• Nuclear Holocaust [Forum Game]
    94 replies, posted
[highlight]There is some more indepth on the rules in my second post of this page[/highlight] [media]http://www.youtube.com/watch?v=7x0NQh2f9ww[/media] [i]Welcome general, you have been summoned here because we are now at defcon one. Our radar has picked up several nuclear missiles heading towards friendly soil, and it is now your duty to do what must be done to not only defend our country, but to counter-attack without any mercy. We have prepared for this day for a long time now and the complete arsenal of our army is at your disposal. Good luck, and may God have mercy on our souls.[/i] -End of Transmission- Welcome to Defcon (The Tabletop Game), this is Gregah speaking. About 9 months ago I tried to host a modified version of Risk that sadly failed, I feared it was because of too complicated rules so I've done something completely different this time around. I've been doing a complete conversation of the nuclear holocaust-simulator Defcon to PC, that can now be played as a tabletop game. So where do you come in? Well, you can't play without players, now can you? :) What I need is six (or more) players who want to take the role as a leader for one out of six factions. The nations are USA/Canada, Southern America, Europe, Russia, Middle-east, Africa and Southern Asia/Australia. The map is nowhere near accurate in terms of how it has been cut up (for instance, korea is together and at peace obviously, afghanistan is part of russia and other innacuracies) and for that I apologize. I made it overly simplified to make it easier for everyone involved. I have also refrained from placing any actual cities on the map. I did this so that it would have more balanced gameplay and because a lot of cities would be really close to eachother, which would complicated it even further. Thirdly, the world population is also nowhere near the actual number, once again this is a decision I had to do to make it more balanced and less clustered. Instead of citites, players will place out population centers, ranging from low-density (where 15 million people live in any area) to high-density, where 100 million people live in an area. It is up to the player to decide where he wants his cities. Placing them close to eachother can be a good idea if you want to make it easier to defend against missile attacks, but can also be a bad idea if the enemy decides to launch a massive amount of missiles at you. The same can be said for placing them all far away for eachother, where it can be harder to launch a massive missile strike at you but you will also have to stretch your defense. The goal is to gain the most amount of points in 24 hours (each turn is one hour). You gain 2 points for every one million people you kill, and you lose 1 point for every one million of your own people that dies. Every faction have their own advantage (and disadvantage), some may have less people (and more space) to place their cities and units whereas others have more funds to buy units/buildings for. Every faction can also ally with eachother (do this either through talking in the thread or through PM) and having an ally can make the game a lot easier for you. And your opponent. So, let's get on with how this works. You first pick your faction (listed farther below), then you place all the population centers as you choose. You can place up to five buildings (population centers count as a building) in a tile. After that, you use your funds to buy buildings and units. Buildings have to be placed in tiles occupated by your faction (as seen by the colours), also have to be placed in tiles occupied by your faction. Ships however, can be placed anywhere. Beware though, every player can see your ships (except for submarines, they are invisible for every type of unit beside carriers). After that, it's a full-scale global thermonuclear war. The game is decided by your wit, and through me rolling a d6. I will post updates as soon as everyone has sent in orders OR after 72 hours after the last update. Players who fail to send in orders after two consecutive turns will be considered MIA and anyone (beyond current players) can take command of that faction. The actions I will list are the following : Movement (and attacks by ships/ground forces/aircraft) Missile attacks and trajectory (I will not list on what population centers they are targeted at, I will however post if a missile is sent from say... G 16 to H 14). Damage report (units/population lost). I will also post a new updated map for every turn with updated movement and capacity of silos etc, and also updated healthbars on population centers (measured in percentage, 1 pixel being 10%). You will then have to send in new orders for the upcoming turn. Please make every order report as intricate and detailed as possible, if it is not clear on what you mean or if there is a contradiction I will ignore that order. As mentioned earlier the game will go on for 24 rounds (in-game time would be 24 hours), and the winner will be the one who has maximized his damage output while keeping his casualties at a minimum. The price for being the winner? $15 through paypal. So, let's start with showing you guys the map first ; [img]http://img577.imageshack.us/img577/288/mapworldoutline5.png[/img] The factions you can pick (and their colours) USA(Light blue), Europe(Green) and Southern Asia/Australia(Purple) 140 credits 4 Low-density 6 Medium-density 3 High-density POPULATION : 600 million people Southern America(Dark yellow) and Africa(Cyan) 90 credits 8 Low-density 4 Medium-density 1 High-density POPULATION : 380 million people Middle-east(Bright yellow) 140 credits 4 Low-density 7 Medium-density 2 High-density POPULATION : 540 million people Russia (Red) 120 credits 6 Low-density 5 Medium-density 2 High-density POPULATION : 490 million people And the units available (and their cost). (4) Destroyer. 