[h1][center][b][u]The World as We Know It[/u][/b][/center][/h1] [center][[b]Turn 5[/b] -- January, 1900 to March, 1900][/center] [hider=Great Power Privilege] 1. [b][color=green]Osladian Empire[/color][/b] - None 2. [b][color=skyblue]Kalpian Republic[/color][/b] - - Increased [b]Stability[/b] by 1. ([i]August, 1899[/i]) 3. [b][color=beige]Empire of Tara[/color][/b] - None 4. [b][color=purple]Tyro-Redanian Empire[/color][/b] - Increased [b]Die Roll[/b] of [b]Action[/b] by 1 ([i]October, 1899[/i]) 5. [b][color=lavender]Empire of Violette][/color][/b] - Increased [b]Stability[/b] by 1. ([i]October, 1899[/i])[/hider] [hider=Rules to Know] - 1. For your [b]Political Clout[/b] actions to take effect, you must post IC. - 2. Whomever posts first has precedence. [Example: Nation A declares war on Nation B. Nation C signs Defensive Alliance with Nation B. If Nation A posts first, this means Nation C cannot effectively sign said alliance and be 'called to arms.' - 3. Once your orders are sent, they cannot be altered or canceled. - 4. [b]Declaring War[/b] without an [b]Event[/b] or [b]Cassus belli[/b] incurs -2 Stability.] - 5. All [b]Actions/Events[/b] are open to interpretation by the GM.[/hider] [hider=Game Mechanics] I. [b]Clout[/b] 1. A [b]Turn[/b] represents 3 months (Jan-March, April-June, July-September, October-December) 2. Every [b]Turn[/b] a nation has [b]4 Clout[/b]. 3. Clout can be used on the following: - [b][color=green]Colonization / Imperialization[/color][/b]: Advance your culture in the world. - [b][color=yellow]Economics[/color][/b]: Strengthen your own industry. - [b][color=blue]Politics[/color][/b]: Pass laws, appoint ministers, generals, admirals and stabilize the government. - [b][color=red]Army [or] Navy[/color][/b]: Bolster a section of your armed forces. - [b][color=gray]Foreign Affairs[/color][/b]: The pen is mightier than the sword. - [b]Home Front[/b]: Listen to the people, or shut them up. 4. So at the start of a turn, you select where you'd like to spend your political clout. - If you spend 1 Clout on a single action, you roll 1d6. - If you spend 2 Clout on a single action, you roll 1d6 and receive a +1 on that roll. - If you spend 3 Clout on a single action, you roll 1d6, receive +2 you lose 1 Stability. 5. If you get a [b]7[/b] you may receive an [b]Innovation[/b]. Results occur on a 1d6. 1 is an abysmal failure and 6 is a resounding success. 6. When you use Clout, give an example of what you're hoping to accomplish. (IE: Foreign Affairs: hope to achieve an alliance with Nation X, or Colonization: Set up a minor colony in Settumu.) II. [b]Great Power Status[/b] [list][*]There are [b]5 Great Powers[/b] in [b]The World as We Know It[/b]. [Every 10,000 Active Duty soldiers = 1 Point] + [Number Pre-Dreadnoughts multiplied by 25] + [-1 Point for every $1,000,000 of Debt.] + [1 Point for every 1,000,000 Population] + [Number of Colonies multiplied by 20] + [1 Point for every Infrastructure]. [b][u]Great Powers[/u][/b] 1. [b][color=beige]Empire of Tara[/color][/b] = [Army = 52 Points] + [11 Pre-Dreadnoughts = 275 Points] + [Zero Debt] + [30,890,000 Population = 30 Points] + [5 Colonies = 100 Points] + [85 Infrastructure] = [b]542 Prestige[/b]. 2. [b][color=green]Osladian Empire[/color][/b] = [Army = 58 Points] + [2 Pre-Dreadnoughts = 50 Points] + [Zero Debt] + [71,000,000 Population = 71 Points] + [0 Colonies] + [69 Infrastructure] = [b]248 Prestige[/b]. 