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Gnuh?

Gnok!
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Gnak!
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Total Members Voted: 0

Voting closed: November 06, 2010, 04:46:33 pm


Pages: 1 ... 23 24 [25] 26 27 ... 84

Author Topic: Re: Countries @ War: Turn 29 Braaiiiiiiiiiins!  (Read 83707 times)

RAM

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Re: Countries At War:Turn 9: Fear the URIST!
« Reply #360 on: November 23, 2010, 07:46:25 pm »

Money

Starting Fund: 53
Revenue: 530
Research Military Indoctrination: 500
Total: 83

Armies

2 militia fortify on Congo-Kinsasha

2 Infantry Divisions move from Congo-Kinsasha to Zambia.

1 militia move from Congo-Kinsasha to Zambia.

1 Bombers move from Congo-Kinsasha to Zambia.

2 Infantry Divisions move from Zambia to Zimbabwe.

1 militia move from Zambia to Zimbabwe.

1 Bombers move from Zambia to Zimbabwe.




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!

So you accuse me of metagaming and use my metagaming as a component in your decision, which would be metagaming of the highest order. As far as I can tell, troops don't do a thing on the turn they are built, there was absolutely nothing I could do about South Africa aside from retake it quickly, which is apparently impossible too, although I don't see anything in the rules to prevent a double-movement. Besides, apparently I wasn't unlucky last round, in which a single infantry division that wasn't entrenched defeated far more than just 3 militia... Did you even roll when you invaded?

You want to know how much I am not metagaming? I am rushing back to my homeland when I should clearly be shoring up my finances by taking Nigeria...
« Last Edit: November 24, 2010, 12:39:14 am by RAM »
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

USEC_OFFICER

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Re: Countries At War:Turn 14: In which players loose their home countries.
« Reply #361 on: November 23, 2010, 10:08:17 pm »

RAM, you need to save your money to purchase troops. Stop wasting money researching Military Indoctrination, and trade cloning for it. It'll be much cheaper.
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RAM

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Re: Countries At War:Turn 9: Fear the URIST!
« Reply #362 on: November 24, 2010, 12:38:50 am »

Whoops, that was my finances from last time, which was apparently wrong for some arcane reason...

Money

Starting Fund: 53
Revenue: 46
research military indoctrination 50
Total: 49

Armies

2 militia fortify on Congo-Kinsasha

2 Infantry Divisions move from Congo-Kinsasha to Zambia.

1 militia move from Congo-Kinsasha to Zambia.

1 Bombers move from Congo-Kinsasha to Zambia.

2 Infantry Divisions move from Zambia to Zimbabwe.

1 militia move from Zambia to Zimbabwe.

1 Bombers move from Zambia to Zimbabwe.
« Last Edit: November 25, 2010, 09:02:00 pm by RAM »
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Sheb

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Re: Countries At War:Turn 14: In which players loose their home countries.
« Reply #363 on: November 24, 2010, 12:48:49 am »

Well, technically, I was gonna invade anyway. It just was the only thing to do with Lesotho. :p. I did roll for the invasion, your fake sense of security came from the fact that the starting territories did not revolt. As for double movement, you should have asked me before. I just don't think it is okay for troops to move two countries while also fighting, but splitting your forces into two, having one half fighting in Congo and one invading Angola.

Also, you're a friggin' evil dictator, you can do whatever you want.  :D

Iituem, yeah, sure, you can join. Just specify Your leader's and country's name as well as starting country. You'll start with 500$ and 4 Infantry Divisions. (Maybe I should raise the starting build for new players? What do you think?)

Anyway, good luck RAM, you'll need it.
« Last Edit: November 24, 2010, 12:50:39 am by Sheb »
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Iituem

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Re: Countries At War:Turn 14: In which players loose their home countries.
« Reply #364 on: November 24, 2010, 03:15:42 am »

Player: Iituem
Name: Morgan Industries
Leader: C.E.O. Nwabudike Morgan
Color: Gold
Revenue: $???
Money: $500
Territories:
- Sierra Leone (income unknown) - 4 Basic Infantry
Technologies:
-None worth noting.


It'd be cool if new players could start with a bonus technology at this late stage, but if not what the hey.  The line here is that Morgan pretty much bought out the government and military, semi-replacing it with mercenary forces.  ^_^
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Demonic Spoon

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Re: Countries At War:Turn 14: In which players loose their home countries.
« Reply #365 on: November 24, 2010, 03:53:18 am »

Your Revenue is also 500. And my militia in madgascar is supposed to be entrenched.

