ARMY MEN THE BATTLE FOR THE FRONT YARD (THIS IS NOT MAFIA FOR ANYBODY WHO ASKS!) Welcome!! Okay I have 0 player slots available: United Forces: 0 New Generation Imperial Army: 0 Conference of Rebel Forces: 0 Unknown: ? Background Story: It is the year of TYS R CUL. The plastic people who just recently lived in peace, are now in all-out war for the last reserves of synthetic plastics. Three factions arose within the plastic people. The United Forces, whose goal is to get the last reserves and to create an even more synthetic solution, and to distrubute it to all free peoples. The forces of the United Forces answer to their commander, Sarge. The New Generation Imperial Army is a grand duchy whose goal is the global formation of a monarchy under the command of Count Vladimir. Their goal is to use the final reserves of plastic as a way to get control of the other factions. The Conference of Rebel Forces does not agree with either of the two other factions. Rather, their goal is to take the last reserves for themselves and to use it only for themselves. Their selfish goal is headed by a man known as Artemis. To join, please post your: Username: Character: (One character in the game you want to play as) Faction: (The faction that character is in) When posting an action, please post in this format: Username: Character: Faction: Location: Action: The Factions United Forces (UF) Sarge: He made many famous appearances in video games, such as Sarge's Heroes. (FinnRagetti) [Courage Charge]: A unit you control gains two successive moves. (Use ONCE per round) Private Biff: This tough soldier has trained greatly in heavy weapons. (polelover44) [Tough Luck]: Target vehicle you control doubles its firepower. (Use once every TWO rounds) Captain Ken: His sharpshooting skills makes him a valuable asset to the U.F. (Spiffy) [Accurate Aim]: One unit you control that uses a sniper rifle doubles its firepower and range. (Use TWICE every TWO rounds) Sargeant Kelly: A disciplined medic. A master at guerilla tactics. What more could you want? (assassinfred) [Restore Morale]: All units you control restore 5 hitpoints of health and deal 2 more damage. (Use once every FOUR rounds) __________________________________________________ __________________________________________________ New Generation Imperial Army (NGIA) Count Vladimir: A powerful orator and a man of inconceivable wealth. He is known to have influence though prefers to not engage in combat. Duchess Nadia: A woman with a fair appearance and a know for stealth tactics. She is known to have taught the Cardinal in ways of assassination. She does not prefer to engage in all out war. Major Petrof: An officer that is adept to making quick decisions in battle, using any object to his advantage. (forks) [Last Resort]: All units you control that are currently using pistols triple their firepower. (Use once every TWO rounds) [Withdrawal]: Gain another surplus of funds this turn. (Use once every THREE rounds) Cardinal Dimitri: An officer who is familiar with enemy territory. (Chomper The Sharptooth) [Geo-Tactics]: Units you control either gain two firepower, receive an extra move, or increase their range by one, IF they are in enemy territory. (Use once every TWO rounds) [Hired Assassin]: Within the next two rounds, one random enemy unit will be killed. (Use ONCE every round) __________________________________________________ __________________________________________________ _ Conference of Rebel Forces (CoRF) Artemis: The rogue leader of CoRF. He is a master at aerial warfare. He has given, however, Mr. Rich Uncle full control of the CoRF Air Force. Mr. Rich Uncle: Nobody knows his real name or motive for sure, not even Artemis. (Bunnymaster) [No Object]: Gain a surplus of funds equal to any other player's income. (Use once every THREE rounds) [Scheming]: Your max unit count is 40 instead of 30. (ALWAYS ACTIVE) [Wingmen]: All aircraft you control may carry allied infantry, and gain two firepower and movement. (Use once every TWO rounds) __________________________________________________ __________________________________________________ _ The Infantry Your infantry. They