3. [b][color=purple]Tyro-Redanian Empire[/color][/b] = [Army = 38 Points] + [0 Pre-Dreadnoughts = 0 Points] + [Zero Debt] + [91,000,000 Population = 91 Points] + [0 Colonies] + [42 Infrastructure] = [b]360 Points[/b]* (*+189 for [b]Wolfram Prestige[/b]. -1/Month). 4. [b][color=skyblue]Kalpian Republic[/color][/b] = [Army = 75 Points] + [0 Pre-Dreadnoughts = 0 Points] + [-17 for -$17,400,000] + [64,600,000 Population = 64 Points] + [0 Colonies] + [52 Infrastructure] = [b]174 Points[/b] [hr] 6. [b][color=lightgreen]Imperium of Hiron[/color][/b] = [Army = 13 Points] + [4 Pre-Dreadnoughts = 100 Points] + [Zero Debt] + [54,600,000 Population = 54 Points] + [0 Colonies] + [77 Infrastructure] = [b]144 Points[/b]* (*[b]Non-Continental[/b] -100) [*][b]Great Power Privileges[/b]: Once per Year, a Great Power may use one of the following: - May call a [b]Conference[/b] for other nations to attend. - Increase Stability by 1. - Increase any die roll by 1 [Before it's rolled]. (Can be used to achieve an [b]Innovation[/b] or [b]Major Success[/b]). - Increase/Decrease Relations by 1 with a non-Great Power nation. - [b]Mobilize[/b] or [b]Demobilize[/b] without the use [b]1 Clout[/b].[/list] III. [b]Designing Weapons of War[/b] [list][*]During the game, a nation may require new weapons of war. They may do this by using [b]1 Clout[/b] to [b]Request a Design Competition[/b]. [Only 1 Clout can be used]. [*][b][u]Request a Design Competition[/u][/b] [Only 1 Clout can be used]. * Please use the [b]Following Form[/b]: - [b]Type of Weapon[/b]: [Rifle], [Machine Gun], [Field Gun] [Naval Ship (Specify Class)] - [b]Companies Involved[/b]: [Name of Company] [Skill of Category], [etc, etc] - [b]Design Requests[/b]: [What general specifications are hoped to gain with this design] [*][b]Design Process[/b]: - After you submit a Design process. 1d12 is rolled for a "Prototype Design" to emerge. This is added to the Company's [b]Skill[/b] and Private Companies will submit always theirs 2 months faster. - Each design will be randomly named and have an approximated design strength of 1 to 6 + [Skill of the Company] - If you select the [b]Design[/b] of a Company who developed a [b]Weapon[/b] initially higher than their Skill, they will gain +1 Skill.[/list] IV. [b]Building a Fleet[/b] [list][*][b]Design a Ship[/b] (Use the following form below) [Requires 1 Clout] [hider=Minelayer Designs] - [b]Name of Minelayer Class[/b]: [Name Here] - [b]Intended Ships in Class[/b]: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - [b]Displacement[/b] (in Tons): [Tons Here. Starting Maximum is 400 Tons.] - [b]Hull & Fittings[/b]: [-125 Tons.] [Can be altered with future Naval Advancements.] - [b]Machinery[/b]: [-35 Tons.] [Can be altered with future Naval Advancements.] - [b]Naval Range[/b]: [Coastal. +15 Tons.] [Short. No Change] [Long. -18 Tons.] - [b]Speed[/b]: [Base Speed is 15 knots. +1 Speed is in increments of 12 Tons. +1 = -12. +2 = -24, etc] - [b]Engine Focus[/b]: [Reliable. -4 Tons]. [Speed. -3 Tons]. [Normal. No change.] - [b]Mines[/b]: [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] - [b]Accommodations[/b]: [Cramped. +5 Tons] [Normal. No Change.] [Luxurious. -6 Tons] - [b]Main Guns[/b]: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires [i]Double Gun Technology[/i]] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires [i]Double Gun Technology[/i]] - 4' Single Gun [-4 Tons] - 4' Single Gun [-12 Tons] [Requires [i]Double Gun Technology[/i]] [b]Main Gun Ammunition[/b]: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] [b]Fire Control Stations[/b]: - 1 Station Per Caliber of Guns (2', 3', etc) [-10 Tons] [b]Cost[/b]: [Tons Actually Used x $80 = Ending Cost][/hider] [hider=Destroyer Designs] - [b]Name of Destroyer Class[/b]: [Name Here] - [b]Intended Ships in Class[/b]: [Ship 1 Name Here], [Ship 2 Name Here], [etc] - [b]Displacement[/b] (in Tons): [Tons Here. Starting Maximum is 600 Tons.] - [b]Hull & Fittings[/b]: [-175 Tons.] [Can be altered with future Naval Advancements.] - [b]Machinery[/b]: [-105 Tons.] [Can be altered with future Naval Advancements.] - [b]Naval Range[/b]: [Coastal. +24 Tons.] [Short. No Change] [Long. -27 Tons.] - [b]Colonial Service[/b]: [No.] [Yes. -35 Tons.] - [b]Speed[/b]: [Base Speed is 16 knots. +1 Speed is in increments of 19 Tons. +1 = -18. +2 = -36, etc] - [b]Engine Focus[/b]: [Reliable. -28 Tons]. [Speed. -24 Tons]. [Normal. No change.] - [b]Mines[/b]: [0 Mines.] [6 Mines. -6 Tons.] [12 Mines. -13 Tons.] [16 Mines. -17 Tons.] [24 Mines. -30 Tons.] - [b]Accommodations[/b]: [Cramped. +29 Tons] [Normal. No Change.] [Luxurious. -18 Tons] - [b]Main Guns[/b]: - 2' Single Gun [-2 Tons] - 2' Double Gun [-6 Tons] [Requires [i]Double Gun Technology[/i]] - 3' Single Gun [-3 Tons] - 3' Double Gun [-9 Tons] [Requires [i]Double Gun Technology[/i]] - 4' Single Gun [-4 Tons] - 4' Double Gun [-12 Tons] [Requires [i]Double Gun Technology[/i]] - 5' Single Gun [-8 Tons] - 5' Double Gun [-20 Tons] [Requires [i]Double Gun Technology[/i]] [b]Main Gun Ammunition[/b]: - 2' Shells [-1 Ton per 10 Shells] - 3' Shells [-1 Ton per 8 Shells] - 4' Shells [-1 Ton per 3 Shells] - 5' Shells [-1 Ton per 2 Shells] [b]Torpedoes[/b] - Port Swivel Mount [1x Tube] - [-18 Tons] - Port Swivel Mount [2x Tubes] - [-38 Tons] - Port Swivel Mount [3x Tubes] - [-58 Tons] - Starboard Swivel Mount [1x Tube] - [-18 Tons] - Starboard Swivel Mount [2x Tubes] - [-38 Tons] - Starboard Swivel Mount [3x Tubes] - [-58 Tons] - Centerline Swivel Mount [1x Tube] - [-18 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-38 Tons] [Can rotate Starboard or Port] - Centerline Swivel Mount [3x Tubes] - [-58 Tons] [Can rotate Starboard or Port] [b]Fire Control Stations[/b]: - 1 Station Per Caliber of Guns (2', 3', torpedoes, etc) [-16 Tons] [b]Cost[/b]: [Tons Actually Used x $80 = Ending Cost][/hider] [hider=Submarine Designs][/hider] [hider=Light Cruiser Designs][/hider] [hider=Armored Cruiser Designs][/hider] [hider=Pre-Dreadnought Designs][/hider] [/list] [list][*][b]Maintaining Fleets & Colonial Possessions[/b] - Every Ship has a [b]Tonnage[/b] listing. - Every [b]Overseas Possession[/b] requires X amount of [b]Tonnage[/b] on Station or it's shipping and citizens will be unprotected. Ending a turn without necessary Tonnage will incur a [b]Monetary Penalty[/b] of $500,000 for every [b]1,000 Tonnage[/b] missing. - Every [b]Overseas Possession[/b] can station 2,500 tons of ships there. This is assumed to be ships that are refueling at neutral or friendly sites. - Tonnage beyond 2,500 is required via [b]Naval Bases[/b]. - [b]Naval Bases[/b] are built using [b]Naval Clout[/b] and can support 1,000 Tons per 1d6 Rolled. It costs $200,000/Turn for 1d6 turns to build a Naval Base. - [b]Ships[/b] with [b]Cramped[/b] Accommodations lose -2% Morale per Season that they are on an Overseas Station. - [b]Ships[/b] with [b]Normal[/b] Accommodations lose -1% Morale per Season that they are on an Overseas Station.