In the year 1911 A.C. (After Colonization) the first Great War between New World powers took place. Two large continents found themselves embroiled in a massive multifront war thanks to a convoluted series of alliances, but ultimately the fate of nations rested upon a single set of islands an a massive Fortress-City known as Harren. Unique materials could be found in the earth of these islands, and everybody desired a piece. Six years of war left their mark on the islands and the mainland continents to the north and south, ending in a ceasefire and peace treaty that largely allowed continental powers to consolidate their strength and recover while the Fortress-City and the islands it sat between gained or retained their independence, in effect becoming a buffer zone between the Continental Powers and preventing either side from gaining free access to their special resources.
To the south the Selicate Empire underwent a Communist revolution. The new government sought to secure their borders with haste, "pacifying" and eliminating perceived threats to regional security. Within a decade their influence had spread throughout their continent in some form or another, leading to the formation of a Selicate-led "alliance" of nations known as the
Selicate Federation of States. While only the northern portion of the continent was considered Selicate territory, the influence they held over their satellite states and puppets was immense enough that there was hardly a difference between them.
In the north a number of like-minded nations came together to form an alliance to guarantee protection against outside aggression and increase cooperation across borders. Headed by Endicar, the military, industrial, and economic powehouse of the northern continent, the
United National Security Alliance offered plenty of incentive to the various independent states to centralize their international policies (decided by a council of elected officials representing each nation). Unfortunately for a few small states that didn't subscribe to the ideas of democracy, the UNSA believed adherence to other ideals was a potentially cancerous threat that required excision. While each nation in the UNSA maintains their own identities, they are all required to adhere to the same ideals. Or else.
The year 1938 A.C. saw an unexpected arrival: a massive fleet from the Old World, a singular continent constantly embroiled in warfare that the New World had not contacted since leaving to colonize all those years ago. Led by an unlikely alliance of nations, this invasion fleet assaulted the Harren Islands in force, striking the main cities of the Abberan northern island, the Salviosi south, and the Fortress-City itself. This blitz conquered the islands before the two Continental Powers could come to an agreement on how to handle the invasion, and unfortunately these invaders proved extremely capable in the ways of warfare on land, at sea, and in the air (a side effect of the cycle of endless wars). Attempts to counterinvade the Harren Islands proved fruitless and extremely costly for the aligned Continental Powers. By the Spring of 1941 the Old World invaders had managed to grab solid footholds on the continents, so the decision was made to disregard the lives of noncombatants and engage in "total war". The occupied cities of Abbera and Salvios were pummeled by a massed flight of bombers that the largely navy-centric invaders couldn't quite respond to or replicate in kind. The invaders were weakened and their expeditionary forces on the continents withdrew to the Harren Islands. Still, the invaders proved impossible to dislodge thanks to the local Special Resources as well as their own unique materials transported from overseas (even if interdiction impacted their supply lines somewhat - the Invader fleets were still superior to the Continental Powers, just suffering from the distance to any safe ports during their travels). Another decision to disregard innocent lives was made, and a new superweapon developed by the UNSA was used on the city of Abbera.
On December 7th, 1941 at 8:15 AM a bomber referred to as the Paul Tibbets released and detonated the first nuclear device over Abbera. The city erupted in a massive blast of fire and ice as stockpiles of the invader's own superweapon-in-progress cooked off. Still, the invaders refused to surrender and so a second device was outfitted to a UNSA bomber that'd transferred to a Selicate airbase near the coast. At 11:02 AM on December 10th the bomber named SnakeAyes dropped a second nuclear bomb on Salvios, which also erupted (although with a lot more fire and an absence of frozen materials) in a devastating manner. Invader leadership refused to surrender, but those lower on the ladder weren't too keen on being erased from existence in such a manner and quickly lost faith in their leaders. The tentative alliance of war-scarred nations was falling apart and soon a general withdrawal was ordered. Some forces stayed behind, intent on completing whatever their mission was, but (finally) successful invasions from the north and south pinched the invaders until they were forced to fight and die in the city of Harren itself.
Almost immediately after the invaders were purged from the islands the ideological differences between the two Powers now sharing a border reared their heads once more. The SFS, in order to prevent an immediate outbreak of war now that they'd declared Salvios as an integrated state, withdrew from the northern half of the Fortress-City and allowed the UNSA a "fair share" of the Harren Islands. In order to solidify their border, in a very literal sense, a wall was constructed along the center of an arterial road running through the city east to west.