are the footmen that make up the very roots of your army. When choosing your infantry, choose wisely because you want both efficiency and strength. Units take 1 ROUND to become fully mobilized. Also important is the fact that you (not the entire faction) have a maximum UNIT COUNT (UC) of 30. That means that you could have 30 gunners(1 UC), 15 heavys(2 UC), or 5 mortarists(4 UC) and 5 medics(2 UC), etc. This increases the difficulty you have to make in creating your army. Making sure that you have a team of soldiers that cover one another's weaknesses is vital to success. The following is the format used for units, so that you have an easy guide as to what the unit's attributes are and how much they cost in funds. ~Name:~ Description. Hitpoints(health): #. Unit Count(Described above): #. Weapons/Items: Weapons, Items, etc. Cost: # of Funds ~Gunner~: A basic unit. HP: 5. UC: 1. Weapons: Machine Gun, Grenades. Cost: 10 Funds ~Heavy~: Uses anti-vehicular weapons. HP: 5. UC: 2. Weapons: Bazooka, Grenades, Pistol. Cost: 20 Funds ~Sniper~: Uses long-range weaponry. HP: 5. UC: 2. Weapons: Sniper Rifle, Land Mine. Cost: 20 Funds ~Medic~: A unit whose sole purpose is medicines. HP: 10. UC: 2. Items: Rations, Role Call. Cost: 30 Funds *Medics may move twice ~Kamikazee~: A unit that sacrifices itself for greater damage. HP: 10. UC: 3. Weapons: Machine Gun, Detonators. Cost: 40 Funds ~Turret Gunner~: A unit with strong defense. HP: 10. UC: 3. Weapons: Machine Gun Turret, Grenades. Cost: 50 Funds ~Arson~: Uses fire to fight. HP:15. UC: 5. Weapons: Flamethrower, Pistol, Land Mine. Cost: 50 Funds ~Mortarist~: Carries heavy-ranged weaponry. HP: 10. UC: 4. Weapons: Mortar, Pistol, Grenades. Cost: 60 Funds ~Captain~: A powerful unit with a unique ability. HP: 20. UC: 5. Weapons: Pistol, Grenades. Items: Rally. Cost: 80 Funds *Captains may move twice ~Elite Gunner~: A strong all-arounder. HP: 10. UC: 4. Weapons: Machine Gun, Sniper Rifle. Cost: 70 Funds ~Engineer~: A tough defensive unit. HP: 15. UC: 4. Weapons: Shotgun. Items: Repair Pack. Cost: 70 Funds ~Cavalier~: UF unique unit. Rides on dirt bike. HP: 10. UC: 3. Weapons: Machine Gun, Pistol. Cost: 50 Funds *Cavaliers may move twice ~Gladiator~: NGIA unique unit. High defense. HP: 20. UC: 5. Weapons: Bazooka, Land Mine, Pistol. Cost: 90 Funds ~Grunt~: CoRF unique unit. Very cheap. HP: 5. UC: 1. Weapons: Machine Gun. Cost: 5 Funds The Vehicles Vehicles are similar to units. They have high defenses and come equipped with larger weapons. Some may even have the ability to move friendly units. Vehicles take 1 ROUND to fully mobilize. However, they come at a higher cost in funds. Vehicles consist of two types: GROUND and AIR. Ground vehicle can only be hit by weapons meant for ground vehicles. [Bazookas, Grenades, Mortars, Land Mines, Detonators, Flamethrowers, & Shotguns] Air vehicles can only be hit by weapons meant for air vehicles. (Machine Guns *Only if it is air to air combat, Grenades, & MG Turrets] Vehicles, just like units, have their own maximum VEHICLE COUNT (VC). This number is also 30. This means you can have up to 6 tanks, 3 tanks and 3 anti-air, or otherwise. The same format will be used with the exception of the vehicle count. ~Tank~: Basic ground unit. HP: 15. VC: 5. Weapons: Bazooka, Machine Gun. Cost: 40 Funds ~Heavy Tank~: Tougher model of the tank. HP: 20. VC: 5. Weapons: Bazooka x2, Mortar. Cost: 80 Funds ~Artillery~: Long-range combat unit. HP: 15. VC: 5. Weapons: Mortar x2. Cost: 40 Funds *Artillery may carry 5 infantry ~Anti-Air~: Created to combat air vehicles. HP: 15. VC: 5. Weqpons: Machine Gun Turret x2. Cost: 60 Funds ~Helicopter~: Basic air unit. HP: 15. VC: 5. Weapons: Grenades, Machine Gun. Cost: 60 Funds *Helicopters may carry 5 infantry ~Fighter~: Strong air unit. HP: 20. VC: 5. Weapons: Machine Gun, Bazooka, Grenades. Cost: 100 Funds *Fighters may move twice ~Combat Tank~: Green unique ground vehicle. HP: 25. VC: 10. Weapons: Bazooka x2, Mortar, Shotgun. Cost: 120 Funds ~Supply Truck~: Yellow unique ground vehicle. HP: 20. VC: 10. Items: Rations, Repair Pack, Role Call. Cost: 100 Funds *Supply Trucks may carry 5 infantry