[/list] V. [b]Mobilization[/b] [list][*]There are three stages: [b]Demobilized[/b], [b]Partial Mobilization[/b] and [b]Full Mobilization[/b]. [*][b]1 Political Clout[/b] in [b]Army[/b] must be used to move from [[b]Demobilized[/b]] to either of the two forms of Mobilization as well going from [b]Mobilized[/b] to [b]Demobilized[/b]. [*][b]Demobilized[/b] is a state where your Active Duty and Reservists are at their local garrisons distributed throughout the nation. In this state, you may only control your Active Duty soldiers. You may not give orders to Reservists. [*][b]Partial Mobilization[/b] calls up your Active Duty soldiers into a coherent force. They receive a bonus to military operations and you may give orders to Reservists. [*][b]Full Mobilization[/b] calls up your Reservists, turning them into Active Duty soldiers.[/list] VI. [b]Civilian Industry[/b] [list][*]Each Civilian Industry is listed in the following way: [i]Name of the Company[/i] [Skill of the Company], ([i]Category of the Company[/i]) and [Status of the Company] - [b]Example[/b]: [i]Imperial & Royal Railways[/i] [1] ([i]Railways[/i]) [Nationalized] [*]An Industry can only build the units of the category it's in. [*]Civilian industries are either [b]Private[/b] or [b]Nationalized[/b]. [*][b]Private Industries[/b] generate work based on requirement. - Every Turn, your Private Industries perform according to the number of the [b]Global Economy Roll[/b]. [*][b]National Industries[/b] generate work when ordered to. [*][b]Civilian Categories[/b]: [Shipping] [Heavy Industry] [Rail][/list] VII. [b]Armaments Industry[/b] [list][*]Each Armaments Industry is listed in the following way: [i]Name of the Company[/i] [Skill of the Company], ([i]Category of the Company[/i]) and [Status of the Company] - [b]Example[/b]: [i]Guntherson & Co[/i] [1] ([i]Small Arms[/i]) [Nationalized] [*]An Industry can only build the units of the category it's in. [*]Armaments industries are either [b]Private[/b] or [b]Nationalized[/b]. [*][b]Private[/b] Companies fulfill Production Orders using [b]Economic Clout[/b]. - [color=0054a6][b]Creating a Private Company[/b][/color]: Every turn, roll 1d100 then subtract [b]Global Economy Roll[/b] and 1 for every [b][color=red]-$500,000[/color][/b] debt you have. Once you accumulate 400 points, you may spend [b]1 Clout[/b] to generate a [b]Private Company[/b] based on demand or spend [b]2 Clout[/b] to pick the starting category and Skill 2. - They receive a +5% Production Bonus based on their Skill. - They receive a +/-10% Production Penalty based on the [b]Global Economy Roll[/b]. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 12+ with [b]Skill[/b] and [b]Global Economy Modifiers[/b]. On a roll of 18-20, a [b]Private[/b] company will add an additional Category to its repertoire. [*][b]Nationalized[/b] Companies fulfill Production Orders using [b]Economic Clout[/b]. - [b][color=red]Creating a National Company[/color][/b]: Spend $7,500,000. Begins Skill 1. May pick the category. - They receive 0% Production Bonus based on their Skill. - They receive +/-5% Production Bonus based on the [b]Global Economy Roll[/b]. - When they fulfill an order, there is a 1d20 chance of their skill increasing on a roll of 16+ with [b]Skill[/b] and [b]Global Economy Modifiers[/b]. - To add an additional category to it's repertoire is [$X0,000,000 with X being the current Skill of the company.] - To add a Skill level to the company is [X,000,000+$10,000,000 with X being the current Skill of the company.] [*][b]Armaments Categories[/b]: [Small Arms] [Field Guns] [Machine guns*] * Requires that [b]Technology[/b] or an [b]Export License[/b].