Post by Leonid Govorov on Dec 23, 2017 23:46:06 GMT
Hello, today I would like to teach you all about how to play alternative histories! I don't have much experience myself, and I have much to improve, but I just want to teach you the basics, so that you won't hopelessly be declaring war on the Soviet Union while playing as Czechoslovakia. Alright, let's start!
I: Signing up
Once every few months, an experienced player might decide to host an alternative history game. S/He'll inform you about the ages in which the game will take place and the available countries. If nobody took a nation, and you're the first to claim it, then the nation's yours! Your nation looks upon your brilliant guidance... Supreme leader, good luck!
B... But... I want to join in the ongoing Alt-Hist!
That's totally fine, just tell everybody you're going to play as a nation unclaimed, and you can play. One catch though- You're most likely to be assigned to be a minor nation.
II: Research
After you signed up and before you start playing, research about the country, and the history around it, that you're playing as. Is the background the Napoleonic Wars? Are you playing France? Then study a bit about Napoleon. Are you a history guru? Then don't. But if you aren't, definitely research about the war you're about to be dragged into.
B... But... I hate history!
Don't play this game then. This game is all about history. If you are a serious history anti-fan, then I would advise you to search for a game suiting you better.
III: Playing
After the GM(Game Master, not to be confused with Global Moderators) announces and tags everybody that the game started, you can start playing!
-The dices: On these, your fate belongs. The destiny of your country is dependant on a dice plugin. Roll these probably every turn, to decide the outcome of wars, research, possibly political activity, and more. To use them, type [ roll ] in a mobile, or just click the dice picture if you're on a PC. Like so: RC0XgJ2l
-The turns: Probably should've explained this first. One turn is an entire year, and about three IRL days(Dependant on the GM). Here, explain your country. It's economy, it's politics, and it's warfare. Talk about everything the other players should know. If you're not sure on how to post your turns, read the turns by the veterans: Ivan Kolev , Gaius Julius Caesar , Chancellor Otto Von Bismarck , Laurent de Gouvion St. Cyr and Santa Anna , and more.
-Usage of PMs: Use PMs for conspiracy, secret alliances, private negotiations, and more. Don't feel guilty, everybody(including me) uses them. Also simply ping a PM to the GM if you have problems or questions.
-The example turn: I'll make an example turn as Germany, 1939(No relates to the holocaust, war crimes, etc)
Germany, 1939
Economy: The economy of Germany is superb, thanks to the government officials. The unemployment rate is down to the ground, and cars are popping out of the factory.
Technology: We are researching war technology, especially regarding the Panzer units. How successful is it?
A one. Absolute failure. No worries, our technology still remains better then the enemy.
Military: The invasion of Poland takes place. Fall Weiss takes place. Declares war on Poland(NPC).
We use the forces of 2 army groups and 6 armies. Click here for the Wikipedia link.
Polish army is far weaker then that, with outdated equipment and little forces. Here is the Wiki link.
Danzig: A swift victory, the German forces take Danzig quickly.
Poznan: A small victory, with both sides suffering heavy casualties.
Lodz: Another small victory. The German chief of staff is worried about our heavy troop loss here and on Poznan.
Carpathian: A small defeat. Not to worry. This is simply a small drawback to our inevitable victory.
Cracow: After a hailstorm, there is sunshine. A huge victory, on such crucial strategic location.
Warsaw: Another small victory.
Treaty of Warsaw: Poland becomes German territory, expanding the influence of Germany over Eastern Europe. About 20% of the troops participating on the war has died for their proud nation.