[center][img]https://i.imgur.com/jhD1yPU.jpg[/img] [hr][hr][h1][b]W A R G A M E : G R A N D A R M Y[/b][/h1][sup](Inspired by Wargame, Steel Division and [url=https://www.roleplayerguild.com/topics/154706-mockz-backyard-warfare-wwii-on-a-miniature-scale]this[/url])[/sup] [hr][hr][/center] [h2][u][b]SETTING[/b][/u][/h2] [quote]Its 20XX, world peace has finally been achieved. After decades long arms races, the perfect armor was created rendering all ballistic and energy weapons ineffective but was yet cheap and lightweight enough to be used en masse on both tanks and soldiers. Short of nuclear strikes and mutually assured destruction, armies became invincible against one another. Realizing this conundrum, the Treaty of Babylon was signed that marked an era a world peace for the first time. However, there were still those who wished to engage in martial pursuits even between international militaries. As such companies created the "MockZ": miniature, intelligent and ageless humans fully aware of their existence and accepting of it. Great debates and controversy swirled around them. But with enough money being thrown at the issue and a sizable amount of public support, the issue soon faded. Now cloned in numbers, they have become the world's fastest growing commodity with companies forming around their creation and additions like buildings, vehicles and other implements. Any military action has been replaced with grand MockZ tournaments with entire tiny armies lead by the greatest military minds of each nation with true, old fashioned war no longer a possibility. Of course, civilian tournaments are held as well leading to a strange system where tournament winners are often approached by governments to lead MockZ troops in a true strategic scale. While "governmental MockZ" often have specialized equipment and detailed, unique tanks between nations, the civilian MockZ market will only sell one base model of something and then allow the buyer to effectively "reskin" the blank model. For example, in a civilian tournament, while one side will have a Soviet T-34 and the other will have a Russian T-90, the two will act similar for game purposes.[/quote] Important points: [list][*]Focus on player creativity, make your Division's theme on whatever you want. Modern US marines? WW2 Panzergrenadiers? Samurai shocktroopers? Neo Medieval Riflemen-at-Arms? Go wild! [*]Cooprative Plot, instead of trying to balance out a clusterfuck PvP plot, all players will participate as "divisions" within a "field army" (team) as they try and reach the big leagues! [*]Four Division Layouts, Dozens of Troop Types and a number of Doctrine to help make your division really feel like your own and fit your theme! [*]But wait, this setting doesn't make sense! Look at you Timmy, aren't you smart. Guess what, the focus isn't on the realism of the setting but having a hodpodge combination of different thematic divisions fight one another! [/list] If you have any questions do ask! For those of you interested, here are the DIVISIONS you can play in this RP. Troop Type, Doctrines and Sheets will be to follow if enough interested is generated. [hider=Divisions] [h2][u][b]DIVISIONS[/b][/u][/h2] [quote]Instead of commanding entire Armies, players lead Divisions. Each Division has slots for each of the main categories -Infantry, Light Armor, Heavy Armor, Support, Artillery and Aircraft- with one slot allows you to take one type of troop. The four types specialized Divisions are: Infantry, Armored, Aerial and Support. Infantry Division (InfDiv) are straight forward, have as many soldiers holding the line or advancing it as you can. This format focuses on the humble foot soldier while still giving it plenty of support should the situation demand it. These InfDivs are the most common style used in regulation play due to versatility, thematic customization and comparative cost. [hider=Infantry Division] [img]https://i.gyazo.com/c98d3d04fcba7dc7fd27d222dbab731e.png[/img] [/hider] Armored Divisions (ArmDiv) are the steel beasts that roam the battlefield and the iron treads that crush resistance under them. They have the most numerous slots for armored vehicles but their limited assisting