And now we get to today.The last few years have been focused on recovery efforts for both Continental Powers, who have been very keen on integrating Harren's unique materials for themselves. The UNSA has been experimenting with
Caelium, a material that can influence, use, affect, or otherwise interact with the forces of gravity in strange and unique ways, while the SFS has been at work with
Gavrillium, a resource that acts as a potent source of energy in its many forms. Now, with most of the recovery work complete, the alliances are paying more attention to their one land border, The Wall, and what is happening beyond it.
You are a member of either the Selicate Federation of States or the United National Security Alliance, and it is your responsibility to oversee and direct the actions that will affirm and cement your alliance's place as
the dominant world power.
Once you read, gloss over, or ignore the rules, declare which team you are joining and head over to their thread to begin plotting. Remember to be a good sport and not to peek into the other team's thread. Below are the spoilers that will go over rules, guidelines, and what you can expect.
CWAR takes place in an alternate universe on a planet of humans around the equivalent era of our Cold War. The AR is contained in a Science Fiction setting: as long as you can give a reason why something should work (more than "because it can") then it should be possible. If you're not sure about the viability of a proposal, you can always ask and I'll let you know if it's at least within the scope of the game, with a little more advice given for the first couple turns. While the game loosely follows the timeline of its predecessors, Industrialized and Mechanized Warfares, no experience with the setting is required to get involved. They do make for some good reading though, if I say so myself.
Most easily defined as gravity and energy manipulating materials respectively, Caelium and Gavrillium are otherwise relatively unknown to your people and will require experimentation in order to figure out how they work. By proposing different interaction alongside desired results you can define how to use these special resources. Note that on low rolls your interaction will not go as expected, and depending on how low the roll is, the interaction could be wholly unexpected. New interactions can be paired with designs and will have negligible impact on difficulty. Unless the effect is drastic, chances are that including a new material reaction as an integral part of a design will only tip difficulty higher if it's already on the fence.
Later in the game you may gain access to two other Special Resources; Refocyte and Wellmats. Refocyte is a material that absorbs, projects, or otherwise makes use of mechanical force, while Wellmats (short for wellmaterials) can be used to manipulate sound itself (and not manipulate things using sound to do things that aren't at all sound-related). Note that any prior knowledge players have of these resources and how they work will probably be wrong, as they've been heavily rebalanced since their introduction in MWAR (octuply so in the case of Wellmats).
The first phase of every turn is the "Design" phase. This is where you introduce new ideas and creations. Results of a design are based off of 2d6, with rolls of 6, 7, and 8 being equivalent. Design results are also modified by difficulty. Generally the results of a Normal Design scale as below:
Utter Failure (2): Nothing is gained but the knowledge of how not to do it next time.
Buggy Mess (3): The design functions, just not too well at all. At least some experience is gained.
Poor (4): The design can be used without being a threat to anyone handling it. Still, it is far from reliable.
Below Average (5): It works, but there is clear room for improvement.
Average (6,7,8): The design generally functions as intended.
Above Average (9): The design works, and something about it works out better than expected.
Superior (10): It works much better than intended, and a lot is learned in related fields of research.
Masterwork (11): This is the perfect design.
Unexpected Boon (12): Development of this design goes so well that some sort of extra benefit is provided to the side building it.
The difficulty of the design modifies the roll for +4 (Simple), +3 (Trivial), +2 (Very Easy), +1 (Easy), 0 (Normal), -1 (Hard), -2 (Very Hard), -3 (Theoretical), -4 (Ludicrous), or -x (Impossible). Difficulty is based off of the ambition of the design as well as how experienced you are with similar concepts. Impossible designs will always fail, but they may still result in some sort of progress on a higher roll.
Each player is allowed to vote for up to two proposed designs per phase, with the designs with the largest number of votes being rolled for. On account of an unbreakable deadlock a coin will be flipped or proper-sided die rolled depending on the number of ties in order to randomly select an option. This will only happen as a last resort, and it is preferred that players attempt to persuade one another instead.
The second phase is the "Revision" phase. Revisions use the same 2d6 and rules as designs, but are restricted to altering preexisting designs. Results on either end of the spectrum of rolls are also generally less extreme. As with Designs, each player is allotted up to two votes for favored Revisions, with the most popular Revisions being rolled for. The same rule for ties also applies.
For clarity, you produce two designs and two revisions per each of their respective phases.