3 or less to destroy Fighter/Interceptor. 4 or less to destroy Carrier. 5 or less to destroy Ground Forces (only if on water). 1 or less to destroy MRBM/SRBM (one each turn). Can attack aircraft from 2 tiles. Can attack Destroyer/Carrier from 1 tile. Movement : 1 tile every turn. (5) Carrier (10 MRBM, 10 SRBM). 4 or less to destroy Submarine. 5 or less to destroy Ground Forces (only if on water). Can send Strategic Bombers with MRBM, SRBM (one each turn). Can send Fighter/Interceptors (two each turn). Can launch up to two aircrafts each turn. Can attack Submarine from 1 tile. Can spot submarine from 2 tile. Movement : 1 tile every turn. (8) Submarine (5 ICBM, 5 MRBM, 10 SRBM). 3 or less to destroy Carrier/Destroyer. 5 or less to destroy Ground Forces (only if on water). Can launch ICBM, MRBM, SRBM (one each turn). Can attack Destroyer/Carrier/Submarine from 1 tile. Movement : 1 tile every turn. (2) Ground Forces (5 SRBM). 1 or less to destroy Strategic Bomber. 2 or less to destroy Fighter/interceptor. 3 or less to destroy Ground Forces. Can launch SRBM (one each turn). Movement : 1 tile every turn, can move on water (not able to attack while on water). (4) Radar/airbase (10 Fighter/Interceptor). 2 or less to destroy Ground Forces. 1 or less to destroy Fighter/Interceptor. Can send out up to two Fighter/Interceptors every turn. IF player has 1-2 Radar/airbase he can only intercept one missile every turn for each Anti-missile. IF player has no Radar/airbase he can't intercept missiles at all with his/her Anti-missile. (8) Anti-missile/airbase (10 Strategic Bomber, 5 MRBM, 10 SRBM). 2 or less to destroy Fighter/Interceptor. 1 or less to destroy Strategic Bomber. 3 or less to intercept Missile MRBM/SRBM . 4 or less to intercept ICBM . Can intercept up to two missiles every turn. Can send out up to one Strategic Bomber every turn. Effective range for intercepting missiles is 10 tiles. (10) Silo (10 ICBM, 10 MRBM, 10 SRBM) Can send up to three missiles every turn. Fighter/Interceptor. 3 or less to destroy Fighter/Interceptor. 2 or less to destroy Strategic Bomber. 2 or less to destroy Ground Forces. 1 or less to destroy Destroyer. 2 or less to destroy Carrier. Effective range before having to go for refuel : 6 tiles in every direction. Movement : 3 tiles every turn. Can remain "stationary" on a tile for a turn, counting as moving 1 tile. Strategic Bomber. Effective range before having to go for refuel : 8 tiles in every direction Movement : 2 tiles every turn Can remain "stationary" on a tile for a turn, counting as moving 2 tiles. Can only carry one warhead (MRBM/SRBM). ICBM Effective range : No limit. Movement : 1 tile every turn. MRBM Effective range : 12 tiles. Movement : 2 tiles every turn. SRBM Effective range : 6 tiles Movement : 3 tiles every turn. Missiles work like this: Turn 1 ) Launch and movement Turn 2 ) Movement (If the missile has reached its destination then it is on the way to its target. If the defending player can not defend against the missile or if anyone can't/won't shoot it down then it is considered a hit and it does the damage. A missile can not attack units on the same tile as itself. Strategic Bombers work like this: Turn 1) Deployment and movement. Turn 2) Movement (If the Strategic bomber has reached its destination then it is dropping its payload. If the defending player can not defend against the Strategic bomber or if anyone can't/won't shoot it down then it is considered a succesful bombing run and it does damage, and starts to return to base. A Strategic bomber can attack units on the same tile as itself. A fighter/interceptor works like this. Turn1) Deployment and movement. If the fighter can reach its target on this turn it will try to attack. Turn2) Same as Turn 1, a fighter can both be attacked and attack on the same turn, meaning a roll to see if it can destroy its target and a roll to see if the defending player can attack it (either through fighters, destroyer or anti-missile) then that roll will be rolled at the same time. If both rolls succeed then the target of the fighter will be destroyed, and the fighter itself. A fighter will return to base as soon as its target is destroyed or if it is being called back. Aircrafts that are returning back to base can be attacked by anti-missile/destroyers/fighters. USA(Light blue), Europe(Green) and Southern Asia/Australia(Purple) 140 credits 4 Low-density 6 Medium-density 3 High-density POPULATION : 600 million people Southern America(Dark yellow) and Africa(Cyan) 90 credits 8 Low-density 4 Medium-density 1 High-density POPULATION : 380 million people Middle-east(Bright yellow) 140 credits 4 Low-density 7 Medium-density 2 High-density POPULATION : 540 million people Russia (Red) 120 credits 6 Low-density 5 Medium-density 2 High-density POPULATION : 490 million people Edit : Added some text on how missiles/airplanes work. Edit2 : Fixed tactical bombers to their rightful name (strategic bomber), cant' carry ICBM but more MRBM/SRBM on carriers.
