[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] [center][b]Discord Chat[/b]: https://discord.gg/f6n4B8[/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 [2x 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] 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=Waging War] [list][*][b]I.[/b] Given the difficulties in managing an immense war, especially between player nations. War will be delegated by Random Number Generators buoyed by modifiers such as your Army and Navy's Training, Supply and Morale. [*][b]II.[/b] Waging war will occur in the following timeline. [list][*]I. [b]Create Armies & Fleets based on Theaters[/b]. [list][*][b]Create Armies[/b]: When war is declared, the GM will alert you of which Available Theaters and Potential Theaters you have. From these Theaters you must create an army in which Available Theater. [*][b]Available Theaters[/b]: A theater of war where soldiers can actively be deployed to fight. [*][b]Potential Theaters[/b]: A theater of war that can be opened by spending the appropriate Military Points. This could be a naval invasion, or attacking a colony.[/list] [*][b]II. Assign Commanders[/b]: When war is declared, you will have to select from your available General Staff which commanders will command which army/fleet. [*][b]Theater Objectives[/b]: Once a commander has been appointed, you may assign a theater objective that your armies will attempt to fulfill. [*][b]IV. Military Points[/b]: At the beginning of a war, you begin with 15 Military Points. Great Powers begin with 20 Military Points. Military points are spent on the following. Each Turn you gain 4 Military Points. [b]Each Month, your nation will have 2 Issues/Crises/Decisions[/b]. [*][b]V. Military Points Timeliness[/b]: If a month is completed before your IC response is posted, the event is simply skipped. [list][*]Opening [i]Potential Theaters[/i] [*]Addressing [i]Commander Issues[/i] [*]Addressing [i]Military Crises[/i][/list][/list][/list] [code][b][u]Theater Command[/u][/b] - [b]Army/Fleet Name #1[/b]: [Army Name Here] - [b]Commander[/b]: [Name of Commander Here] * [b]Commander's Loyalty[/b]: [Loyalty Here] * [b]Commander's Trait[/b]: [Trait Here] * [b]Commander's Weakness[/b]: [Weakness Here] * [b]Army/Navy Objective Here[/b]: [Objective Here] * [b]Army Composition[/b]: * Army: [Division Name Here] - [Number of Men Here] - [Number & Type of Weaponry Here] - [b]TOTAL[/b]: [Total Here] * Navy: [Ship Name Here] - [Ship Type] - [Ship Class] - [Maximum Speed] - [b]TOTAL[/b]: [Total Here][/code] [b][u]Supplying your Troops[/u][/b] I. All [b]Colonial Troops[/b] and [b]Overseas Troop[/b] (during war), require [b]Supplies[/b]. II. These Supplies can only be sent via [b]Convoys[/b]. III. Convoys are sent via [b]Merchant Ships[/b]. A Merchant Ship is a 3,000 ton ship. [b]1 Merchant Ship[/b] can send 1,000 tons a week. IV. While at [b]Peace[/b], you must simply assign Convoys to keep your colonial ships supplied. V. While at [b]War[/b] you must send Convoys. [b]Convoy Form[/b] (You may fill out as many of these as necessary) [code] 1. [b]Name of Convoy[/b]: (Convoy 513, Task Force Y, etc) 2. [b]Number of Convoys Attached[/b]: [The more convoys, the easier it is to find.] 3. [b]Total Tonnage[/b]: [Number of Convoys x 3,000] 4. [b]Supplies / Soldiers[/b]: [Determine how many are sending Supplies (1,000 Supplies per Ship) and if any, are carrying Soldiers. A Merchant Ship carrying soldiers can carry 1,500 soldiers and zero supplies.] 5. [b]Start Date of Convoy[/b]: [Start Date Here. Arrival time depends on distance. Inquire as to distance if necessary. Supplies are updated at the beginning of every week, and can be stockpiled.] 6. [b]City of Departure[/b]: [Where is the Convoy Leaving From] 7. [b]City of Arrival[/b]: [Where the Convoy is Arriving] 8. [b]Ships Assigned for Defense[/b] - [Name of Ship] - [Ship Type] - [Ship-class] - [Maximum Speed] [b]TOTAL SHIPS[/b] [X DN] [X DDs] [X CLs] [X CA][/code][/hider] [center][img]http://i.imgur.com/XNKXEZb.png[/img] [i]The Continent, March, 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]March 1st-7th[/b][/u][/h2] [hider=WAR SUPPLIES | March, 1900] [list][*][b][color=green]Osladian Empire[/color][/b] [list][*]360,000 Supplies [-114,000/Week][/list][/list] [list][b][color=skyblue]Kalpian Republic[/color][/b][*]12,000 Supplies [-10,675/Week][/list][/hider] [b][u]March 1st[/u][/b] [list][*]The Tyro-Redanian flag was formally hoisted at Heffa, the capital of Madasta, and Klaus Wennemann became the colony's first governor. the Sultan Neffa, who had fought against the Survians, and Chief Mezza, who had been the puppet ruler during Survian occupation, reconciled. Neffa was named as the Paramount Sultan of the Madasta colony, although Tyro-Redania's King-Emperor Adalar von Wolfram was designated as the Paramount King-Emperor. [center][img]https://upload.wikimedia.org/wikipedia/commons/8/8d/Raising_the_German_flag_at_Mulinu%27u%2C_Samoa_1900_photo_AJ_Tattersall.jpg[/img] [i]The Tyro-Redanian flag is