elements can make them vulnerable if improperly lead. ArmDiv players often focus on having reliable anti-infantry vehicles to count their low infantry slots. They can devastate front line engagements but have plenty of counters in the form of infantry and aircraft meaning that a miscalculated advance or unsupported breakthrough could be disastrous. [hider=Armored Division] [img]https://i.gyazo.com/37dfff3023b0924cd67ac5020ee4b424.png[/img] [/hider] Aerial Divisions (AirDiv) fight a battle above the ground. They have the ability to strike far beyond the front line and well placed bombing runs can ruin entire divisions. However, their ground forces are known to be used purely in defensive roles as they rely on their airfields to keep their venerable aircraft in operation. Many players are known to use cheap ground forces and focus all their efforts on the air war. [hider=Aerial Division] [img]https://i.gyazo.com/c2197a3faba5a3336a4a8e23ce5df49c.png[/img] [/hider] Support Divisions (SupDiv) are the unsung heroes of team fights. Rarely the most glorious or prestigious and sometimes the least noticed, the presence of dedicated SupDivs is a godsend in prolonged battles where ammunition and injuries become apparent. They primarily focus on recon, artillery bombardment, combat engineering and other rear line actions and roles which the more direct combat divisions would consider below them. [hider=Support Division] [img]https://i.gyazo.com/5733e68404082689c9fc9245c07a8675.png[/img] [/hider][/quote] [/hider] [hider=Troop Type] [h2][u][b]TROOP TYPE[/b][/u][/h2] [quote]Each Division Slot can hold a certain type of unit which is further divided into subunits. While there is no hard limits on what type of units are availalbe to each Division, I would like to see some realism in unit compositoin. That is to say you would likely not find veteran shock troopers in an AirDiv or too much beyond recond planes and a few bombers in a SupDiv. Commanders are also important and will take up a slot on their own. There are three types of commanders: Infantry Commanders, Tank Commanders and Supply Commanders who can lead both SupDiv and AirDiv. You need at least one commander unit in your Division. [list][*][b]Infantry [/b] [list][*]Regular/Line = Run of the mill main line troops. Nothing too fancy. [*]Light/Recon = Small, mobile groups of scouts used to track the enemy at range. Snipers also count as these. [*]Militia/Partisans = Untrained and often poorly equipped, these irregulars make up for it with numbers but don't expect miracles. [*]Shock Troopers = Aggressive, elite infantry meant for rapid assaults who excel at close range. [*]Infantry Commander = Commander officer with a retinue of experienced, veteran troops who come with their own personal transport. [/list][/list] [list][*][b]Light Armor/Fast Attack Vehicles[/b] [list][*]Armored/Combat Cars = Typically used for transport or local fire support. Can range from a WW2 Puma to a modern Humvee. [*]Armored Transports/IFVs = Dedicated transports with fire support. Can range from half tracks to BMPs. [*]Light Tanks = Lighter armor meant to scout ahead or keep up with rapid infantry advances. [*]Cavalry/Motorcycles = Often seen as a joke unit and rarely used but creative (if not desperate) players find many applications for them. [/list][/list] [list][*][b]Heavy Armor[/b] [list][*]Medium/Main Battle Tanks = Bread and butter of armored units with a good balance between firepower, armor and speed. [*]Heavy Tanks = Beasts of battle, their ponderous yet unrelenting advance intimidates with every inch of ground covered. [*]Tank Commander = An experienced officer learned in the ways of armored warfare accompanied by an ace crew. [/list][/list] [list][*][b]Support[/b] [list][*]Ambulance/Medics = Unsung heroes that allow for on the spot recovery and treatment of injured soliders. [*]Supply Vehicles = Self explanatory, giving extra munitions and spare weapons to troops, their value increases as time progresses [*]Flamethrowers = While dangerous, they can prove instrumental in denying the enemy cover. [*]Anti-Armor Troopers = Everything from RPG teams to anti material snipers, anything that can fuck up a