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by The united federation of amestris. . 65 reads.

TWC War Games Information

This factbook does not have the information on the modifiers for the war games. For information on that, check this factbook:

TWC War Games Modifiers

by The united federation of amestris

As the threat of war is prominent in many areas, TWC has began a war game competition, or a series of friendly military exercises. For a nation to join, one only has to contact The united federation of amestris in a telegram, and use this factbook to tell Amestris the necessary information about the nation's military. rules and modifiers of the war games are shown below:

I. Manpower

a. Maximum manpower fielded: 5,000

b. Maximum reserve manpower: 50,000
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II. Technology and inflicted casualty cap

a. Default cap: 34% manpower

b. Technology level I - bolt-action rifles, heavy machine guns: 34% casualty cap

c. Technology level II - bolt-action rifles, portable machine guns: 35% casualty cap

d. Technology level III - Semi-automatic rifles, portable machine guns: 36% casualty cap

e. Technology level IV - Semi-automatic rifles, improved machine guns: 37% casualty cap

f. Technology level V - basic laser weaponry: 38% casualty cap

g. Technology level VI - improved laser weaponry: 40% casualty cap, -5% at night (see section IV and V)
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III. Technology and casualty reduction

a. Default cap: -0% casualties taken

b. Tech level I - Leather padded helmets, basic medical equipment: -0% casualties taken

c. Tech level II - Steel helmets and basic medical equipment: -2%

d. Tech level III - Early Kevlar, steel helmets, and basic medical equipment: -3%

e. Tech level IV - Kevlar, steel helmets, and improved medical equipment: -4%

f. Tech level V - early laser resistant armor and improved medical equipment: -5%

g. Tech level VI - laser resistant armor and improved medical equipment: -6%
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IV. Time of day

To simulate the passage of time, each match has two parts:

a. Day - Normal, no modifiers

b. Night - -4% attacking and defending casualty cap
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V. Night vision technology (affects casualty cap)

a. Level I - No night vision equipment: +0% at night

b. Level II - Universal flashlight equipment: + 1% at night, +2% enemy casualty cap at night

c. Level III - Crude night vision: +2% at night

d. Level IV - Basic night vision: +4% at night

e. Level V - Anti-refractive night vision: +9% at night (Is only available with level VI weapon tech)
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VI. Terrain

a. Plains - attacker: + 0% casualty cap, -0% casualties taken. Defender: +0% casualty cap, -0% casualties taken

b. Forest - attacker: -3%, 0%. Defender: -2%, 0%

c. Marsh - attacker: -3%, +3%. Defender: -2%, +3%

d. Jungle - attacker: -3%, +3%. Defender: -3%, +2%

e. Hills - attacker: -2%, -2%. Defender: +2%, - 3%

f. Mountains - attacker: -4%, +5%. Defender: +1%, +1%

g. Desert - attacker: -3%, +3%. Defender: -3%, +2%

h. Snow - attacker: -2%, +2%. Defender: -2%, +1%

i. Coastal - attacker: -1%,+0%. Defender: +5%, -0%

j. Urban - attacker: -2%, -3%. Defender: -1%, -3%
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VII. Doctrines

a. Mobile Infantry - Your general staff has determined that mobile infantry is the optimal force to use on the field. Using their fast pace, your infantry is optimal on the offensive and can easily surround your foe, while still retaining the defensive capabilities of infantry. - +2% casualty cap in Plains, Desert, and Snow on offence, +2% casualties dealt in Plains, Desert and Snow on defense.

b. Blitzkrieg - Your forces use fast moving armor to break through the enemy and encircle them, easily deciding the fate of the battle. - +4% casualty cap in Plains, Desert, and Snow on offence.

c. Dispersed Artillery Support - Your forces use small amounts of scattered artillery in artillery accessible regions to prevent your opponent from having full access to the front. - -2% enemy casualty cap in Plains, Marsh, Hills, Desert, Snow, and Coastal on defense.

d. Integrated Artillery Support - Your forces have determined that the best way to fight your opponent is to not fight them at all, and, instead, prefer to destroy them with long range heavy artillery support. - +2% casualty cap in Plains, Marsh, Hills, Desert, Snow and Urban on offence.

e. Grand Battleplan - Your army has adopted the military doctrine of the Grand Battleplan. Every soldier knowing exactly what to do, when to do it has proven invaluable to your forces in the field, and, while your forces may not be the absolute best in any single terrain or situation, they can work well in all with the Grand Battleplan. + 0.37% casualties dealt in all terrain on offence and defense, -0.37% casualties taken in all terrain on offence and defense

f. Mass assault - Your army, with its seemingly unlimited reserve of manpower, takes advantage of it as much as it can, no matter if it is attacking or defending. - +10% maximum fielded manpower (5,500), +10% maximum reserve manpower (55,000)

g. Cult of the offensive - Your army has, in the wake of an abundance of past offensive maneuvers, developed a belief that a strong offense is unstoppable, and that most defense is useless. The onslaught of your advancing forces is certain to smash through all defenses.
+1% casualties dealt in all terrain on offense, +0.37% casualties taken on defense

h. Minimal force - Your pushes forward with a flexible defense, and putting no more force than necessary into an attack, avoiding many casualties that would be taken from a strong wave offensive.
+1% casualties dealt in Plains, Forest, Hills, Urban, Mountain, Desert, and Snow on offence, -0.5% casualties taken in all terrain on offence and defense
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VIII. Morale (base)

