Mr. Maul Posted March 11, 2003 Share Posted March 11, 2003 Attention all war mongers: This will be a reinactment of the Civil War. The main objective is to win(of course. List your Name Age Rank(it will be decided on a vote) Northerner or Southerner Short Bio Supplies(you will be given them later) It will be the first ten people who sign up for each side. Once there are ten people per side, each side will have an election for each position available(positions will be stated later). Then each player will be assigned to a regiment. You will be given goods and supplies. These also pay for the costs of movements. The movement costs are as follows: Army........1 grain or 1 coal across Northern states Artillery...3 grain or 1 coal across Northern states Ship........1 coal (can carry 5 regiments) Calvary.....1 grain per 2 territories So, all you war-lovin'-sons-of-generals sign up today. Link to comment Share on other sites More sharing options...
Flash Posted March 11, 2003 Share Posted March 11, 2003 This sounds very cool. But I'm not too sure about this whole 'costs of movement' thing. Could you explain it a bit more? I mean, it just sounds as if this RPG might lack much freedom. Link to comment Share on other sites More sharing options...
Orien_Xel Posted March 13, 2003 Share Posted March 13, 2003 This sounds very interesting. Just explain the movement system a bit more. But I will join!!! [color=blue] [b]Name:[/b]William O'Roark [b]Age:[/b]29 [b]Rank:[/b]Unknown.... [b]Affiliation:[/b]North (hence the blue color!! :D) [b]Bio:[/b]William is an Irish immigrant who came over in the 1850's. When the Civil War broke out, he joined up and(hopefully) will be an officer. He has a weak spot for children and likes brandy.[/color] Link to comment Share on other sites More sharing options...
DuoMax Posted March 13, 2003 Share Posted March 13, 2003 [color=green][b]Name:[/b]John Grey [b]Age:[/b]25 [b]Rank[/b]Not yet known [b]affiliation:[/b]North [b]Bio:[/b] Born in Maine, he is ardent patriot of the Union cause and an abolitionist. He strongly opposes slavery.[/color] Link to comment Share on other sites More sharing options...
Mr. Maul Posted March 16, 2003 Author Share Posted March 16, 2003 [B][U]Starting the Game:[/U][/B] The game opens in April, 1861. The first shots have been fired on Fort Sumter, therefore, the first move belongs to the Union. Upon a turn, the side must follow the instructions for stages one and two of the order of play. When they are completed the side may do up to three(3) of the remaining five stages. HOWEVER,[U]They must be done in sequence.[/U] For example, a side chooses to do stages 3, 5, and 7. These stages must be done in order. No side may attack on its first turn. [B][U]Order of Play:[/U][/B] [B]Stage One:[/B] Pay salaries and loans to the bank [B]Stage Two:[/B] Transfer production units to the supply center [B]Stage Three:[/B] Sell supply units to the market [B]Stage Four:[/B] Attack [B]Stage Five:[/B] Movement of millitary forces [B]Stage Six:[/B] Build Millitary forces, bridges, or factories [B]Stage Seven:[/B] buy supplies from the market [B][U]Stage One[/U][/B] The government of each side pays salaries to the bank. For each millitary unit, the salary is $10 million. For each resource, a salary of $50 million will be paid. Southern cotton fields use slave labor and need not pay salaries. If a side does not pay the salaries of its millitary units, then the units desert and you lose the units. If the salaries of the resources go unpaid, then the resources go on strike and their production is not transfered in stage two. Loans or interest on loans must be paid. [B][U]Stage Two[/U][/B] Production of resouces is transfered to the government's supply center. Each side is responsible for keeping track of its own resources. Each resource produces the following: Grain fields....4 units Factories.......3 units Coal mine.......2 units Cotton fields...3 units A side may build its resources to an unlimited supply. [B][U]Stage Three[/U][/B] Selling to the market is used to earn money or to drive the market price down. A side may sell up to 10 units of any or all supplies to the market at market price. When selling units, the number of units is subtracted from the side's supply center. The market price will drop by the number of units sold. [B][U]Stage Four[/U][/B] When a side wishes to engage the enemy, or capture or destroy territory or resources, they may attack. No side may attack on its first turn. Refer to the rules "How to Attack" when you are ready(which I will type later). [B][U]Stage Five[/U][/B] Movement of millitary units is achieved by using grain or coal from the supply center. Soldiers: 1 grain per unit per state or territory moved into. Units can only cross rivers at bridges. Up to five units can be carried on warships. Armies can only be picked up at friendly ports, but can be dropped of on any coast. Units on board are considered cargo. If the ship goes down, so do they. Units can also travel across Northern states in Union control by railroad for 2 coal per unit. No limit to the length of the trip. Border states are included. Artillery: 3 grain per unit per state or territory moved into. Artillery units may cross rivers at bridges only. 1 artillery unit may be transported on a ship and is considered cargo. Artillery may only be dropped off at friendly ports. Artillery may be moved by railroad for 2 coal. Cavalry: 1 grain for every 2 states or territories moved into. Calvary may swim across rivers or use bridges. 2 cavalry units may be transported on ships and are considered cargo. Shore Guns: Can not move. Warships: Move at the cost of 1 coal per sea or river grid moved into. Each ship can carry up to five units, one artillery unit, two calvary units. It may not carry a combination of units. [B][U]Stage Six[/B][/U] A side may build military forces by using supplies and money paid to the bank. A side may continue to build as long as it has the supplies and money to do so. ***Remember, salaries must be paid in Stage One.*** Infantry: A purchase of soldiers includes 3 units, a unit of soldiers can be any combination of colored regiments or all of one regiment. Each unit of three will cost: 1 grain, 1 coal, 1 armament, 1 cotton, and $500 million. Cavalry: A purchase of a cavalry unit includes 1 horseman. The cost per unit is: 1 grain, 1 armament, 1 cotton, and $100 million. Artillery: a purchase of an artillery unit includes 1 cannon. The cost per unit is: 1 grain, 1 armament, 1 coal, 1 cotton, and $3 billion. Shore gun: 1 shore gun may be built for 1 coal, 1 armament, and $1 billion. Warships: Ships may be built at the cost of 1 grain, 1 armament, 1 coal, 1 cotton, and $500 million. Factories: A factory may be built for the cost of $15 billion. Bridges: A bridge may be built for the cost of $5 billion. [B][U]Placement of New Forces[/B][/U] Infantry units may be placed in the home states of the colored regiment. When the supply of men is gone, no more armies from those states may be bought. Cavalry may be placed in the home states. When they are all gone, no more may be bought. Artillery may be placed in any friendly state with a factory. Shore guns may be placed in any friendly state or territory. ***A shore gun may not be placed if the coast is under blockade.*** Warships may be placed in any friendly port. Factories may be built in any friendly state or territory. Bridges may be built across a river if both sides are controlled by friendly forces. [B][U]Stage Seven[/B][/U] When a side needs supplies, it may buy resources from the market at the market price. A side may buy any number of resources and store these supplies in their supply center. When resources are bought the price will rise the same number as the number purchased. I will post the rest of the rules later as well as a better map lol! Link to comment Share on other sites More sharing options...
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