tank's day that isn't a vehicle. [*]Combat Engineers = Repairmen who can also build defensive works with the right doctrine. [*]HMG Team = Heavy machine guns that are unrivaled in area denial, suppression and mass slaughter. [*]Supply Commanders = Talented back line officers capable of organizing both supplies, artillery and aircraft but is lacking in combat capabilities. [/list][/list] [list][*][b]Artillery[/b] [list][*]SPG = Gun carriages and any sort of artillery piece that can move itself. [*]SPAA = Any anti-air system that can move itself. [*]Mortar = Shorter range, high arcing fire perfect for local artillery support. [*]Howitzer = The mortar's bigger and angrier older brother. [*]AA Gun = Anti-air systems that can be just as effective versus infantry and light armor as they are against aircraft. [/list][/list] [list][*][b]Aircraft[/b] [list][*]Recon Planes = Lightly armored planes meant for scouting the enemy position for information is also a weapon [*]Fighter Planes = Versatile lanes meant for dog fighting and ground support. [*]Recon Helicopters = Aerial recon that can provide constant and steady intelligence in a local area. [*]Helicopter Gunship = Local aerial fire support better against ground targets than air. [*]Bombers/Ground Attackers = Pure ground bombardment craft capable of leveling battlefields although vulnerable to dedicated fighters. [*]Paratroopers = Elite infantry used to inflict damage in the enemy's back lines; comparable to aerial shock troops. [/list][/list][/quote] [/hider] [hider=DOCTRINES] [h2][b][u]DOCTRINES[/u][/b][/h2] [quote]To help customize your divisions, Doctrines represent modifications you can make to your divisions so they stand out from another player's division. There are three types of Doctrine: Composition, Specialization and Mixed. Composition mainly affects the number of slots a Division can have, allowing them to trade Troop slots for one another or add more of a certain Troop Type. Specialization allows players to take new units that aren't present in the base list of Troop Types or additional tactical options like Amphibious vehicles, Fire Bombs or Communication Jammers. Mixed are a mix of Composition and Specialization Doctrines, adding new units while also affecting slots. Players can take up to TWO Doctrines for their Divisions with no restriction on having to take one of one type and another of a another type. If you just want new units or just want more units, go ahead. In addition, there is no hard cap on how many slots a Division can have so long as they have Doctrines that allow them too have that many. [b][u]COMPOSITION DOCTRINES[/u][/b] [list][*]Strength in Numbers: +3 Militia/Partisans [*]Blitzkrieg: -1 Support, Arty and H. Armor, +2 Light Armor [*]Breakthrough: +3 Shock Troop, -1 H Armor [*]Overwhelming Firepower: +2 Arty, +1 H Armor [*]Grand Battleplan: +2 Support, + 1 Arty, +1 Commanders [*]Mass Mobilization: -2 L Armor, -2 H Armor, -1 Support, +5 Infantry [*]Combined Arms: +1 Infantry, +1 Aircraft, +1 H Armor [*]Mounted Soldiers: +2 Armored Transport/IFVs, +1 Cavalry [*]Industrial Might: +2 L Armor of Heavy Armor, +1 Arty or Air [/list] [b][u]SPECIALIZATION DOCTRINES[/u][/b] [list][*]Amphibious Assault: Take Hovercraft or Amphibious Vehicles [*]Air Cavalry: Helicopter Mounted Infantry [*]Special Forces: Allows Spec Ops infantry [*]Communication Priority: Allows Radar Trucks and mobile Comms Arrays [*]Reclamation: Allows capturing and using of Enemy equipment [*]Super Heavy Armor: Allows Super Heavy Tanks [*]Integrated Support: Can take Mortars and HMGs as Infantry Units [*]Total War: Allows Rocket Artillery and Fire Bombs [*]Smoke and Mirrors: Allows for Smoke Artillery and Grenades and Radio Jammers [*]Combat Protocols: Allows Combat Automatons to be taken as Support [/list] [b][u]MIXED DOCTRINES[/u][/b] [list][*]Airborne Logistics: Allows Transport Aircraft, Combat Airdrop and Supply Airdrops, +2 Support [*]Guerrilla Warfare: Allows Traps and IEDs, +2 Militia/Partisans [*]Do or Die: Allows for Suicide Attacks, Suicide Trucks and Kamikaze Strikes, +2 Suicide Infantry [*]Explosive Terraforming: Allows for off-map missile strikes, +2 Arty [/list] [/quote] [/hider]