The Strategy Phase comes after the Design and Revision Phases. The focus of this Phase changes depending on the State of the World. During the first few turns the focus of the game will be solely on the Fortress-City of Harren as intrigue and subterfuge are utilized to leverage ones own capabilities while diminishing their opponent's. When one thinks of classic Cold War Spy vs. Spy thrillers that is what the early game will represent. More details for this and the other two states will be included below. After hidden triggers are activated, the midgame begins and adds international relations and (mostly) proxy warfare in the Old World to the strategy phase alongside the Fortress-City intrigue. As time goes on and Global Tension (a mechanic you can be aware of but will not know the status of outside of hints in After-Action Reports) rises the Cold War will go hot and both sides will finally engage one another for control of the Fortress-City and the Harren Islands with all the strength they can bring to bear.
Early Game Strategy: You will have a list of locations, organizations, facilities, and people that you can take over or otherwise make to work to benefit your alliance (with direct bonuses of varying types). All points of interest start neutral. You will be able to choose to take over, purge, or secure up to two PoIs during this phase. It is VERY IMPORTANT to note that you can ONLY take over and secure PoIs on your side of The Wall, while Purges are used to remove enemy control of a PoI on their side of the border. Securing will make it more difficult, but not necessarily impossible, for a Purge to be successful. After some time passes and actions are taken we will shift to the Midgame. I'll cover all the changes that happen again when it happens, so don't worry about needing to memorize everything.
Midgame Strategy: When the midgame begins the Old World's problems will become available for you to "solve" in order to push them toward your alliance's ideology. Anything from poor infrastructure to drought-induced famine to border wars could be problems that pop up for your consideration. Each After-Action Report during this period will include a list of Old World Blues issues for you to take into consideration for the following turn's actions. Most of the work here will be positioning and preparing on a global scale for the next practically inevitable conflict, but some nations will be able to provide the Refocyte and Wellmats resources if aligned to your faction. Any issue that could result in acquiring these resources will be clearly marked. You can also choose to take a more direct approach regarding conflict resolution in the Old World - you are able to "design" military formations (special forces units, notable divisions, regiments, or armies) that can be deployed directly into conflict zones during this time. This will dramatically increase your likelihood of success if deployed to conflict zones (barring other external influences) at the cost of a greater increase in Global Tension. You will have One Action to use in the fortress-city and Two for dealing with the Old World.
Endgame Strategy: When Global Tension hits a certain limit, the team responsible for breaking that barrier will be on the receiving end of a first strike by their opponents as focus switches back from the Old World to the Harren Islands. The Endgame is your standard Arms Race, where both sides fight one another for territory along a (hopefully) shifting front line. The Fortress-City will become a flashpoint for conflict and any bonuses received from PoIs will no longer be available, but external aid may come from Old World nations depending on your actions. The Fortress-City will be fought over automatically until one side takes it completely, which means it will not take up one of the two attacks you can order on enemy territory bordering your own. Although you will initially only be able to attack North/South across the channel on the left and right sides of the islands, you will be able to declare attacks in any of the four cardinal directions so long as you border an enemy-controlled territory. You cannot "double attack" the same region.
World Tension is the primary driving mechanic behind the advancement of the State of the World. While this will likely see the most significant rise during the Midgame, unsuccessful actions across The Wall in the Early Game can see it increase, and developing "strategic weaponry", superweapons, or top-of-the-line military equipment will have an impact from the start of the game until the Endgame. If players take it upon themselves to make treaties regarding arms development, breaking these treaties will also raise World Tension. It is important to remember that World Tension does not reflect your perception of the world. There are a lot of other folks in your alliance capable and, maybe eventually, willing to slap that big red button, even if you don't want to. World Tension can cool off, but does so extraordinarily slower than it increases.
Each sector on the Islands Map has up to three resource "nodes" that can be developed (minus the Fortress City and the Northernmost and Southernmost zones). Once during each Strategy phase a team may choose to fill a resource node in territory they control with a resource of their selection. This can be done until all nodes in occupied territory are in use. Individual nodes cannot grant more than one of the assigned resource, but multiple nodes can be assigned the same resource in a sector. Each alliance gets two of each primary resource "Off-Map" and two of their Special Resource at their furthest end of the Islands (Caelium in the Abberan Rimefields and Gavrillium in the Salviosi Scorched Cities).
There are four Primary Resources:
Ore represents the cost of an item in metals and other basic resources extracted from the earth.
Wood represents the cost of an item in lumber.
Oil represents the chemical fuel and lubricant required to run vehicles and machinery.