[/list][/hider] [hider=Current Wars] 1. [b]Wauwanti War[/b] ([i][color=beige]Empire of Tara[/color][/i] vs [i]Wauwanti Empire[/i]) 2. [b]Zello-Osladian War[/b] ([color=pink][i]Kingdom of Zellonia[/i][/color] vs [i][color=green]Osladian Empire[/color][/i], [i][color=skyblue]Kalpian Republic[/color][/i]) 3. [b]Karumi War of Aggression[/b] ([i]Tsardom of Karum[/i] vs [i]Principality of Serona[/i])[/hider] [hider=Army War Form] 1. Once you have [b]Declared War[/b], you will do the following: [list][*][b]Submit Personnel[/b]: Names of 10 Generals, First Name, Last Name, Age. [John Smith, 48] [*][b]Strength of General[/b]: "John Smith is well versed in the nuances of supply and logistics, having formerly served in the supply corps." [*][b]Weakness of General[/b]: "General Smith is a careerist, hoping that by minimizing casualties and defeats he can add another medal to his chest." [*]Each General will be given randomized stats in the categories of [i]Command[/i] (Commanding Men), [i]Resolve[/i] (How much determination he has remaining) and [i]Loyalty[/i] (Their perception of the war machine to their own goals). [*]After the first [b]War[/b] you have, when this step is taken you add [b]2 Generals[/b] and have the following from previous wars.[/list] 2. [b]OrBat[/b] ([i]Order of Battle[/i]) [code][list][*][b]Establish Order of Battle[/b]: The following OrBat's must be fulfilled. [*][b]Army Supply & Logistics | Training | Morale[/b]: [X% Supply | X% Training | X% Morale] [list][*][u][b]Garrison Force[/b][/u]: A military force that protects your nation's national interests. [list][*][b]Name of Garrison Army[/b]: [Name of Garrison Army Here] [*][b]Name of Commanding General[/b]: [Name of Commanding General Here] [*][u][b]Order of Battle[/b][/u] [list][*][Name of Division] - [Number of Men in Division] - [Number & Rifles in Division] [*][Name of Division] - [Number of Men in Division] - [Number & Rifles in Division][/list][/list] ------- [*][b]Front Line Army[/b] [Name Front Here] (Replicate this section if you have multiple fronts/armies) [list][*][b]Name of Front Line Army[/b]: [Name of Name of Front Line Army 1 Here] [*][b]Name of Commanding General[/b]: [Name of Commanding General Here] [*][u][b]Order of Battle[/b][/u] [list][*][Name of Division] - [Number of Men in Division] - [Number & Rifles in Division] [*][Name of Division] - [Number of Men in Division] - [Number & Rifles in Division][/list] [*][b]Location[/b]: [Which Front is this Army Located At] [*][b]Monthly Operation for this Army[/b]: [Offensive] [Entrench] [Maneuver] (Select One) [*][b]If [u]Offensive[/u][/b]: [Select Start Date] [*][b]Units Involved[/b]: (Units Partaking in the Offensive) [*][b]Halt Offensive If[/b]: [Casualties Reach Higher than [u]X[/u]%] [*][b]If Victorious[/b]: [Expectations if Offensive is Victorious] [*][b]If Defeated[/b]: [Expectations if Offensive is Defeated][/list][/list][/code] [u]Example[/u] [b]General John Smith[/b], 48 [b]Strength of General[/b]: "John Smith is well versed in the