Finances:

Starting : 0
Revenue: + 760
1 Destroyer off of Madasgascar: -300
2 Militia in Madasgascar : -250
1 Militia in Ecuador: -125
Invest in Ecuador's economy: -85
Total : 0

Army:

Have 1 regulars, 1 destroyer and 3 militias from peru and 1 regular from Ecuador invade Colombia.
« Last Edit: November 28, 2010, 10:51:19 am by Demonic Spoon »
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USEC_OFFICER

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Re: Countries At War:Turn 14: In which players loose their home countries.
« Reply #366 on: November 24, 2010, 10:38:25 am »

Revenue: $842
Starting money: $322
Production: 1 unit of Regulars in Slovakia ($500)
                1 unit of Regulars in Czech Republic ($500)
Armies: The 3 units of Regulars and 1 unit of Bombers in Slovakia will invade Austria.
End money: $164
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Phantom

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Re: Countries At War:Turn 14: In which players loose their home countries.
« Reply #367 on: November 24, 2010, 11:35:08 am »

Anybody?
Anybody willing to give me $150? I'll pay $250 next turn to whoever gives me it.
That and allowance to train units in Panama.
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ragnarok97071

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Re: Countries At War:Turn 14: In which players loose their home countries.
« Reply #368 on: November 24, 2010, 12:44:34 pm »

Sure.
I have savings.
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Phantom

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Re: Countries At War:Turn 14: In which players loose their home countries.
« Reply #369 on: November 24, 2010, 12:51:32 pm »

Alright, that fills out my plan.

Turn 14
Revenue: $1050
+ $150 [Ragnarok.]
- $1200 [1st Jump Jet Infantry Division, Panama]


Turn 15
Revenue: $1050 [-$250, given to Ragnarok.]
-$500 [Regulars, Alaska.]
-$250 [2 Militia, Panama.]

Armies:
Jump Jet Troopers, Panama, Entrench.
« Last Edit: November 24, 2010, 01:21:21 pm by Phantom »
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Sheb

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Re: Countries At War:Turn 14: In which players loose their home countries.
« Reply #370 on: November 24, 2010, 12:56:58 pm »

Okay, we're still waiting for Ragnarok, and Iituem. Also, Iituem, your starting country bring in 500$ a turn.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

Iituem

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Re: Countries At War:Turn 14: In which players loose their home countries.
« Reply #371 on: November 24, 2010, 07:27:25 pm »

Oh wait, I get to make a move?  In that case:

£250 on improving infrastructure in Sierra Leone
£250 on research: Economic Warfare (see PM)

And two of my regulars entrench.  No plans to open hostilities just yet for diplomatic reasons.  I'll add fluff in on the turn, but I'm exhausted at present.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

ragnarok97071

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Re: Countries At War:Turn 14: In which players loose their home countries.
« Reply #372 on: November 24, 2010, 11:48:50 pm »

1684
-500 (Upgrade Launchers (Whatever that means))
-500 (Orks)
684 remaining.
« Last Edit: November 25, 2010, 09:52:37 am by ragnarok97071 »
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Quote from: Wing, via Discord
I want a coat that doesn't make me look like a rear admiral from the East India Company

Sheb

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Re: Countries At War:Turn 14: In which players loose their home countries.
« Reply #373 on: November 25, 2010, 12:50:17 am »

In real life, they use the gaz to load next shot, but it doesn't work with Gauss cannon, because they don't produce any gas. So I guess the only way to fight the recoil would be having a big rocket at the back of the gun to put it back in orbit each time it fire. Which in turn mean that you need a new rocket for each shot, which'll mean that each shot is gonna be more expensive.
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Quote from: Paul-Henry Spaak
Europe consists only of small countries, some of which know it and some of which don’t yet.

ragnarok97071

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Re: Countries At War:Turn 14: In which players loose their home countries.
« Reply #374 on: November 25, 2010, 12:54:29 am »

... I'm changing my research now.
I have a better idea where to put my gun.  8)
Weight of the moon + Earth's gravity well should hold it in place...
« Last Edit: November 25, 2010, 12:56:30 am by ragnarok97071 »
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Quote from: Wing, via Discord
I want a coat that doesn't make me look like a rear admiral from the East India Company
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