The Scandinavian Conflict of 1921
(I'm sorry for the laughably poor Scandinavia. I didn't put too much emphasis on making it accurate because battles take place on a local map, rather than on this.)The year is 1921 and tensions between Norway and Sweden have reached the boiling point. Ever since Aage Braaten took power in Norway through a quick and surprisingly bloodless coup, relations between the two Scandinavian nations began to tank dramatically. Aage began clamping down harshly on those who protested against his illegal rise to power and restricted most of the citizens’ basic rights. He implemented 8 o’ clock curfews, prohibited all non-state run radio stations and newspapers, established a militarized police to subdue the population, and drastically increased Norwegian conscription and investment in the military. Aage has since announced himself ruler of Norway for life. Many nations of the world, still haunted by the The Great War, have largely ignored Norway in an effort to stay out of yet another bloody conflict. In response to the Norwegian crisis, Sweden expanded its own military capacity, creating a few new divisions, but like much of the world has otherwise steered clear of taking any action against the newly establish authoritarian Norway. However, Aage has begun to lay claim to several tracts of resource rich land and villages within Swedish borders housing runaway Norwegians, demanding that they be turned over to Norway or else hostile actions would be undertaken. Swedish politicians, calling Norway’s bluff, refused the demands expecting nothing more than sanctions and embargoes.
Unfortunately, it was no bluff.
Shortly after the refusal, Swedish scouts began to report back on Norwegian troops marching across the border. The Scandinavian Conflict of 1921 had begun.
You're an officer in the 8th Köttbulle Brigade of the Swedish Army. Currently, you and your squad have been stationed in the small village of Eda Glasbruk (close to the Norwegian-Swedish border), not quite aware of what you and your men were about to participate in...
Explanation and Some Mechanics
The Scandinavian Conflict of 1921, as I would describe it, is a coop, turn based, strategy forum game. Each player takes control of a squad (Infantry squad, mortar team, Armored platoon, etc.) in a battle. However, instead of having to tell each and every soldier in that squad what to do, actions are either taken as a group or automatically assigned by me to the soldier best fit for the task in the squad. For example, asking your squad to target an armored car means that the AT soldier is allocated the order because he is the one with the right equipment for the right job. Of course, you can always specify a particular soldier to do if it you so please, though be aware of soldier capabilities before sending orders.
A normal infantry squad has two actions a turn which can be used to move and then move again, move and attack, or attack and move. You may only attack once a turn. An additional movement action is given to a squad if their path is along a road, but the action can only be used for movement. In this game in the current game year, a Swedish infantry squad consists of 5 riflemen (one of which holds a radio), 2 submachinegunners, an AT soldier (equipped with an AT rifle and a handgun), an LMG operator, and a squad leader equipped with a handgun(I'll let people name them if they so please. If your squad leader dies, you are NOT out of the battle. You can still command your squad, you're just down one soldier and some moral.) More squads will be implemented as things go along.
When a squad is ordered to attack another squad, each attacking solder gets two 100 sided die rolls. The first roll determines the accuracy of the soldier's shot and the second roll, with situational increases/decreases added, must be at or above the first roll to kill a target. When an attack roll is successful, a dice with a number of sides equal to the number of soldiers in the targeted squad is rolled. Each soldier in the targeted squad is assigned a number. The number on the dice determines which soldier dies.
Rifles, AT rifles, and Machine guns have a max range of 3 hexes before accuracy penalties begin to accumulate. SMGs have a max range of 2 before accuracy penalties begin to accumulate, but SMGs and machine gun attacks get a 6 sided "Burst Fire" dice roll to determine the number of shots fired up to 6 shots. Each shot after the first gets a minus 10 to their attack roll however. Handguns have a range of 1 before accuracy penalties begin to accumulate. For each tile past a weapon's effective range, 20 is subtracted from the secondary attack role.