Morale = -(.05(percentage of troops lost)^2) + 100

Casualties dealt = Casualties dealt - ((-Morale * 0.1) + 10)

Casualties taken = Casualties taken + ((morale * 0.1) -10)
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IX. Morale boosters (out of battle)

During war, warring nations will try to keep their morale up. To simulate this, a player in the war games may contact the GM, The united federation of amestris, and ask the GM to apply a specific morale booster to that player's nation. The name of the morale booster, and whether or not it is during or out of battle should be listed as well. If either is not given, the morale booster will not be applied. Morale may not go higher than 100%.

a. Increased supply - +1% morale

b. Speech - +10% morale, 10% chance of failure, in which case, -5% morale instead. A morale booster of the, "speech" type may only betaken every other round.

c. Propaganda - +5% morale, 5% chance of failure,in which case, -5% morale instead. May only be taken every other round.

d. Party - +10% morale, and -2% casualty cap, +2 % casualties taken on offence and defense in all terrain for 1 round.

*All morale boosters wear off after two turns, both positive and negative
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X. Morale boosters (during battle)

During war, warring nations will try to keep their morale up. To simulate this, a player in the war games may contact the GM, The united federation of amestris, and ask the GM to apply a specific morale booster to that player's nation. The name of the morale booster, and whether or not it is during or out of battle should be listed as well. If either is not given, the morale booster will not be applied. Morale may not go higher than 100%.

a. Increased supply - +5% morale, 5% chance of failure, in which case, -2% morale and +2% enemy morale instead

b. Speech - +15% morale, 15% chance of failure, in which case, -7% morale instead, and 10% chance of general being wounded, in which case, -10% morale instead, and no morale booster of the, "speech" type may be given for 2 turns, instead of 1.

c. Victory - is not a selectable morale booster, but is automatically applied if a battle is won. +3% morale.

*All morale boosters wear off after two turns, both positive and negative
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XI. Specialists

a. Woodland military specialists - Forest - Offence: +3%, -1%. Defense: +3%, -1%

b. Mountaineers - Mountain - Offence: +4%, -4%. Defense: +2%, -0%

c. Desert Warfare Specialists - Desert - Offence: +3%, -3%. Defense: +2%, -2%

d. Winter Warfare Specialists - Snow - Offence: +2%, - 2%. Defense: +1%, -1%

e. Marines - Coastal - Offense: +6%, -3%

f. Coast Guard - Coastal - Defense: +1%, -3%

g. Urban Warfare Specialists - Urban - Offence: +2%, -2%. Defense: +2%, -2%

h. Jungle Specialists - Jungle - Offence: +3%, -1%. Defense: +3%, -1%

Read factbook

As the TWC War Games has become known to more and more people throughout NS, I have received questions from plenty of people about how the War Games work. As a result of that, I have decided to create this factbook, just as an outline of what exactly the TWC War Games are.

So what are the "War Games"?

In simplest terms, the war games is an RNG based military simulation that I, The united federation of amestris, run for a bit of entertainment for the nations in TWC and its allies, although all are welcome to join.

How do I join the War Games?

Just send me, The united federation of amestris, a telegram stating that you want to join. If there is a War Games competition under way, your telegram may be lost and have to be resent after the current War Games are finished. Any time that signups are running, though, I will be sure to mark you down as someone who wishes to join the war games, and I will get back to you in time.

Can I join the War Games once they have started?

No. Once a War Games competition has begun, you may not join until it has been completed.

I have sent a telegram declaring my intent to join the war games. Do I need to do anything else?

Yes, you will have to answer a few questions about your military so that I may apply the proper modifiers to the casualties your army takes and deals. If you do not receive a response to your telegram immediately, please be patient, I will get to you eventually. If you do not receive any response, I will, near the end of sign ups, send a message on The Wolf Clan RMB, announcing that the War Games signups are closing, and that if anyone has not gotten a response to a telegram, to resend the telegram.

Who gets to join the war games?

Anyone and everyone. Although I only tend to announce the War Games in The Wolf Clan RMB, anyone is welcome to join. You may even enter multiple nations into the War Games in the form of puppet nations. For the sake of the War Games, any puppets entered will simply be treated as another nation, and will be treated the same way as your main nation.

How do the War Games work?

By this I mean not how the modifiers work, but how the scheduling of the War Games works.
The first part of the war games is the Round Robin stage. In this stage, each nation will combat against every other nation once. In this stage, each win that a nation gets earns 3 points, each draw earns 2 points, and a loss gets 1 point.
Depending on the number of points received at the end of the Round Robin stage, nations will be advanced to different groups in the Group stage. When groups are assigned, the groups are built to create a balanced set of nations going into the next stage, the Elimination stage. This means that all of the highest scoring nations might not be in the same group, rather the groups will be made to have a high scoring nation, two middle scoring nations, and a low scoring nation. Of course, this might not be completely possible to have all of the groups built this way, so some liberties must be taken. In the group stage, the two highest scoring nations will proceed.
The final stage of the War Games is the Elimination stage. A playoff bracket will be created to be as balanced as possible, and nations in the bracket will combat each other in single elimination, meaning that if a nation is defeated, it is completely eliminated from the games.

One last thing...

If there are any other questions that you wish to ask, just send a telegram to me, The united federation of amestris. I will attempt to answer any questions about the War Games that anyone may have for me.

The united federation of amestris

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