Turn XIV
Special Allocution from Gen. Izotov, leader of the URIST"Dear citizens of the free and soon-to-be-freed world, this month has seen historical achievements by our troops. While the treacherous Brotherhood of NOD took over one of our main asset, Turkey, we expended so much that our productive capacity are now the world's biggest. Our weapons factory are churning planes, tanks and Hummer so fast that there isn't a single free parking lot between here and Tel-Aviv (Pre-recorder laughs).
The time of blood and tears is not yet behind, but be assured that today mark the beginning of the end of dictatorship on this world.
Research:[/u] You develop jetpack powerful and stable enough to be of militaru used. New units of men trained to use them are great in attacks, especially over dangerous terrain or sea, but the unwieldy and heavy jetpack mean they cannot get away if shot down (1200$, 35 on attack and 22 on defense, doesn't suffer a malus when attacking from the sea, is destroyed if it loose while attacking.
Other: You set up a small military relief fund, which slightly rise your troops' morale.
Player: Phantom
Name: G.D.I. Northern Command.
Leader: Commander Phantom.
Color: Grey
Revenue: $1050
Money: $0
Territories:
-Alaska (500$/turn): 1 Infantry Divisions (Entrenched), 1 Transport Ship
-Japan (500$/turn): 2 Destroyers, 1 Infantry Division
-Panama (50$/turn): 1 Militia (Entrenched), 1 Infantry Divisions (Entrenched), 1 Destroyer, 1 Transport Ship
Technologies:
-GDI Body Armor
-Better Rifles
-Jump Jet Troopers
Name:The Sovereign Nation of Free Poland
Leader:JAROSŁAW
Color: Maroon
Revenue: $842
Money: $322
Territories:
-Poland (500$/turn):1 Infantry Division, 1 Light Armor
-Lithuania (55$/turn): 1 Infantry Division
-Czech Republic (199$/turn): 1 Infantry Division
-Slovakia (88$/turn): 3 Infantry Divisions, 1 Bomber
Technology:
-Military Indoctrination
-GDI Body Armor
-Flechette Weapons
Research:
Orks: You try cloning some of the ugliest catchers in the lands and get something not far away from an Orks. if only it was alive, it would be perfect.
Gauss Space Gun: Making a huge gun is well within your capabilities, but your current problem is that once it is in orbit, shooting anything throw it out toward the sun. You need to improve the design.
Other: You learn that the weapons come from the URIST.
Name:The Mordorian Empire
Leader:Ragnarok I
Color:Beige
Revenue: $1157
Money: $677
Territories:
Egypt (500$/turn): 2 Destroyers
Saudi Arabia (438$/turn): 1 Infantry Division, 1 Light Tank
Sudan (89$/turn): 3 Infantry Divisions, 1 Militia
Lybia (77$/turn): 3 Infantry Divisions
Oman (53$/turn): 2 Infantry Divisions
Techs:
-Gauss Ships
-Basic Rocket Science
-Advanced Rocket Science
-Space Capsule
Research: You fail to develop effective military indoctrination.
Army:You try to attack Angola trough Congo-Kinsasha, but your troops get bogged down fighting guerilla in the Congolese jungle.
Name:The Evil Empire
Leader:RAM
Color: Blue
Revenue: $46
Money Available: $53
Territories:
Swaziland (5$/turn):
Central African Republic (2$/turn):
Congo-Brazzaville (20$/turn):
Congo-Kinsasha (16$/turn):3 Militia, 1 Bomber, 2 Infantry Divisions
Technologies:
-Cloning
Economy:You invest in Iraq. URIST-sponsored attack on your oil production mean you will only get an extra 2$ out of that investment.
Army:You attack Turkey, and quickly occupy the country again, despite heroix resistance from the URIST fighters.
Name:The Brotherhood of NOD
Leader:Kane
Color:Red
Revenue: $789
Money:0$
Territories:
-Jordan (46$/turn):1 Militia, 1 Militia
-Syria (60$/turn): 2 Transport Ship, 1 Commando, 2 Militia
-Irak (68$/turn): 1 (1 Entrenched), 1 Scout
-Turkey (615$/turn): 1 Tick Tank, 1 Infantry Divisions, 2 Militia
Technologies:
-Scouts
-GDI Body Armor
-NOD Laser Rifles
-Basic Psy-Ops
-Tick Tanks
Name:The United Empire of Madagascar
Leader:Demonic spoon
Color:Purple
Revenue: $760
Money: $0
Territories:
Madagascar (530$/turn): 1 Militia
Peru (163$/turn) : 1 Infantry Divisions, 1 Transport Ship, 3 Militia, 1 Destroyer
Ecuador (67$/turn): 1 Infantry Division
Revenue: 1722$
Money: 35$
Armies:
-In an historical reversal, 3 bands of militiamen attack Jerusalem, killing the Civil Guardsmen protecting it and blowing up the barracks were soldiers were training.
-Militia in Costa Rica, Angola and Lebanon entrench, erecting barricades on the main roads toward the capitals.
-2 Militia from Colombia attack Ecuador, but are crushed at the border.
-3 Militias from Lesotho invade almost defenceless South Africa.
-Malawi and Zimbabwe attack and take over Mozambique.
-Troops from Botswana and Zambia are sent to Tanzania, troops from Namibia are sent to Zambia.
-2 Infantries Divisions are built in Colombia.
Countries:
-Costa Rica (50$/turn): 2 Militia (Entrenched)
-Lesotho (84$/turn):
-Namibia (20$/turn):
-Botswana (23$/turn):
-Zambia (28$/turn): 1 Militia
-Angola (88$/turn): 3 Militia (Entrenched)
-Malawi (9$/turn): 3 Militia
-Zimbabwe (10$/turn): 2 Militia
-Tanzania: (45$/turn): 4 Militia
-Palestine (23$):
-Lebanon (54$/turn): 1 Militia (Entrenched)
-Israel (500$/turn): 2 Militia
-Colombia (229$/turn): 2 Infantry Divisions
-South Africa (503$/turn):3 Militia
-Mozambique (56$/turn): 5 Militia
I wasn't sure at first about wheter or not to invade South Africa, until I realized RAM was obviously meta-gaming: the only reasons he could let his main asset whithout defenses (you didn't even try to build something there) was that he reckoned I wouldn't cripple him. Well, he guessed wrong. I am the kind of DM who see killing off a player as a way to heighten dramatic tension. So RAM, I suggest you sell you tech for money and troops and take South Africa quickly, URIST won't be protecting it to tightly. And to everybody:
FEAR THE URIST!