lemme get antarctica
DEFCON the board game Welcome commander. You have been summoned here because we are now in Defcon 1, the highest alert level. As you might know, defcon 1 means we are now at full global-scale thermonuclear war. It is now up to you to best use the arsenal at your disposal to annihilate the enemy while minimizing our losses. Good luck, and may God have mercy on our souls. -End of Transmission- Welcome to DEFCON the board game! DEFCON the board game is a complete conversation based upon the PC game DEFCON where you take control of one out of six factions, all fighting to use the combined nuclear arsenal of that faction to oblitierate your enemy while making sure friendly soil isn't completely wiped out. You can take control of the following factions : North-American Confederation(Light blue), Europe(Green), Southern Asia/Australia(Purple) 140 credits 4 Low-density 6 Medium-density 3 High-density POPULATION : 600 million people Southern America(Dark yellow), Africa(Cyan) 90 credits 8 Low-density 4 Medium-density 1 High-density POPULATION : 380 million people Middle-east(Bright yellow) 140 credits 4 Low-density 7 Medium-density 2 High-density POPULATION : 540 million people Russia (Red) 120 credits 6 Low-density 5 Medium-density 2 High-density POPULATION : 490 million people Every faction has their own advantage and disadvantage in terms of both funds and geographical location. Factions such as North-American Confederation or Europe have more funds, but will struggle to keep their people safe as their people is concentrated in bigger cities and smaller areas whereas factions such as Africa or Russia will not have to worry so much nuclear weaponry hitting hard on their population. This is reflected with less funds to spend on their arsenal however, and wider area that has to be defended. Every player will be able to place the population centers and buildings as they please, as long as they place every population center in their own territory. You may only place up to five buildings (population centers, radar/anti-missile/silo) in one tile that you own. Instead of cities, the player has population centers. These buildings represent areas of a country where 15 to 100 million people live (ranging from low-density to high-density) and one single nuclear weapon will kill off a certain percentage of that number. The goal of this game is to gain the most amount of points in 24 turns. One turn represents one simulated hour. You gain 2 points for every million of people you can kill, and you lose 1 point for every million people you lose. At the beginning of the game, every faction is at war with eachother. However, it is strongly advised to ally with other people to ensure that you don't have to worry about their nukes and units for the time being. Be aware though, alliances are easily made and can easily be broken, so make sure you're always one step ahead of your enemy. Keep your friends close, and your enemies closer! [img]http://img269.imageshack.us/img269/288/mapworldoutline5.png[/img] The current map being used. The world is round, so going from A to X is therefore possible. Remember to keep this in mind when you place your buildings and units! As a GM, remember to colour the ring around each unit in the colour of the faction controlling them. The game works like this: The players (2 to 6) all pick one faction. After that, they must place their population centers on the world map. You can only place five buildings on one tile. Low-density, medium-density, high-density population centers all count as one building each. Now it is time to spend the budget on units and other buildings! You can spend the budget however you like, radar towers are necessary for anti-missile to work at full efficency however. To achieve full efficency you need three radar towers. If you have one or two radar towers, the anti-missile can only intercept one missile each every turn. If you have no radar towers, then the anti-missile can not intercept any missiles at all. Buildings and Ground Forces must all be placed in your own territory, ships however can be placed wherever you want on the world map. After that, it's a full-scale global thermonuclear war. The game is then in full effect, and you can decide to use your units however you want. The world map is always visible to everyone involved to reflect the use of satellites, submarines however are always invisible unless a Carrier has spotted them and is within visible range of said carriers. Missiles work like this: Turn 1 ) Launch and movement Turn 2 ) Movement (If the missile has reached its destination then it is on the way to its target. If the defending player can not defend against the missile or if anyone can't/won't shoot it down then it is considered a hit and it does the damage. A missile can not attack units on the same tile as itself. Strategic Bombers work like this: Turn 1) Deployment and movement. Turn 2) Movement (If the Strategic bomber has reached its destination then it is dropping its payload. If the defending player can not defend against the Strategic bomber or if anyone can't/won't shoot it down then it is considered a succesful bombing run and it does damage, and starts to return to base. A Strategic bomber can attack units on the same tile as itself. A fighter/interceptor works like this. Turn1) Deployment