Talk:2023 AB
100thlurker's Rules Proposals
(random noodle throwing FBH is rather unlikely to use)
Bayonets, Economy, and Industry
The rules for industry and warfare are simple. At any one time, a player nation can maintain a up to a certain number of brigades, air wings, and naval squadrons or capital ships divided into Categories A, B, and C. Category A units are your elites with the highest unit readiness, the best training, and the choicest pick of recruits and the latest weapons. Category A also covers the gamut of Special Forces and capital ships like battleships or large carriers. Category B units are your bread and butter line units. While not as exceptional as Cat A, they are still trained and equipped to a relatively high standard, this includes troops from various national service schemes. Category C covers mass conscripted troops using the oldest weapons in the arsenal, even such things as guerrillas or militias. With that said, they are not necessarily synonymous poorly motivated cannon fodder and do include, admittedly somewhat dated, armored and mechanized brigades. Even the mighty German Heer in WWII, after all, was a conscript army whose logistics were draft horses and mules. In short, while they don't can't be expected to hold the line when circumstances conspire to place them outside their comfort zone, they can and will overrun even Category A units on the wrong footing. The number and proportion of these units a player nation can maintain is determined by its population, or rather, its ability to maintain war footing.
How many brigades, airwings, or naval squadrons are actually maintained, and in what proportion, are entirely up to the player so long as they never have more than their current maximum. At player discretion, one can also raise a number of lower category units in place of one higher category unit at a ratio of Three Cat B units for one Cat A and Five Cat C units for one Cat B. Units who have fought to the point of combat ineffectiveness have to be cycled to the rear for rest and refit, they will be available again at the start of the next quarter. Units that are so badly mauled that they are effectively destroyed will continue to take up a slot and cannot be replaced until the start of the second quarter after their final battle.
Forces are generated at the start of every quarter, however many the player pleases up the maximum. Keep in mind, however, that these are in fact maximums. Raising as many forces as humanly possibly is not a course of action to be taken lightly.
War Footing
War footing represents the fact that peacetime armies tend to be largely professional or highly trained.
Regardless of when in a quarter War footing is declared, it does not fully come into effect until the start of the second quarter after it is declared. War footing has no benefit in the turn it is declared, the start of the next quarter gives the player half the benefit of war footing, and the start of the quarter after that gives the full benefit. Like in real life, it's best to put yourself on war footing before the shooting actually starts, even if it forewarns your enemies.
Small Population
Small populations can maintain a disproportionate number of Category B units compared to nations with Normal and Large populations. What they may not have in raw numbers, they have in the demographics of skilled professionals needed to operate fully modernized brigades. Of course, this still means that the
Standing (Base) Military
- Maximum [
War Footing
- Maximum [Reference Finland WW2]
Normal Population
Normal populations, being minimally damaged by the asteroid swarm and well educated, can afford to field a great number of Cat A and B units as well as fill out their ranks with a large number of Cat C troops.
Standing (Base) Military
- Maximum [Reference Germany or Great Britain]
War Footing
- Maximum [Reference South Korea]
Large Population
Large populations actually suffer by comparison to Normal and Small ones in the number of Cat B units they can sustain normally. Whether due to the enormity of the damage inflicted by the asteroid swarm or being poorly industrialized, a far smaller proportion of the units available can be kept to fully modern standards. Small, of course, is a relative term.
Standing (Base) Military
- Maximum [Reference modern Russia]
War Footing
- Maximum [Reference China]
Industrial Advancement
A point of Industrial advancement will allow you to promote a unit one category or add more Cat C troops to your maximum. A brigade, air wing, or naval squadron being upgraded in this fashion is taken off the field until the start of the next quarter, just like any other rest and refit. One can also trade Industrial Advancement for Super or Reputation points at a 2:1 ratio, and vice-versa.
Superprojects and Weapons
One of the indelible marks the meteor swarm left on Ground was the very array of planetary defense systems meant to protect against it. Each of the superprojects are gargantuan feats of engineering, literal marvels of science, standing testament to humanity's will to survive. Others saw them as symbols of peace, of cooperation between the nations.
Inevitably though, the danger passed, and the ploughshare becomes the sword.
