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Battle of the Nations


Welcome to Battle of the Nations. This role play was inspired by the historical Battles of Leipzig and Waterloo. Although there are no fantastical elements the setting is in a fictional world. The antagonist, Francisco Marion, rose to prominence during the Gauldic Revolution, which ended when he proclaimed himself Emperor. The ambitious conqueror then launched preemptive invasions on his neighbors, who had defied his rebellion previously. Despite subduing his enemies and routing their armies in a series of several wars Francisco's own forces grow weary and he has temporarily retreated so his armies can recuperate. Blocking his path is a combined Allied army that seeks to finally break his victorious streak and bring his rule to an end. This will be the Battle of the Nations.

Each player will assume the role of a commander during the battle, and may bring up to four regiments from their respective nation. The role play will take place in two phases. You will be given information during the strategy phase and will use this to determine the layout of your forces. During the battle phase you will try to defeat Francisco Marion and the Imperial Army. The role play will end when the Emperor has been defeated.

Regiments
The role play takes place in a setting modeled after 19th century Europe. Armies are primarily composed of musketeers and cavalry with artillery support, although each may be further divided into subcategories. I will try to detail some roles below but troop composition, equipment, and their purposes may be chosen at your discretion. You will command up to four regiments. Infantry regiments contain 3000 men, cavalry regiments contain 1500 men and horses, and artillery regiments contain 50 men with 5 cannons.

Line Infantry: Line infantry are the bread and butter of any nation's army. Typically armed with a musket and bayonet, these men fire in unison directly at a target. They are vulnerable to cavalry charges, especially when flanked. Although they can assume square formation to fend off cavalry it makes them vulnerable to artillery fire.
Skirmishers: Skirmishers are equipped with rifles that have superior range. Unfortunately they take longer to reload and as such they are not ideal for sustained combat. Skirmishers are used to harass the enemy, pick off important personnel, and screen the main force.
Cuirassiers: These heavy cavalry get their name from the cuirasses they wear. They are armed with swords which give them sustainability in a fight.
Lancers: Lancers wield polearms and are ideal for breaking enemy formations. Their weapons are unwieldy in close combat, however, and they are suitable in sustained combat.
Dragoons: Dragoons are mounted infantry. They generally ride into battle on horseback, then dismount to fight as line infantry, making them effective at reinforcing critical locations. Some are equipped with carbines and so can fire and reload from horseback.
Hussars: Hussars are light cavalrymen armed with sabers. They are very quick and ideal for chasing down routed enemies or overrunning artillery positions.
Artillery: Artillery is classified by the weight of the projectile they fire. Many fire 6lber, 12lber, or even 32 lber payloads. Any cannon which fires 12lber or below may be drawn by cavalry to quickly move around the field. Anything over 12lbers may not be moved once the battle has begun.

Bio
[u][b]Name[/b][/u]: Any names and titles the character may go by.
[u][b]Physical[/b][/u]: A physical description of the character, including gender, height, weight, eye color, hair color, skin color, etc.
[u][b]Description[/b][/u]: A brief history or description of the character.
[u][b]Nation[/b][/u]: The name of your nation or faction and a brief history or description.
[u][b]Regiments[/b][/u]: Please list your regiments below. I have provided an example below.


18th Valland Dragoons: When the Coalition Wars began the King of Valland handpicked some of the frontier's rowdiest hunters. These men were drawn together and currently make up the 18th Valland Dragoons. Equipped with muskets, these men ride into battle on horseback and dismount where the fighting is heaviest, reinforcing their allies and hitting the enemy with deadly accuracy. When Valland's army capitulated to the Emperor the 18th went to serve the Gauldic Empire, but their loyalties may yet lie with the Allies...
I have an idea that I wanted to do on a Discord server but no one seemed interested. I'll throw it here to see if anyone bites and I could do it on a forum, but a Discord would still be preferable.

The role play takes place in the 1980's, in a Central/South American country. It is/was a banana republic, but now has a drug trafficking component attached to it. The country is currently ruled by a corrupt and ironfisted dictator, who happens to be at odds with the United States and the Soviet Union. Rebellious spirits flock to the forests, biding their time to lash out and retake their livelihood.

