Blue - The Argonaut Federation
Green - The West-Europe Company(us)
Yellow - The Crusaders of God
Red - The Valkyrie Bloc
Hello! I am Lighthearter, inventor of The War Room AARing. This is the first trial run of the idea, so I'm counting on you to make it work. Now, here's the gist of it:
I am beginning a new kind of AAR - similar to and inspired by TRP's Realpolitik, but revolving around military. It's called the War Room. I've created a Battle Scenario map of Europe and the surrounding seas and released four fictional geopolitical super-states(The Argonaut Federation, the Valkyrie Communist Bloc, the Crusaders of God and the West-Europe Company) upon it. Basically every player that comes in and joins decides whether to be a land or naval leader and is issued a command, either a fleet or a theater on land. These commanders are given objectives to capture by the Head of State(me) and several courses of action to fulfill these with. Also there are five people called the "Joint Chiefs" who are elected by the officer corps. The Head of the Army/Navy/Air Force, the Director of Research and the Chief of Staff.
Current Joint Chiefs:
Air Force: Vaximillian
Navy: arya126
Army: KaiserMuffin
Chief of Staff: TheRealKestrel
Research: tuore
Rules of Engagement:
- I as host and Head of State reserve the right to veto any action any player wishes to undertake: To consolidate the stability of the AAR, to stop interference with the normal functioning of the thread or simply because I feel like it. Don't mess with The Man.
- Rule #1 of The War Room: The War must be won. There will be no talk of peace deals or releasing puppet regimes, and winning the War must always come first.
- You tactics in the field must always be from a selection of courses of action presented by the Head of State, unless you are issued Operational Freedom. As you win battles and campaigns I will trust your judgment more and more, in the manner of a real Head of State.
- Any member is free to request a command wither in general or specifically. The final decision on commands, however, is up to the Head of State and the Joint Chiefs. A member can only be in command of one force/theater at a time, although he is free to request a transfer whenever he sees fit, though this may be denied.
- I am going to ask everyone to use their own nicknames at all times when playing. This is to avoid confusion.
- Tactical/strategic debate is encouraged, but talk swiftly - the War waits on no man, and emergencies arise at the most inopportune times . . . .
- As the War progresses, players will Rank Up in the fighting, gaining new capabilities that they can use to win the war.
- Any Commander may run for any of the Joint Chiefs positions.
- The host (Lighthearter) retains full rights to ban any player that has violated these rules. Spamming, using a complaint generator, inciting hate, being obtrusive for the normal functioning of this thread or getting on my nerves will be banned from the War indefinitely.
- Please refrain from PMing me for every War Room-related issue. Alternatives are using the profile visitor comments, or simple commenting in the thread.
- By voting in any Strategic Meeting, Requesting a Command or performing any other form of interaction with this AAR, you declare that you have read and understood these rules to the letter. I don't want to be a jerk guys, so keep it clean!
There's our rules. Now here's game-specific stats:
Nukes - The use thereof shall require a 2/3s majority vote from the officer corps, but research shall occur. It should be assumed that the other side is researching them as well.
Ranking up - Every player starts out at Level One and they gain ranks from fighting and from impressing me in the thread. They can acquire one power per rank, and these powers can be used at the cost of one Action Point. You possess one of those per level as well. Action Points regenerate at a rate of 1 per game week. Currently Level Ten is the maximum, but I may up that bar if many Commanders hit it.
Powers:
(Each individual power may only be used once per session)
Commandos - Starting power. Can issue a commando raid that might damage an enemy facility. Cost to use 1 point.
Scavenger(Land/Air) -
I: Passive chance of generating one random brigade for one of your divisions per session.
II: Can choose to generate a random brigade for your own theater. Cost to use 2 points.
III: Can choose to generate a specific brigade for your force and a random one. Cost to use 3 points.
II: Can choose to generate a random brigade for your own theater. Cost to use 2 points.
III: Can choose to generate a specific brigade for your force and a random one. Cost to use 3 points.
Heroic Repair(Sea) -
I: Passive chance of instantly repairing one light ship.
II: Can choose to instantly repair one ship. Cost to use 2 points.
III: Can choose to instantly repair two ships. Cost to use 3 points.
The above power cannot be used unless your fleet is in a port, with the exception of version III.II: Can choose to instantly repair one ship. Cost to use 2 points.
III: Can choose to instantly repair two ships. Cost to use 3 points.
Strategic Insight -
I: Passive chance to gain a detailed overview of an enemy force.
II: Can choose to gain a detailed overview of an enemy force. Cost to use 2 points.
III: Can choose to gain a detailed overview of an enemy force and see all their nearby forces. Cost to use 3 points.
II: Can choose to gain a detailed overview of an enemy force. Cost to use 2 points.
III: Can choose to gain a detailed overview of an enemy force and see all their nearby forces. Cost to use 3 points.
Trickster -
I: Passive chance that one enemy unit may become locked down for an indefinite period to dig in, fearing you will attack them.
II: You may choose one enemy unit to suffer the above effect. Cost to use 2 points.
III: You may choose two enemy units to suffer the above effects with a lower chance per week to recover. Cost to use 3 points.
II: You may choose one enemy unit to suffer the above effect. Cost to use 2 points.
III: You may choose two enemy units to suffer the above effects with a lower chance per week to recover. Cost to use 3 points.
(Land)War of Maneuver(requires Level Five) -
May spend points to take entire army and move up to 2 squares deep into enemy territory, forming up with full supplies and fuel. Cost to use 5 points. May spend 10 points to double range.
(Sea)Marine Detachment(requires Level Five) -
May spend points to fabricate two Marine divisions on a coastal province within your theater. Cost to use 5 points. May spend 10 points to deploy three divisions with brigades. Specifically one artillery, one anti-tank and one engineer.
Officer Corps:
Admirals:
arya126 - Head of the Navy
Level One
Abilities: Commandos, Heroic Repair I
hobopuppy
Level One
Abilities: Commandos, Heroic Repair
Generals:
KaiserMuffin - Head of the Army
Level One
Abilities: Commandos, Strategic Insight I
TheRealKestrel - Chief of Staff
Level One
Abilities: Commandos
humancalculator - Awaiting assignment
Level One
Abilities: Commandos, Trickster I
EvanC21
Level One
Abilities: Commandos, Strategic Insight I
Vaximillian - Head of the Air Force
Level One
Abilities: Commandos, Strategic Insight I
Ivir Baggins
Level One
Abilities: Commandos, Strategic Insight I
Hastatii
Level One
Abilities: Commandos, Scavenger
Let there be War! Enlist today!
- Lighthearter
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