Superprojects are divided into two categories, Civilian and Military. All players start with a base 5 points of Super that they are free to assign as they please, and gain one each quarter. Even if a player nation does not directly possess a "Superweapon", all player nations have had some stake in the creation of at least one planetary defense system. This could be anything from lending technical expertise, organizing funds and resources, or housing the project on their soil. As such, players must spend a minimum of one point in one of the Civilian Superprojects.
Civilian Superprojects are not necessarily actually civilian, or even intended for use against the asteroid swarm, but in general, most of them started life as such. They are everything from an array of massive railguns meant to target asteroid fragments, monolithic missile launch facilities, endless underground bunker complexes, to massive orbital vehicles. In essence, a Civilian Superproject is basically a jury-rigged strategic weapon without any of the nasty diplomatic connotations of using a WMD. A nation with Defensible terrain that houses a Civilian Superweapon must pay an additional point, while those with Forgiving get a discount of one. In a similar vein, Large nations get a discount of one point for building on their own soil while a small nation. Small populations contributing to a project built on someone else's soil gets twice the effect from the first point they invest. All Civilian Superweapons must start with a single weakness.
Military Superweapons are far more limited in scope and application, ranging from such relatively mundane things as the prototypes of a highly secret aircraft or tank design to flying aircraft carriers. As such, they do not start with a weakness. However, unlike Civilian Superweapons which can be used at any moment, deploying a Military Superweapon requires spending another Super point to activate it.
Naturally, the more players pitch in to establishing a single project, the more ambitious and powerful it will be as a weapon be while still leaving points left over for more exclusive projects.
Every point of Super invested in a superweapon project purchases a [tag]. A tag is a few words or a phrase describing some aspect of the project. Super projects must also take a weakness for every fourth tag that is added. [weakness] is similar to a [tag], but specific to some flaw in its application as a weapon or a critical point that when taken advantage of compromises any defensive scheme. A point of Super invested in a project may also be used to aid efforts to sabotage, capture, or outright destroy it. Superweapons are described with the following format:
[Superproject Name]
- [Contributors: (# Pts)]
- [Current Owner:]
- [Type: Civilian or Military (0/1 Pts)]
- [Tags]
- [Weaknesses]
[Project Description and History]
Points that have been stockpiled can be used to upgrade a Superweapon, activate a Military Superweapon, or saved up to unveil a hitherto secret weapon or repurpose a previously entirely peaceful system at a later date.
Possession of a Superproject is determined entirely by the players. Superprojects created by the cooperation of multiple nations are likely to be in the hands of an international body, but they may well be under the sole supervision of whichever nation is. Superweapons don't have any defenses. Those must be provided for by your military, tying down units to the task of keeping it safe.
Examples
Stonehenge
- Conributors: Erusia (3 Pts), San Salvacion, and others
- Current Owner: The Erusian Dynasty
- Type: Civilian
- [Eight Electro-chemical Linear Accelerators] [Intercontinental Range] [Burst Munitions]
- [Direct fire: Cannot damage targets lower than 2,000 feet above Sea Level]
X-02 Wyvern
- Contributors: Erusia (1 Pts)
- Current Owner: The Erusian Dynasty
- Type: Military (Inactive 0/1 Pts)
- [High Performance Fighter-Bombers]
Legendary Units
In every military there are famous ships, crack teams of operators operating operationally, tank and fighter aces whose simple presence can tip the tide of battle. They're ships named Enterprise, Delta Force, the Panzer Lehr, Hans Rudel, Simo Hayha the White Death, etc, etc
The rules for Legendary Units are very similar to those for Superweapons. Unlike Superweapons, all nations start with and accrue the exact same number of Legend points, regardless of environmental or population modifiers. Nations start with 5 Legend points and gain one every quarter. The more Legend a unit has the more dangerous - or lucky - it is. Legendary units are anything from entire elite formation, an elite platoon of tanks, or even a single undefeated Ace fighter pilot. The larger or more powerful the formation is before the application of Legendary status, the more diluted the Legend effect becomes.
Legendary units tend to be the natural predators of Superweapons.
[Legendary Unit Nickname]
- [Nation]
- [Unit]
- [Legend]
Examples
The Yellow Squadron
- The Erusian Dynasty
- 156th Tactical Fighter Wing
- Legend: 4
The Invincible Fleet
- The Erusian Dynasty
- Carrier Battlegroup + Battleship
- Legend: 1
Synergy
Superweapons and Legendary units can have Synergy.