You can play almost any character associated with the conflict. You can be a politician, a communist guerrilla leader, a capitalist paramilitary soldier, a policeman, a simple worker, etc. The role play will take place in locations which are controlled by a faction ("the capital", "rebel hideout", etc).

Player-vs-player combat should be resolved with logic and reason, and at the discretion of those involved, but I can step in if need be.

Faction-vs-faction combat should be resolved by supporting content (your group hunkered down beforehand), numbers, weapons (better weapons accessible from the Americans of Communists), and strategy/tactics (flanking maneuvers). I can always step in if necessary.

Factions can have 1000 men to start, but that number can increase as support is gained. Those numbers will fall in combat, but replenish over time.
This is an idea that I've had for a while, but never really put much thought into it until now. It's a roleplaying game about steam locomotives, railroad station towns, production chains, the tycoons behind it all, and more.

Summary: It takes place in a fictional location in the 19th Century American Midwest, where steamboats and locomotives have revolutionized the transport of people and goods. A burgeoning riverside City has been connected to a Town via railroad, and items are shipped back and forth. The players will own a business that produces a specific good to be sold abroad - whether to NPCs (me, playing the settlements) or to each other. These businesses can grow and evolve; production chains may form - and are encouraged. Additionally, new Towns may appear, while existing ones will become Cities and those may become Metropolises - all depending on how well the players manage the production and transport of their goods.

Turn-Based: Except on special occasions, my posts will count as a single turn. A turn is '1DT', which stands for 1 Days Travel. The City and Town are 1DT apart, so if the train is in the City then the next time I post it will arrive in the Town.

About Your Business: You will own some kind of business - whether it's a log-cutting business, mining industry, a farm, mail service, fishery, slaughterhouse, paper mill, plantation - honestly whatever you want. These businesses are based near or within the City or Town. Every turn you will produce 1 tonne of a resource. Maybe you produce 1 tonne of lumber, or 1 ton of cotton, or 1 tonne of corn - that's your discretion. I will update your 'inventories' whenever I advance a turn so you can keep track of what you have produced.

What do I do on my turn?: Let's pretend you own a cotton plantation. When I post you will see that you have produced 1 tonne of cotton. You may now post and decide you want to load this 1 tonne of cotton onto the train to sell in the City. The next time I post the train will have arrived in the City and your 1 tonne of cotton will have been sold, increasing your Cash. That's the basics.

Supply, Demand, and Upgrades: So your business produces 1 tonne of a good per turn. You can use Cash to upgrade your business and start producing 2 tonnes per turn, 3 tonnes per turn, etc. But each location only demands a specific amount of goods - representing demand. Metropolises will demand more than a City, and a City will demand more than a Town. Note that a location will never have a demand for a good that is being produced there. When enough businesses exist within a town it will become a city, and cities become metropolises in the the same fashion.

New Towns: The players may pool their money together to invest in the construction of a new railroad linking the existing Town or City to a new town. This town will now start accepting the goods you produce, and will also become a new location for you to found new businesses!

New Businesses: Aside from upgrading your business, or expanding your existing business to a new location, you can open up an entirely new one! So you might own a Cotton Plantation in the Town, and a Steel Furnace in the City! Ship cotton to the City, then ship steel to the Town!

Competition?: So a location will always buy your goods at a fixed rate. But what happens when two players produce the same good? That fixed rate ceases to exist and now the price is determined by the players. I don't know how I want to do this yet, however, and it's something I am still working on.

Another form of competition would be founding businesses in locations where that business doesn't exist yet. If Player One owns a steel furnace in the City and he is selling his goods in the Town, you can found a steel furnace in the Town which means they no longer demand Steel - you have stripped Player One of customers!

Production Chains: A production chain would be where one player produces a good, ships it to another player, who then turns that good into their own type. So an Iron Ore Mining Company in the Town might ship iron ore to a Steel Furnace in the City, which then produces steel to be sold in the Town. Production chains are up to the players' discretion and I want to encourage this somehow or another. They can be as complex as the players start to make them!