raised at Madasta, March 1900[/i][/center] Tyrian Madasta was a fairly complete colony, although it was seriously lacking in any civilian and military infrastructure. The colony was cut in half by the Maku River, a sweeping and wild piece of nature with less than three serviceable bridges that could be crossed to reach Teothis in the south. The former Survian military outpost of Fort Almeida sat on the northern side of the Maku, with six long range, late 19th century cannonades displayed in a fierce fang of metal teeth jutting out from the battlements. [center][img]http://i.imgur.com/Lw5h9x8.png[/img] [i]Tyrian Madasta, March 1900[/i][/center][/list] [b][u]March 2nd[/u][/b] [list][*]The [b]Second February Offensive[/b] begins around the city of Kreogen by the [b][color=green]Imperial Oslad Army[/color][/b]. Elements of [b]Voskreya Army Group North[/b] assault the plains around Kreogen, instead of attacking Kreogen directly. The hope here was to finish the Kreogen Pocket. The Zellonians--while without adequate armament, were not without rations. They were fighting on their homeland. Military observers around Vorl predicted that the expectation was that if the Zellonians broke here, the flat lands into Greater Zellonia would be broken wide up. As expected, the Osladians began their assault with a massive artillery barrage. This time, the Zellonian counter barrage was weak at best.[/list] [b][u]March 3rd[/u][/b] [list][*]In the [b][color=yellow]Republic of Itherae[/color][/b], attempts to pass a bill that might subsidize local businesses to fund their growth falls flat in the National Parliament after six hours of debate. Minority Leader Nikolaos Plastiras argued: [i]"This bill fails to mention any method, any tool, any proof that government funds will go to these businesses in any meaningful way. The Majority Party appears content to give money away without expectation or reason, much like the lives of soldiers of it's own army.[/i]" Members of the Minority Party stood in applause, as did a few members of the majority party. [/list] [b][u]March 4th[/u][/b] [list][*]The first railway in Serranthia is finished in the Southern Serranthia State, a [i][color=lavender]Veletian[/color][/i] colony, from the city of Namunir to the port of Sadir. Built by the Veletian colonial government, the railroad track extended for 122 1⁄2 miles and cost 1,000,000 Veletian crowns. - [[b]Event[/b]: The [b][color=lavender]Empire of Violette[/color][/b] gains +2% Infrastructure.] [center][img]http://i.imgur.com/3u2LKbc.png[/img] [i]South Serranthian State, March 1900[/i][/center][/list] [b][u]March 5th[/u][/b] [list][*]Forty-six coal miners were killed at the Gagarain mine outside of Lochowa, [b][color=green]Osladian Empire[/color][/b]. "The victims were not burned to death", noted an account, "but were killed by being hurled violently by the force of the explosion. Skulls were fractured and limbs broken-- some in many places. So great was this force that the air driven out of the mine piled the coal cars in heaps in front of its entrance." [*]A new era in transportation safety began on reports of the first successful transmission of wireless signals from a passenger ship to a distant receiver. The Tyrian steamer SS Adalar von Wolfram der Grosse, carrying 1,500 passengers, transmitted from on ship to Tannerburg, fifty miles away.[/list] [b][u]March 6th[/u][/b] [list][*]The [b]Second February Offensive[/b], called so as a continuation of the first, continues. The Zellonians are beginning to learn the hard way that commanding men without weapons to "collect them" is a great way to mount their casualties up a notch, as Zellonians wandered about in the lull of the fighting to attempt to get Z.88 or Otto.89 rifles off their former owners. The [b]Battle of Kreogen[/b] is at it's apex. In a stroke of wild luck, the snows had begun melting away on March 4th, and by March 6th the soggy grounds around Kreogen were frozen, but clear. This was the Osladian's chance. Whistles were blown. The men went into action. Many of them would be dead by noon. [center][img]https://s3.amazonaws.com/siteninja/multitenant/images/15414/images/slide/WWI_british-soldiers-fighting-in-trenches.jpg?1359985652[/img] [i]Zellonian soldiers Kreogen, notice how some soldiers are without a rifle[/i][/center][/list] [b][u]March 7th[/u][/b] [list][*]On the Southern Front, the [b]Kalpian 23rd Infantry Division[/b] begins it's offensive. The men have not been supplied since February 16th and their rations will last only last the rest of the week. Without a resupply, these soldiers will be starving and out of ammunition. Still, impeccably trained, the Kalpian 23rd goes into battle with a ferocity and competence that makes Osladian military observers quite envious. [center][img]http://www.dailyherald.com/storyimage/DA/20140628/news/140629223/EP/1/15/EP-140629223.jpg&updated=201406241713&MaxW=800&maxH=800&noborder[/img] [i]Terrain the Kalpian 23rd must fight through, south of Kreogen, March 1900[/i][/center][/list]