An enemy squad and a friendly squad can enter the same tile. Doing so results in close quarters combat automatically. In CQC, cover is no longer valid and does not affect rolls. In CQC, Riflemen get a plus 10 to their attack rolls and Submachinegunners and pistoleers get a plus 15 to their attack rolls as well as being the first ones to inflict casualties in CQC. MG operators get no CQC bonuses. In CQC both sides immediately roll attack die for their Submachinegunners and pistoleers at the same time, dealing casualties in the same moment. Then, riflemen and MG operators roll for their attacks, again dealing casualties at the same time. Thus, CQC favors squads with more SMGs and pistols. If a squad has no ammo, it must resort to melee. See the melee explanation in the Ammunition spoiler below.
Riflemen get 15 attacks before they run out of ammo. Submachine gunners get 10 attacks. Pistoleers/AT soldiers/MG operators get 6 attacks. Ammo can be looted off dead squad members, enemy or friendly, or through ammo resupply points. If no ammo can be scavenged, then the squad must resort to melee. In melee, the attacker's accuracy rolls are affected normally by roll increases/decreases, but defenders with ammo get a +20 to their CQC rolls, so melee combat is very risky if your enemy is equipped while you aren't. If both combatants have no ammo, then neither side gains the bonus and both squads duke it out in melee.
Squads automatically take cover from enemy fire if they're in cover. Cover reduces the dice roll of an attacker depending on how heavy the cover is. Light cover (ie a wooden fence) will lower the attacker's dice roll by 10. Medium cover (ie sandbags) will lower it by 20. Heavy cover (ie building) will lower it by 30. What counts as what kind of cover is up to me. You may ask whether a certain tile has light, medium, or heavy cover before moving and I will let you know. Keep in mind that some cover can be negated based on positioning. For example, if you attack a squad crouched behind a fence from the rear, then you do not receive the decrease to your troops' accuracy rolls.
Moral affects a squad's accuracy roll and ranges on a scale from -10 to +10, -10 being Broken, 0 being Worried, 10 being Calm. Moral raises by two points each turn. Each moral point below 0 subtracts 1 from a squad's attack rolls, each moral point above 0 would add 1 point to a squad's attack roll to a max of 5 points (Moral would not be quite as important as experience, thus the max roll buff of 5). Moral lowers when it seems obvious that it would: When a squad leader dies (-2 moral), when a squad is attacked (-1), when a squadmate dies (does not stack with squad leader dieing (-1)), being flanked and having cover be invalidated (-1)
Squad experience is not that different from the workings of moral, though experience affects accuracy rolls slightly more once it gets past 5. Like moral, experience functions on a -10 to +10 range, -10 being conscripts with no training whatsoever and +10 being battle-hardened troops. For each number below 0 on the rank scale, a squad's attack roll would be subtracted by that number. For example, -10 experience conscripts would get a -10 to their accuracy rolls. Likewise, any squad with an experience level above 0 would have that number added to their accuracy roll. Squads with lower experience gain experience slightly easier than more skilled ones, my reasoning being they learn all they need to know by being on the front line in the thick of things rather than premature training, as with regular infantry. Experience is gained based off a squad's kill count. For every 5 kills, a squad's exp value goes up by 1. Squads with negative experience are given 1 extra experience when an experience gain takes place.
In flat and open ground, infantry squads can see 3 hexes, however, they can only one hex deep into forests and hills within their line of sight. When a squad is in a forest, it can only see one hex into nearby forest tiles. If a squad is on top of some hills, it gains sight into other nearby hill tiles as though they were normal plains. Troops can be hidden only in forest tiles and tiles with heavy cover (ie buildings). In order to hide troops, they must be in a suitable location for at least one turn without firing or doing any actions that would give them away. To discover a squad that has done nothing to give away its position, a squad must travel within one tile of it. If a squad is hidden, it can give away its position by attacking. If a squad is hidden when attacking, it gains a 10 to the squad's attack rolls.
Here is an example of some line of sight situations.
As you get access to more squads, I'll list their capabilities and compositions.
As battles are won and lost, I will be updating and posting a map of the front and how it changed. Perhaps the Swedes can mount an effective counter attack all the way back to Oslo? Or will they fall to the might of the Norwegians as they come knocking on Stockholm's door?
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