Conclusion: I work a full-time job and have morning classes - so I am quite busy! But I wanted to pass this idea on to see what people though about it, answer some questions, and hear some suggestions!
Despite the blanket of darkness which covered the land, the German squad could make out Hagen’s Farm in the distance. Their commander, Hans, held up one hand to order the party to halt and they all knelt on their knees. “It’s up ahead, we’ll be there shortly. Expect hostiles. Stay on the right side of the road; we’ll use the ditch as cover on our approach.”

Hans intended goal was to hug the right side of the road heading north, that way the Belgians - who he expected to be on the left side - would not their approach. Little did he know that Nicolet and Albrecht were hiding in the mud.

And so when the Germans approached, the entire 10 man squad came to a rest just within range of the two mud-covered Belgians. They had checked their weapons and ammunition while also peeking over the ditch to see the composition of the battlefield.
May 11th, 1940. The German invasion of Belgium was in full swing. The German airborne forces were tasked with taking Fort Eben-Emael, which was integral to the success of the army. A series of battles were being fought along the border, usually aimed to secure important bridges and crossings.

German Panzer divisions were ready to move into central Belgium and bring the invasion to a swift end. First, however, Belgian garrisons protecting the bridges and crossings needed to be eliminated. And this was a task that fell to Hans Bauer.

Surveying the field ahead, Hans deduced that the coast was clear and signaled for the rest of his squad to approach. They had advanced this far under the cover of a forest. Across the ways was a dirt road which ran north, passing by Hagen’s Farm and crossing over a river. The bridge which crossed over that river was a vital crossing that the German Panzer Divisions sought to utilize. But thus far the Belgian garrisons threatened this move.

By the time the squad had assembled on the edge of the wood, Hans began to relay orders. “Ziegler, Brant,” he referred to the two Machine Gunners, “cover our advance. Moltke, Kramer, you’re with me. Winter, you take Seidel and Schmidt. We’ll split up and advance on the road in two teams. Schnell!

The disciplined soldiers exited the forest and proceeded towards the road in two teams; Hans had tasked Winter with leading the second team because he was the oldest and most experienced, having served in the Great War. Meanwhile, Ziegler and Brant, with the help of Claus and Otto - the two machine gun assistants - covered the advance.

Once they made it to the road and found no resistance, Hans signaled for the MG teams to regroup.

Now it was only a matter of advancing north, along the road, towards Hagen’s Farm, where the Belgians were expected to be. The darkness would cover their approach, and they remained on the eastern side of the road so they could cover themselves in the ditch.
The German Squad


Hans Bauer - Sergeant
Hans Bauer is the 35 year old sergeant of the German squad. He is of average size, with short black hair and blue eyes. He is a strong-willed soldier and a proud supporter of the Third Reich. His leadership and camaraderie makes him the ideal commander for this operation. Hans carries an MP40 sub-machine gun and a Luger pistol.

Franz Ziegler - Private (Machine Gunner)
38 year old Franz is a stout men with an even temper - a 'gentle giant'. He is tall and imposing, yet calm and passive. He values his friends, and would do anything to protect them. Franz carries an MG32 machine gun and a Luger pistol.

Gerhard Brant - Private (Machine Gunner)
Gerhard is the most hot-tempered of the group. Tall, strong, and mean - this bull-of-a-man represents the extremes of bravery and courage. Or perhaps it is arrogance and anger - after all, Brandt served in the Great War and harbors a particular grudge against the Allies. Gerhard carries an MG32 machine gun and a Luger pistol.

Claus Jager - Private (Assistant Gunner)
A young man, from the same village as Otto Kraus. Claus was born and raised on a farm, and like his father he is loyal to the Fatherland. He is an assistant for the squad's machine gunners. Claus carries a Luger pistol and spare ammo.

Otto Kraus - Private (Assistant Gunner)
Otto was born and raised in the same village as Claus, and the two grew up as friends. Like Jager, he is an assistant for the machine gunners. He carries a Luger pistol and spare ammo.