and movement. If the fighter can reach its target on this turn it will try to attack. Turn2) Same as Turn 1, a fighter can both be attacked and attack on the same turn, meaning a roll to see if it can destroy its target and a roll to see if the defending player can attack it (either through fighters, destroyer or anti-missile) then that roll will be rolled at the same time. If both rolls succeed then the target of the fighter will be destroyed, and the fighter itself. A fighter will return to base as soon as its target is destroyed or if it is being called back. Aircrafts that are returning back to base can be attacked by anti-missile/destroyers/fighters. Remember to be as detailed and intricate as possible when you send in orders to the GM! The GM will have to keep a lot of information together so it is highly advised he/she keeps notes on where every unit is heading (aircraft and missiles), where they are stationed and how much health buildings have. It is also important to note how much nuclear arsenal units such as carriers and submarines have too, and buildings such as anti-missile, radar and silos. A GM should write down the following information in each update he/she makes: Movement of units such as Ground Forces, Destroyers/Carriers (Submarines IF a Carrier can spot them), and Airplanes. Movement of Nuclear Missiles (ICBM, MRBM, SRBM). Both where they are heading from, and where they are moving to. Detonations of Nuclear Missiles. Successful attacks. Failed attacks. Current status of buildings. This can (and should) be done by changing the various coloured bars on both units and buildings. One pixel is either one point (when looking at units and buildings other than population centers) that is either one health-point or one missile of one of the available types, or ten percent off a population center. The game uses a d6 to determine whether attacks and intercepts are succesful. Missiles do not require a roll of a die to see if they are succesful in their attack. The units are formated this way: (cost) Name of unit <abilities> UNITS (4) Destroyer. 3 or less to destroy Fighter/Interceptor. 4 or less to destroy Carrier. 5 or less to destroy Ground Forces (only if on water). 1 or less to destroy MRBM/SRBM (one each turn). Can attack aircraft from 2 tiles. Can attack Destroyer/Carrier from 1 tile. Movement : 1 tile every turn. (5) Carrier (10 MRBM, 10 SRBM). 4 or less to destroy Submarine. 5 or less to destroy Ground Forces (only if on water). Can send Strategic Bombers with MRBM, SRBM (one each turn). Can send Fighter/Interceptors (two each turn). Can launch up to two aircrafts each turn. Can attack Submarine from 1 tile. Can spot submarine from 2 tile. Movement : 1 tile every turn. (8) Submarine (5 ICBM, 5 MRBM, 10 SRBM). 3 or less to destroy Carrier/Destroyer. 5 or less to destroy Ground Forces (only if on water). Can launch ICBM, MRBM, SRBM (one each turn). Can attack Destroyer/Carrier/Submarine from 1 tile. Movement : 1 tile every turn. (2) Ground Forces (5 SRBM). 1 or less to destroy Strategic Bomber. 2 or less to destroy Fighter/interceptor. 3 or less to destroy Ground Forces. Can launch SRBM (one each turn). Movement : 1 tile every turn, can move on water (not able to attack while on water). (4) Radar/airbase (10 Fighter/Interceptor). 2 or less to destroy Ground Forces. 1 or less to destroy Fighter/Interceptor. Can send out up to two Fighter/Interceptors every turn. IF player has 1-2 Radar/airbase he can only intercept one missile every turn for each Anti-missile. IF player has no Radar/airbase he can't intercept missiles at all with his/her Anti-missile. (8) Anti-missile/airbase (10 Strategic Bomber, 5 MRBM, 10 SRBM). 2 or less to destroy Fighter/Interceptor. 1 or less to destroy Strategic Bomber. 3 or less to intercept Missile MRBM/SRBM . 4 or less to intercept ICBM . Can intercept up to two missiles every turn. Can send out up to one Strategic Bomber every turn. Effective range for intercepting missiles is 10 tiles. (10) Silo (10 ICBM, 10 MRBM, 10 SRBM) Can send up to three missiles every turn. UNIT STATISTICS Fighter/Interceptor. 3 or less to destroy Fighter/Interceptor. 2 or less to destroy Strategic Bomber. 2 or less to destroy Ground Forces. 1 or less to destroy Destroyer. 2 or less to destroy Carrier. Effective range before having to go for refuel : 6 tiles in every direction. Movement : 3 tiles every turn. Can remain "stationary" on a tile for a turn, counting as moving 1 tile. Strategic Bomber. Effective range before having to go for refuel : 8 tiles in every direction Movement : 2 tiles every turn Can remain "stationary" on a tile for a turn, counting as moving 2 tiles. Can only carry one warhead (MRBM/SRBM). MISSILE STATISTICS Missiles can be launched at an enemy through three ways. Either they can be launched from a stationary Silo, launched from a Submarine (they will remain invisible if no carrier is within 'sighting range') or be transported with a Strategic Bomber. The range of a missile being carried by a Strategic Bomber is the same range as a Strategic Bomber. The Effective range is how far it can fly after being fired from either a Silo or a Submarine. ICBM Effective range : No limit. Movement : 1 tile every turn. MRBM Effective range : 12 tiles. Movement : 2 tiles every turn. SRBM Effective range : 6 tiles Movement : 3 tiles every turn.