and may move twice ~Flying Fortress~: Blue unique air vehicle. HP: 30. VC: 15. Weapons: Bazooka x2, Mortar x2, Grenades. Cost: 150 Funds The Weapons and Items Weapons are the root of combat. They are what allow your units deal damage to the units of your opponents. Weapons do have a price: they have an upkeep. This means that every turn you must pay a certain amount of funds for units to be able to use their weapons. Items create a more unique sense of combat. They allow units to be healed, rallied, and even double movement. Items also have an upkeep. Weapons: Machine Gun: Deals 5 damage to all types of infantry. In air to air combat, deals 5 damage. Grenades: Deal 3 damage to all types of units. When on ground, deals damage only to ground. When in air, deals damage to ground and air. (Ranged by ONE territory) Bazooka: Deals 5 damage to all types of ground vehicles. Pistol: Deals 3 damage to all types of infantry. Sniper Rifle: Deals 5 damage to all types of infantry. (Ranged by ONE territory) Land Mine: Deals 5 damage to all types of units on the ground. Detonators: Deals 10 damage to all types of units regardless of elevation. The user is killed. MG Turret: Deals 5 damage to all types of infantry. Deals 10 damage to all types of air vehicles. Flamethrower: Deals 5 damage to all types of infantry. Deals 3 damage to all types of ground vehicles. Mortar: Deals 5 damage to all types of ground vehicles. (Ranged by ONE territory) Shotgun: Deals 5 damage to all types of units regardless of elevation. Upkeep for Weapons: Machine Gun, Grenades, and Pistol: 1 fund each Sniper Rifle, Bazooka, and Land Mines: 3 funds each Detonators, Flamethrower, Machine Gun Turret, Mortar, and Shotgun: 5 funds each __________________________________________________ ______________________________________ Items: Rations: Heals 5 HP to an infantry. Repair Pack: Heals 5 HP to a vehicle. Role Call: All friendly units in the territory that the role caller is in unite to defend regardless of movement or type. Rally: Target unit gains an extra move. Upkeep for Items: Role call: 1 fund Rations, Repair Pack: 3 funds each Rally: 5 funds __________________________________________________ ______________________________________ Weapon/Item Upgrades Upgrades are very useful. They allow your army to become more elastic in capabilities. Upgrades only help your army and not your teammates, so make sure you understand that. Once you purchase an upgrade, you no longer need to purchase it again. Upgrades do not have an effect on upkeep either, which is a nice thing too. Here is the format for upgrades: (Weapon/Item) Upgrade Name: Upgrade Description. Cost: # of Funds (Machine Gun) Sub-Machine Gun: Lower firepower, but can shoot 2 enemy infantry at once. Deals 3 damage to all types of infantry. Cost: 40 Funds Grenade Launcher: Fires grenades simultaneous to firing the machine gun. Equivalent to using a grenade. Cost: 80 Funds (Bazooka) Missile Launcher: Fire with greater power. Deals 10 damage to all types of ground vehicles. Cost: 120 Funds (Grenade) Shrapnel Grenades: Deals damage to 3 enemy units. Deals damage equivalent to a normal grenade. Cost: 100 Funds (Sniper Rifle) Scope: Cancels enemy sniper counterattacks. Cost: 120 Funds (Land Mines) Mine Detector: Prevents enemy land mines from exploding. Cost: 80 Funds (Machine Gun Turret) Sub-Machine Gun Turret: Lower fire power, but can hit 2 enemy units at once. Deals 3 damage to all types of infantry. Deals 5 damage to all types of air vehicles. Cost: 80 funds (Flamethrower) Dual tank: Increases damage dealt to vehicles. Deals 5 damage to all types of ground units. Cost: 20 Funds Greek Fire: Foes hit by flames are dealt 3 extra damage over 2 SUB-ROUNDS. Cost: 80 Funds (Mortar) Binoculars: Cancels enemy mortar counterattacks. Cost: 150 Funds (Shotgun) Large Spray: Decreases firepower, but can shoot 2 enemy units at once. Deals 3 damage to all types of units. Cost: 100 Funds Small Spray: Fire every two SUB-ROUNDS, but increase firepower. Deals 10 damage to all types of units. Cost: 120 Funds (Pistol) Silencer: Increases firepower. Deals 5 damage to all types of infantry. Cost: 60 Funds (Detonator) Large Explosives: Deals 10 damage to 5 enemy units of all types. Kills user. Cost: 150 Funds (Rations) First Aid Kit: Heals 5 HP to 2 infantry. Cost: 100 Funds (Repair Pack) Tool Kit: Heals a vehicle by 10 HP. Cost: 120 Funds (Rally) Leadership: Target unit gains 2 extra moves. Cost: 150 Funds (Carry 5 Units) Carry Ability: Gives all your vehicles the ability to carry friendly units. Cost: 200 Funds Territories Territories make up the battlefield. Each territory is either adjacent or separate from another. Whenever your army moves onto a neutral territory, you gain control of it automatically at the end of the round. If your army moves onto an enemy territory, a battle commences between your army and the defending force enemy army. The winner gains or stays in control of that territory. Territories provide three things: Funds, Legislative Power, and a Defending Force for that territory. Funds: Every upkeep, you gain the amount of funds equal to the funding for each territory your faction controls. Legislative Power: Legislative power affects your Max Unit and Vehicle Counts. 100% Legislative power=30 Units. For every 10%, you gain an additional 5 Unit and Vehicle count. Defending Force: Your faction's territories already come with a default defending force. Some neutral territories have an amount of units you can put in if you capture one. Whenever a unit within your army moves, it may move to another territory. Here is a map of all the territories (complements to (forks) for the wonderful map): Hide (Move your mouse to the hide area to reveal the content) Show Hide Hide Hide -Bushes- U.F. HQ: The United Forces have fortified their base in a bush by the front door. [Funding]: 30. [Legislative Power]: 60%. [Defending Force]: 10 gunners, 5 heavys, 5 snipers. Flower pot: A small flower pot located further away from the U.F. HQ, making a decent outpost. [Funding]: 10. [Legislative Power]: 10%. [Defending Force]: 5 turret gunners, 2 snipers. Small Bush: A bush closely located to the U.F. HQ. [Funding]: 10. [Legislative Power]: 30%. [Defending Force]: 5 gunners, 2 medics, 1 tank. -Garden- N.G.I.A. HQ: The base of the N.G.I.A. has been fortified in a nest of lovely smelling carnations. [Funding]: 20. [Legislative Power]: 70%. [Defending Force]: 5 gunners, 2 heavys, 3 snipers, 2 medics, 2 gladiators. Untilled Soil: The operations of the N.G.I.A. are coordinated in an underground base here. [Funding]: 20. [Legislative Power]: 20%. [Defending Force]: 1 medic, 1 elite gunner, 2 engineers. Petunias & Roses: N.G.I.A. placed a small post to scout out any enemy attacks. [Funding]: 10. [Legislative Power]: 10%. [Defending Force]: 1 helicopter. -Big Tree- C.o.R.F. HQ: C.o.R.F. established its headquarters high in the treetops. [Funding]: 40. [Legislative Power]: 50%. [Defending Force]: 4 gunners, 3 snipers, 1 flying fortress. Big Tree Roots: Fortifications have been made to prevent access to the C.o.R.F. HQ. [Funding]: 0. [Legislative Power]: 20%. [Defending Force]: 10 gunners, 3 heavys, 2 snipers, 1 elite gunner, 2 medics. Birds Nest: Though it is low on the tree, it still provides a decent lookout. [Funding]: 10. [Legislative Power]: 30%. [Defending Force]: 2 gunners, 5 snipers, 2 mortarists, 1 helicopter. -Yard- Tall Grass: Provides decent cover. (N.G.I.A.) [Funding]: 20. [Legislative Power]: 10%. [Defending Force]: Controlling faction may put up to 20 UC & VC of units into this territory. Mole Burrow: An intricate system of tunnels. (C.o.R.F.) [Funding]: 30. [Legislative Power]: 10%. [Defending Force]: Controlling faction may put up to 20 UC & VC of units into this territory. -Driveway- Open Pavement: A large sand covered plateau. Desert-like climate. Who knows what exists there? (neutral...or is it?) [Funding]: 30. [Legislative Power]: 0%. [Defending Force]: N/A Basket Ball Hoop: This tall structure allows a bird's eye view if climbed to the top. (C.o.R.F.) [Funding]: 20. [Legislative Power]: 10%. [Defending Force]: Controlling faction may put up to 20 UC & VC of units into this territory. -Windowsills- Left Window: This windowsill has a SHRUBBERY growing in it. (U.F.) [Funding]: 40. [Legislative