Karl Moltke - Private (Grenadier/Rifleman)
Karl is a personal friend of the sergant, Hans Bauer, and also acts as his second-in-command. Karl displays excellent leadership skills as well. He is a strong and stout ally, and acts as the squad's primary grenadier. He carries a Karabiner 98k, a Luger pistol, and 3 grenades.

Helmut Seidel - Private (Grenadier/Rifleman)
Helmut is a humble man who has quick adapted to the shock of warfare. Helmut can maintain his composure in the face of enemy fire, and never backs down from a fight. As a former meat cutter and cook, he is also the squad's primary cooker. He carries a Karabiner 98k, a Luger pistol, a frag grenade, and 2 smoke grenades.

Wessel Winter - Private (Rifleman)
The oldest member of the group, and a veteran of the Great War. Wessel fights for Germany with a determined heart. He carries a Karabiner 98k and a Luger pistol.

Franz Schmidt - Private (Rifleman)
The second-to-youngest member of the group and one of the freshest recruits. Franz attended a university before the outbreak of the Second World War. He is an educated young man, willing to prove himself in the service of his country. He carries a Karabiner 98k and Luger pistol.

Kristoph Kramer - Private (Rifleman)
The youngest and freshest recruit of the squad. Kristoph's father served in the Great War, and like him he wants to prove himself. He is loyal to the Third Reich, and often argues with Franz on various subjects. He carries a Karabiner 98k and a Luger pistol.
World War II
The Battle of Hagen's Farm


On 10th May 1940, German forces under Fedor von Bock invaded Belgium, a struggle which would later become known as the 18 Days Campaign. The Wehrmacht would cut through the Ardennes and advance to the English Channel, thus encircling the Allied forces in Belgium - who would surrender on 28th May 1940.

This role play takes place during the invasion. German Panzer divisions are ready to move further into Belgium. One such crossing is Hagen's Farm, which provides a bridge to move the armor north. Unfortunately for the Germans, a Belgian squad has advanced and taken control of the bridge. In response, the Wehrmacht is sending a squad of its own to attack the Belgian garrison and open the way for the Panzer division.
Jeb turned and looked upon the dwarf (@poohead189) with curious eyes. "Ale. Keep it coming," he had told the barkeep, stealing away the Hochlander's attention. He would have spoken up if another, Vlad (@andreyich), had not plopped down beside him, who soon proclaimed a round of vodka for everyone.

Jeb shrugged, grinning, and looked back the barkeep. "I s'pose I'll take vodka, then." The sharpshooter adjusted the straps that ran across his chest, which held his long rifle on his back. He looked at the dwarf, and then over at the Kislevite. "The two of you look mighty experienced," he began, "name's Jeb. I'm lookin' for work." Jeb looked over the dawi's panoply of axes: "but I'm not fighter. At least, not an experienced one. But I can shoot - and I'm a damn good marksman."

Jebidiah looked at both individuals beside him, eager to sell his services to either of them.
As Galadred was hopelessly anticipating the arrival of renowned warriors, he would no doubt spot the seemingly mundane Jebidiah Braun. Jeb, as he was known to his friends and relatives, had traveled from Hochland to this part of the Reikland in search of opportunity and adventure, hoping to capitalize on his skill with a long rifle. Indeed, the Hochlander was a marksman, having raised himself as an avid and capable hunter, and proving himself by defending Esk from Beastmen.

There was nothing specifically interesting about the new arrival, and he was - for all intents and purposes - 'a commoner'. There were no colors to indicate his Hochlander origin, but the long rifle on his back would certainly give it away. A fur cloak hung over the man's shoulders, much like the lion hide around Galadred, though less imaginative. These observations would paint this man as a huntsman - stereotypical for a Hochlander.

The bushy-bearded, brown-eyed man rubbed his hand over his head, pulling his long brown hair out of his face. He observed the otherwise charming atmosphere of the locale, before setting his eyes upon Galadred. He was impressed at the man's size, armor, and the lion's hide - but further impressed when he realized it was no man but an elf.

But Jebidiah diverted his focus to Ludolf Bohn, the apparent owner of this establishment. He approached the bar and took a seat at one of the stools. Provided the barkeep approached, he would ask "Well met, friend. I'm after room and board."
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