Fissiles are required for the construction of nuclear-based weapons and infrastructure. Adding Fissiles to a node increases World Tension.
Any design requiring a Unique Resource that is not available (if your only source of Wellmats or Refocyte is taken away) will become [Complex] or [Very Complex] if already complex. Each level of complexity increases the Expense Level of the design by one, which is as follows:
Cheap: All Resource needs are met, and the design can be used wherever desired.
Expensive: If a design lacks 2-3 Resources then it is considered Expensive and will not be fielded in large numbers.
Very Expensive: A Very Expensive design is missing 4-5 Resources, and is rarely seen in use.
National Effort: A 6-9 Resource deficit is a National Effort, allowing only one to be fielded at a time.
Theoretical: Any Resource deficit 10+ is considered theoretical and will not be built until that changes.
Note: There is no Transport Capacity to worry about. If you or your pals control it you can use it.
The six territories bordering the channel are known collectively as The Scar, and have been absolutely battered over the course of two Great Wars. The sheer damage to the environment makes it very difficult to plan and coordinate effective defenses. A single victory in these areas will result in a successful capture of the zone. The second line of territories is less damaged and somewhat more developed, requiring two victories to take/maintain control of the area and push the frontline onward. The third row on both islands is considered the final barrier between the enemy and the Theater HQ. These well-defended areas require three victories to take, but defenders will be able to push out their foes if they achieve two victories before the enemy. Once the last territory is attacked we enter the Final Stage of the game, where each player will get to create their own project in order to achieve their own personal goals.
Air Power and Naval Power are represented by various levels of control in the zones you are fighting in. Having an aerial or naval advantage increases the capabilities of your troops on the ground and will increase your chances of success. There are no "air lanes" or "sea lanes" to order attacks on.
The Combat Phase is where the magic happens! All you need to do is wait to see how things turn out in the AARs I write up. Note that each side will be receiving reports in their respective threads - this thread's purpose is for information, event submissions, and trash talking between the teams.
Every now and then you may develop a weapon so powerful that the only means of balancing it within the context of the game is having a clearly identified limit on how many you possess and can utilize. Each team starts out with two Enriched Uranium Bombs. Strategic Weapons can be used to target enemy areas during the Endgame to devastating effect, but may also be used against Old World targets during the Midgame with a massive increase in Global Tension. This also goes for any other Strategic weapon or otherwise limited nonrenewable superweapon developed by your forces.
Credits are what you get for controlling various Points of Interest in the Fortress-City of Harren. Credits are used during Design and Revision Phases and must be stated clearly in the proposal for them or otherwise decided upon in a votebox. Credits you can receive are:
Expense Credit: Reduces the resource cost of a proposal.
Advantage Credit: Allows an extra 2d6 roll on a design or revision, with the highest one used for the result.
Research Credit: Drops proposal difficulty by 1 level (including Impossible proposals).
Sabotage Credit: Increases difficulty of a randomly selected enemy proposal made during the same phase by 1. The other team will be informed of this and World Tension will receive a bump based on how much the proposal fails.
Below are the Armory Spoilers for each team. They are far from what you'd expect from a global power's entire military complex. It's up to you to fill in the many gaps in manners you see fit. It's a game built around making these things yourself, after all. Note that while the armories are not carbon copies, they should be considered equal to one another. And in case it looks like some things are the same under a different name, well, that's Lend-Lease for you.