Power]: 0%. [Defending Force]: Controlling faction may put up to 20 UC & VC of units into this territory. Right Window: Nests a variety of small flowers. (U.F.) [Funding]: 10. [Legislative Power]: 20%. [Defending Force]: Controlling faction may put up to 20 UC & VC of units into this territory. __________________________________________________ __________________________________________________ The Round-Sub-Round System The way this game works involves an intricate system which I, myself, designed. It is composed of what is called a "round-sub-round" system. A round is the overall action a player takes during his/her turn. This is divided into what are called sub-rounds. Sub-rounds are the individual steps that player takes in order to complete a round. Sub-rounds are sometimes divided into even more in-depth steps. At the end of each sub-round and in-depth step, all actions taken during those time periods conclude (except for CO abilities, which until the next round). Here are the steps to a round: Round -Upkeep (Funds are given to each player first, then payments to any units' weapons are made) -Initiate Commanding Officer's Ability -Main Sub-Round 1.Purchase Units or Upgrades 2.Move Units (Non-Combat) -Combat Sub-Round 1.Initiate Commanding Officer's Ability (Do this only if you haven't done this before, or if your CO can use his/her ability twice) 2.Move Units (Combat) 3.Indirect Attack (You may either decide to take step 2 or 3) 4.Direct Attack 5.Repeat Steps 1-4 if you wish to continue -Post Combat Sub-Round 1.Purchase Units or Upgrades 2.Move Units (Non-Combat) -End Round -Results These steps of course, describe an attacker's viewpoint. Since combat is simultaneous, when a CO moves units onto a territory you occupy, you can either move units onto the any adjacent territory, or you can decide to defend. The defending force must be the targets of combat before any CO that is defending is targeted. For example: say 2 Gunners attack a territory that has a CO who owns his own Gunner. His Gunner would not be dealt damage as long as there is an existing Defending Force and the Gunner would get a chance to counterattack. However, if there is no Defending Force, the defending CO would have to sacrifice his Gunner to combat. That same CO could move his Gunner onto an adjacent territory instead of engaging in combat too. He could move the Gunner to the territory the enemy came from, or could move it onto friendly land. If a territory you controlled was under attack, you would be allowed to move your units towards it during your enemy's move units combat step. Here's a detailed look at how combat works: Combat 1.Initiate CO's ability: Your CO has an ability underneath his/her description. Using their ability may give you an edge to combat. However, make sure not to squander your CO's ability if they can use it only so often. 2.Move Units: This step occurs after the initiation of you CO's ability (it still occurs if you don't use the ability). Basically, you move your units onto an either enemy or neutral territory. Then, combat officially commences. This is different than the Non-Combat move, in that your move will cause combat to spur, where the Non-Combat move is meant to move units not going into Combat. 3.Indirect Attack: During this step, if you have any units that are one territory away from the one combat is occuring in, you may have those units fire at the enemy units. However, if those enemy units have indirect units, they will automatically fire back at your indirect attackers. You may choose to attack units owned by a CO unlike direct attacking (look at Direct Attack for details). Units that can fire indirectly are those that are carrying the following weapons: grenades, sniper rifle, mortar. Note: Units may not move and attack indirectly on the same round. 