nuances of supply and logistics, having formerly served in the supply corps." [b]Weakness of General[/b]: "General Smith is a careerist, hoping that by minimizing casualties and defeats he can add another medal to his chest." [b]Stats[/b]: II Command | V Resolve | III Cunning [/hider] [hider=Naval War Form] [h2]Naval War Form[/h2] [center][img]http://i.imgur.com/yNrimWt.png[/img] [i]Sea Zones[/i][/center] [[b]Navy Training[/b]: [% Here] - [[b]Navy Supply & Logistics[/b]: [% Here] - [[b]Morale[/b]: - [% Here]] [list][*][b]Navy War Form[/b] [list][*][b]Name of Fleet[/b]: [Name of Fleet Here] [*][b]Admiral of Fleet[/b]: [Name of Admiral, Age] [*][b]Order of Battle[/b] [list][*][Ship Name 1] [Ship Type] [Ship Class] [Maximum Speed] (Flagship*) [*][Ship Name 2] [Ship Type] [Ship Class] [Maximum Speed] [*][Ship Name 3] [Ship Type] [Ship Class] [Maximum Speed] [*][b]Sea Zone[/b]: [Sea Zone Name Here] [*][b]Objective[/b]: [Search & Destroy] [Convoy Escort] [Commerce Raiders] [Coastal Patrol] [*][b]Operational Date Range[/b]: [Start & End Date of Maneuver. Shorter the Date, the more potent it is.] [*][b]Disengage if[/b]: [If Enemy Fleet is X Ships Larger than to Disengage] [*][b]If Victorious[/b]: [Expectations if victorious in battle] [*][b]If Defeated[/b]: [Expectations if defeated][/list][/list][/list][/hider] [center][img]http://i.imgur.com/VYRYrUP.png[/img] [i]The Continent, January, 1900[/i] [b][u]Global Economy Roll[/u][/b] 3 (-1 to [b][color=skyblue]Kapian Market Deregulation Act[/color][/b])[/center] [h2][u][b]January[/b][/u][/h2] [b][u]January 1st[/u][/b] In the [b][color=skyblue]Kalpian Republic[/color][/b], the Metropolitan Heavy Industries company finishes a 180 kilometer stretch of rail through several towns from Tarist to Leikarp, connecting and finishing the entirety of the nation's circular rail network. It is now possible, were one so inclined, to get on a passenger locomotive in Arsech, and ride it all the way to the North to Liubeth, then South through Tarist, Leikap and back to Arsech. Much of the rural countryside remains unconnected. [[b]Event[/b]: [b][color=skyblue]Kalpian Republic[/color][/b] gains +4% Infrastructure, +$20,000/Year] [b][u]January 2nd-3rd[/u][/b] The [b]63rd Light Brigade[/b] under Brigadier General Larenz had held the capital of Zeel, and it's monarch--King James Conrad--for 36 hours now. During the early hours of January 2nd, an additional 12 landing craft pulled up to the quiet shores of Zeel and began unloading field guns. Passing Zellian soldiers noticed. Two opened fire while another ran for the alarm. By 1140 the entire [b]3rd "Zeel" Infantry Division[/b] had been alerted and within hours began converging on the city. The [b]63rd Light Brigade[/b] began deploying defensive measures in the Majora District and fighting began on January 2nd late in the evening. The Zellonians were at a lose-lose situation. The [b]3rd "Zeel" Infantry Division[/b]. The 3rd Zeel was the most well equipped of the entire Zellonian Army, with [i]nearly[/i] 1 out of 2 men equipped with a rifle. There was no escalation, the [i]63rd Light Brigade[/i] put up a spirited defense from the first shots, and the Zellonians ruthlessly cut them off, took possession of the lightly guarded field guns deposited on the beach and cut the already short supplied Kalpians off in the city