Land
"Temnaya Vintovka" Semiautomatic Rifle: A 110 cm, 4 kg dark wood rifle. 7.7mm rounds are fed via 15-round box magazine, and can also be loaded with rounds individually through an open bolt. It has an adjustable rear sight with 100 meter increments. Effective out to 800m. It also has a bayonet lug and comes with a bayonet. Padded for operator comfort. Costs 2 Ore and 2 Wood. (CHEAP)
No.3 Fragmentation Grenade: A fragmentation grenade with a lethal radius of 5m and debilitating within 15m, but can cause injury out much further if you're (un)lucky. Has a cap that can be pulled off for a 7 second fuse or twisted and pulled for impact. Shaped like an egg, but can have a stick screwed into the bottom if desired. Costs 2 Ore. (CHEAP)
Pulemet No.4: An 8.5mm automatic machine gun utilizing 20- or 40-round box magazines. Rate of fire is sacrificed for an effective range of 1200m. Costs 4 Ore. (EXPENSIVE)
Bol'shoy 108mm: A 108-mm artillery piece on a split-tail carriage and easily towable with a barrel that can be pulled back to reduce profile. Currently fires HE and smoke rounds out to 16km. Has a gun shield for some protection. Costs 6 Ore. (VERY EXPENSIVE)
Salviosi Jacks: Steel beams welded together to provide obstacles for vehicles. Only usable during defense. Costs 2 Ore. CHEAP
Sea
Okhotnik-Class Destroyer: A 115m long ship with 120mm belt armor and 100mm elsewhere. Travels at 35 knots. Armed with a triple torpedo mount and 3x2 120mm rapid firing guns capable of firing AP and APHE. Costs 5 Ore and 3 Oil. (VERY EXPENSIVE)
Air
Sakonet Fighter: A three-bladed propeller aircraft capable of reaching speeds of 690km/h. Has a high rate of climb, but suffers when it comes to horizontal maneuverability. Armed with four 23mm cannons. Costs 3 Ore and 3 Oil. (EXPENSIVE)
Lizing Li-4 Strategic Bomber: A large high-altitude bomber powered by four propellers for a maximum speed of 558 km/h. Can protect itself with 10 23mm cannons paired in four turrets and the tail barbette to provide almost total coverage. Can haul up to 6000kg of bombs or a nuclear device. Costs 4 Ore and 5 Oil. (VERY EXPENSIVE)
Other
Fabricated Papers: False identification papers that should allow relatively easy access to enemy territory across The Wall. Costs 2 Wood. (CHEAP)
Enriched Uranium Bomb: A fission bomb utilizing 64kg of Uranium-235 in order to achieve an explosive blast equivalent to 15 kilotons of TNT. Can be deployed via Strategic Bomber. Two Available [Availability based on available Fissile resources].
Land
UNSA Model 1936A "Median" Self-Loading Rifle: A 4.5 kg, meter long semiautomatic rifle. It fires 7.92x57mm rounds fed into the weapon by a 20-round box magazine. It has variable sights and is effective to 600 meters. Costs 2 Ore and 2 Wood. (CHEAP)
M1 Hand Grenade: A baseball-shaped hand grenade. Causes a lethal blast within 5m, and injures those within 15m. The shape allows for improved accuracy and distance with throwing, but is prone to rolling around until it detonates. Costs 2 Ore. (CHEAP)
UNSA Model 1941 "Combine" Machine Gun: Utilizes 7.92x57mm rounds on 60-round belts that can be linked together for sustained fire. The barrel rarely overheats even at it's 650 rpm fire rate, but effectiveness drops past 1000m. Costs 4 Ore. (EXPENSIVE)
M2 Lawless 120mm: A 120mm artillery piece capable of HE shells. Requires significant maintenance for the uncommon-but-not-uncommon-enough event of a jam, but otherwise works well enough. Can fire shells out to 15km. Costs 6 Ore. (VERY EXPENSIVE)
Sea
Herring-Class Destroyer: A 115m long ship with 120mm belt armor and 100mm elsewhere. Travels at 35 knots. Armed with a triple torpedo mount and 3x2 120mm rapid firing guns capable of firing AP and APHE. Costs 5 Ore and 3 Oil. (VERY EXPENSIVE)
Air
F-42 "Daedalus" Fighter: A three-bladed propeller aircraft capable of reaching speeds of 600km/h. Has a low rate of climb, but is incredibly agile. Armed with four 23mm cannons. Costs 3 Ore and 3 Oil. (EXPENSIVE)
B-43 "Barragan" Strategic Bomber: A large high-altitude bomber powered by four propellers for a maximum speed of 558 km/h. Can protect itself with 10 23mm cannons paired in four turrets and the tail barbette to provide almost total coverage. Can haul up to 6000kg of bombs or a nuclear device. Costs 4 Ore and 5 Oil. (VERY EXPENSIVE)
Other
Fabricated Papers: False identification papers that should allow relatively easy access to enemy territory across The Wall. Costs 2 Wood. (CHEAP)
Enriched Uranium Bomb: A fission bomb utilizing 64kg of Uranium-235 in order to achieve an explosive blast equivalent to 15 kilotons of TNT. Can be deployed via Strategic Bomber. Two Available [Availability based on available Fissile resources].
And finally, MAPS!
Key:
Red=SFS Territory
Green=UNSA Territory
Grey=Neutral Nations
Orange=Old World
Key:
Red=SFS Territory
Green=UNSA Territory
Dark Grey=The Wall
Blue=Ocean