-offensive to disrupt the enemy's plans. You can place a division into counter attack status so that they will react at an attack within move distance. Cannot move and then be issued this order. Unit must be stationary for this turn.
Delay
The defending side is employing a delaying action so that it may hold until reinforcements arrive. Self explanatory
Tactical Withdrawal
The defender is making a careful tactical withdrawal out of this province so that they may fight at a later time. Once attacked you will withdraw to another province trading land for time.
Hold the line
The defending side will resist until the end. None will survive.
Other Orders:
Bombardment (Attacker) Danger Close (Defender)
Any arty piece may move one and attack into an adjacent province. Arty may not move again until next turn. This works for the attacker and the defender.
CAS
All airplanes will be loaded with multirole ordnance only.
CAP
All aircraft will be loaded with air to air ordnance only
Consolidate
During the course of combat many units will be lost. Using this order you have the ability to reform your forces from all you provinces. The selected units will be taken out of combat for 1 turn to be reformed where the new parent's division is located. If the forces that you wish to consolidate are in the same province then you do not need to wait one turn to be combat effective again. This order will work at the company level. However you cannot exceed your nations limits on companies/brigades.
Example 1:
I have an email from BAS at 730 'Defend 4-10. 1st Division "Hold the Line"' and a PM from Colon at 731 'Attack BAS 4-10' with the 9th Infantry Division "Feint"'
Both orders are successful. BAS's forces will attempt to hold the line and Colon's force will attack and then break off after a few turns of attack.
Example 2:
I have an email from BAS at 730 'Defend 4-10. 1st Division "Tactical Withdraw"' and a PM from Colon at 731 'Attack BAS 4-10' with the 9th Infantry Division "Encirclement"'
Both orders are successful. BAS's forces will attempt to withdraw but will not be able to because Colon's force will encircle his forces. Combat will continue for a standard number of turns.
Consolidate Example:
In the last attack into 3-20 BAS has lost 50% of division A. In a previous battle into 3-7 BAS lost 75% of division B and 75% of division C. BAS will issue a consolidate order so that 25% of his choosing from division A will be attached to divisions B and C. Division A will be no more and divisions B and C will be taken out of combat for 1 turn as they consolidate their forces. However if A, B, and C are in the same province then they do not need to spend a turn consolidating.
Updated movement:
Foot Mobiles: 1 move per turn
Mech, Motorized, Wheels, and Tracks: 2 moves per turn
Helicopters/Air Cav: 6 moves per turn
Fixed Wing/Paradropping para's: 12 moves per turn
Heavy Bombers: 24 moves per turn