proper. [center][img]https://2.bp.blogspot.com/-7E-XstOlZBU/TaKLpgBKlJI/AAAAAAAAGJQ/D5f88NQhFOM/s1600/third-battle-of-ypres-passchendaele-ww1-002.jpg[/img] [i]The Battle for Zeel, 1900[/i][/center] By the end of the 2nd, Kalpians were down the majority of their ammunition. KR.99 rifles lay discarded and close quarters fighting was at a premium. Brigadier General Larenz thought briefly of executing King James, but understood the political ramifications of assassinating a head of state. By the morning of the third of January, Kalpians were surrendering in the dozens. On the morning of the third, Brigadier General Larenz himself was taken captive. The Zellians had a choice. They could inter the Kalpians for the remainder of the war, execute them as commandos attempting to potentially assassinate their head of state, or return them to the Kalpians in exchange for political leniency perhaps. - [[b]Event[/b]: The remnants of the [i]63rd Light Brigade[/i] are taken captive. Their fate is in the hands of the [b][color=pink]Kingdom of Zellonia[/color][/b]. This requires an [u]IC Response[/u].]] [b][u]January 4th-11th[/u][/b] An interesting point of the [b]Zello-Osladian War[/b] is often the very strange tactics used by both sides. The Zellonians, in superior defensive positions did not seek to outmaneuver the Osladians. The Osladians however, seemed content in continually butting their hands against the Zellonian defensive fortifications over and over and over. On the morning of the 4th, half a hundred Osladian field guns opened up for a thirty-six minute barrage. The Osladian offensive begins. 22,000 men go up over constructed snow, mud and dirt embankments against the [b][color=pink]Zellonian 8th Army[/color][/b]. Men of the [b]2nd Voskreya Division[/b] sustain a breakthrough between two Zellonian infantry divisions on the 7th of January. Casualties mount at 4,200 men. Fighting intensifies. [center][img]https://s-media-cache-ak0.pinimg.com/originals/94/64/53/946453ac02b7017153fd4b8ed9eb07b8.jpg[/img] [i]Osladian soldiers, minutes before the January Offensive, 1900[/i][/center] On the 9th of January, soldiers of the [b]2nd Voskreya[/b] reach the Zellonian rear guard, finding field kitchens and first aid stations. The Zellonians fail to put up fierce resistance due to a lack of rifles for their soldiers. On the 10th and 11th, heavy night fighting occur where unarmed Zellonians scour the frozen battlefield, picking up Otto.89 rifles and equipping themselves. A game of cat and mouse occurs where Osladians fire at targets moving in the darkness. 127 friendly fire casualties are reported between the 9th and 18th of January. [b][u]January 12th-18th[/u][/b] On the 12th of January, the [b]Zellonian Army[/b] sends the [b]2nd "Jovington" Division[/b] into combat as a minor offensive at the behest of General Hawthorne Kenway, a gloryhound who believed he could drive a wedge between the Osladian salient and Army Group North. The 13th and 14th of January earned the name the [b]Black Weekend[/b], as 6,123 men of the 7,000 strong [b]2nd "Jovington" Division[/b] are are wounded or killed in the [b]Zellonian Counteroffensive[/b]. The southern front is now threatening to fall a part. [center][img]https://s-media-cache-ak0.pinimg.com/originals/49/56/65/495665792c0278f23fa2e48dec1fc6b3.jpg[/img] [i]Memoitals of the [b]Memoital I Corp[/b], relegated to reserve duty in the North, 1900[/i][/center] [b][u]January 19th[/u][/b] Shipyards in the [b][color=lightgreen]Imperium