4.Direct Attack: During this step, the units that have direct combat weapons initiate combat with opposing troops. Taking advantage of the indirect attack step can decrease the amount of enemy units you have to face. During the direct attack step, you may have a unit do one of the following: a.Attack with their weapon. b.Drop a hazard. c.Recuperate. A unit that will take the first action will first damage an enemy unit, then that enemy unit automatically "counter-attacks." The unit that has no health left is considered "killed" or "destroyed." Only units with land mines or detonators can take the second step. However, if a unit uses a land mine, they take a chance at being counter attacked and/or killed. A unit that uses a detonator will automatically be killed once the direct attack step is over, and it will deal 10 damage to any other unit it may be "attacking." Only units with rations, repair pack, role call, or rally may take the third step. These units risk being counter-attacked and/or killed. The effect of the recuperation then occurs (i.e. retreat, but only if a unit has the ability to take an extra move). When attacking, your units must target the Defending Forces of the territory you are invading first. If there are none, or if all Defending Forces have been defeated, then units owned by a CO may be targeted. *NOTE: A Unit may only take one action in an entire round. This does not include the Combat Move.* 5.Once steps 1-4 have occurred. Then, you may repeat those steps again if necessary. Follow the same procedures until all units of one side have either retreated or defeated. After that, you may move onto the Post-Combat Sub-Round. Victory Conditions The following are the terms of a defeat for either a single player loss or a faction loss: 1.If a CO's Army has been entirely destroyed, he is eliminated from the game. 2.If all CO's to a faction have been eliminated, that faction is no longer capable of returning to play. 3.A CO can only be resurrected if one of the following have occured: -A fee of 1000 credits have been payed either by a player or pooled together by a faction. -That CO's faction manages to capture and gain full control of an enemy HQ. 4.A faction is eliminated if another faction manages to capture and gain full control of the original faction's HQ for 2 rounds. If a faction's HQ has been captured, they are no longer capable of purchasing units until they regain control. The faction that captured the HQ must hold control of it for 2 rounds in order to eliminate the original faction. An HQ can be liberated by the third faction that didn't take part in the capture (however if the original owners have been eliminated, the liberation is automatically a failure). __________________________________________________ __________________________________________________ Statistics -Funding- Sarge: 130 Funds Private Biff: 150 Funds Captain Ken: 190 Funds Sargeant Kelly: 147 Funds Major Petrof: 270 Funds Cardinal Dimitri: 172 Funds Mr. Rich Uncle: 1 Funds -Units- Sarge: 2xGunners 2xTanks Private Biff: 3xGunners 1xSniper 3xHeavy 3xMedic 1xArson 1xFighter Captain Ken: 1xCaptain 2xGunners 4xSniper 1xCavalier 1xMedic Sargeant Kelly: 1xSniper 3xGunners 2xCavaliers 2xTanks 1xArson Major Petrof: 2xHeavies 3xAnti-Air Cardinal Dimitri: 9xGunner 1xSniper 1xMortarist Mr. Rich Uncle: 38xGrunts 2xFighters 3xEngineers 3xKamikazee 1xHeavy Tank -Upgrades- Sarge: (Missile Launcher) Private Biff: None Captain Ken: None Sargeant Kelly: None Count Vladimir: None Duchess Nadia: None Major Petrof: None Cardinal Dimitri: (Grenade Launcher) Artemis: None Mr. Rich Uncle: (Sub-Machine Guns) -Legislative Power- U.F.: 120% N.G.I.A.: 110% C.o.R.F.: 120% FAQS Q: Is this Mafia? A: No, this game is a strategy game that plays very differently. Unlike Mafia, your "role" is seen by everyone in addition to your ability and whatever actions you take. What this game requires is a different mindset. Being sure to create a balanced army, and then when knowing how and when to strike at opposing players is a major aspect of this game. I will not and do not PM people "roles" as these are chosen by the player pre-game. Q: Can we contact one another "behind the scenes?" A: Yes, that way team strategies are developed. Q: How should I play this game? A: This game requires you to post regularly. You should make sure you always check the main page for any major updates (such as changes in statistics). Most of the game play is done on the thread.