Can I change my character into a girl?
[QUOTE=baqua;28702836]Can I change my character into a girl?[/QUOTE] Yes ofcourse, I haven't written down any gender of the general (you) so you can switch up all you want if you want to.
[b][i]"Fuck this I'm going to the moon."[/i][/b] [img]http://www.knowledgerush.com/wiki_image/0/00/Saturn-V-liftoff-2.jpg[/img]
Activate Skynet! It will help us in all defenses of the US!
[i]sltungle dies alone and scared in an underground car park from radiation poisoning[/i] gg guys!
forum games like this never do very well unless they're [i]extremely[/i] simple.
all missiles to Africa
I'll take Russia :v:
[QUOTE=Sector 7;28703233]forum games like this never do very well unless they're [i]extremely[/i] simple.[/QUOTE] Or they offer 15 dollars as a prize?
I'm not going to participate, but I'm going to love reading this. Ohohoho.
-slooooowsniiip-
risk is fun
I'll go with Asia/Australia.
I don my robe and wizard hat.
Dibs on the US This may turn out to be very interesting.
I choose to somewhat lead Canada (won't be doing it full time as I'm off soon so somebody can take over after this turn) I choose to set the population centers at the border of Alberta and the NWT, one on the lower left corner of BC, and the other 3 around Hudson bay. I set up around 5 missile defense systems by each center and launch a nuke at japan, setting of their nuclear reactors and having a mega explosion hopefully. [editline]20th March 2011[/editline] Is this ok, or a bad example on what to do
Forum RP? [img]http://4.bp.blogspot.com/_nMM8Q2T7UlU/TPk0vdWUuqI/AAAAAAAAAEo/-8WGmtMxy7g/s1600/spongebob+imagination.jpg[/img]
[QUOTE=Valon Kyre;28704089]I choose to somewhat lead Canada (won't be doing it full time as I'm off soon so somebody can take over after this turn) I choose to set the population centers at the border of Alberta and the NWT, one on the lower left corner of BC, and the other 3 around Hudson bay. I set up around 5 missile defense systems by each center and launch a nuke at japan, setting of their nuclear reactors and having a mega explosion hopefully. [editline]20th March 2011[/editline] Is this ok, or a bad example on what to do[/QUOTE] Canada is part of the US, Which I currently have dibs on, sorry.
I want Europe, I have no idea how to play, needs a td;dr but I'll just go for it and see what happens. I want like 1000 Silo's on M6, 20 destroyers on L6, 300 Carriers on L5, 200,000 Submarines on C8,9,10,11, 20,000 ground forces on 8M, 200 Radar/Airforce bases on 8N, 200 Antimissle/airforce bases on 5N, 20,000 Million Fighter/Interceptors on 7M, and 900,000 Million Bombers on 7M. You mad world?
I'm going Europe
Fuck you I have Europe. ^
[QUOTE=Sector 7;28703233]forum games like this never do very well unless they're [i]extremely[/i] simple.[/QUOTE] This one is for money, though. [editline]20th March 2011[/editline] late
[QUOTE=Vollybomb;28704528]Canada is part of the US, Which I currently have dibs on, sorry.[/QUOTE] I'm pretty sure Canada is not a part of America.
Thread music? [media]http://www.youtube.com/watch?v=NcghLSIpZlM[/media] Anyways, I'm intrested in Middle East. Gotta read them rules one more time tough.
So basically DEFCON, the Introversion game. Almost exactly.
Why don't you just buy DEFCON and make a server, it's a great game and it'll simplify things.
Ill choose China :3
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