of Hiron[/color][/b] examine, test and finalize the possibility of larger scout craft for future destroyer designs. A slighter wider beam, along with a reinforced keel allows for a similarly stronger, but not necessarily slower base for future warships. - [[b]Event[/b]: [b][color=lightgreen]Imperium of Hiron[/color][/b] gains [b]700 Ton Destroyer Technology[/b] ([i]May Sell[/i]).] [b][u]January 20th[/u][/b] The [b][color=lightgreen]Imperium of Hiron[/color][/b], in their foreign embassy in Confluence, [b][color=lavender]Veletia[/color][/b], immediately demand the extradition of General Droulez to Shenryu to stand trial there. The diplomatic pressure for Veletia is marginal, but present--as public opinion of the Kikitomi has turned dour with local garrisons reportedly turning their ire on the locals. Not handing him over to the Hironese could lead to a sour political situation there, while handing him over could anger the [b]Gendarmerie[/b] even further. - [[b]Event[/b]: [b][color=lavender]Empire of Violette[/color][/b] event. This requires an [u]IC Response[/u].] [b][u]January 24th[/u][/b] Fighting continues in the city of Jovington by the [b][color=skyblue]Kalpian[/color][/b] [b]62nd Brigade[/b], now down to half strength. Attempts to resupply them are irritated further when off the coast of Jovington the Kalpian 4th Fleet ([i]3 CL, 7 DD[/i]) escorts five freighters toward Jovington. They are spotted and attacked by the Zellonian 4th Light Fleet ([i]1 CA, 4 CL, 1 DD[/i]). The [i]ZRN Gathering Storm[/i] enacts dutiful revenge on the Kalpian defenders. It's 4-10" guns sinking the Kalpian [i]KRN Kronprinz[/i] after only six volleys. The [i]Gathering Storm[/i] wreaks havoc on the Kalpian formation, sinking two of the three freighters before suddenly being hit by a torpedo. She listed heavily to port side and was assisted by the light cruiser [i]ZRN Staggering Bull[/i], while fire control teams assessed the damage. The fighting continued, with two Kalpian destroyers trading shot for shot with a Zellonian cruiser and destroyer, sinking the [i]ZRN The Avenger[/i] before fleeing. - [[b]Event[/b]: [b]Battle of Jovington Ends[/b]: [b][color=skyblue]Kalpian Republic[/color][/b]: -3% Supply & Logistics (Army), -2 DD. [b][color=pink]Kingdom of Zellonia[/color][/b]: [i]ZRN Gathering Storm[/i] [CA] [Heavily Damaged], -1 DD] [center][img]https://laststandonzombieisland.files.wordpress.com/2014/10/admiralnakhimov1900-1903.jpg[/img] [i]The[/i] ZRN Gathering Storm[i], 1900[/i][/center] [b][u]January 28th[/u][/b] The [b][color=darkblue]Tsardom of Radena[/color][/b] denounces the wanton bloodshed of the [b][color=green]Osladian Empire[/color][/b], the Tsar Pyotr II giving a speech in the nation's capital. "So enamored with blood and imperialism are the Slads of the West that they know not apparently the difference between a woman, a child and Zellonian soldier. These brave men defending their homeland do [u]not[/u] deserve to have their loved ones butchered and burned and raped, and this Tsardom will not stand for it." - [[b]Event[/b]: The [b][color=darkblue]Tsardom of Radena[/color][/b] has -1 Relations with [b][color=green]Osladian Empire[/color][/b].] [b][u]January 30th[/u][/b] In the [b][color=yellow]Republic of Itherae[/color][/b], construction companies get to work on a road connecting Phliespontos and Thespomnos, an endeavor that should only take a few months.