Post by António Salazar on Nov 4, 2015 18:02:16 GMT
Hello! Here you can claim your country! List of countries available:
For the full thread: european-war-4.boards.net/thread/845/ww2-theoretical-war
Allies:
-USA+Canada (may only attack Axis from 1942) *** [Confirmed, Suvurov]
-Soviet-Union *** [Confirmed, Vatutin]
-ROC ** [Confirmed, Eternal Aurora]
-Poland ** (Soviet-Union does not invade Poland) [NEEDED]
-Great-Britain (including Colonies, India, Burma and NOT Australia and Canada because that would be too OP) *** [Confirmed, Khurram]
-France *** [Confirmed, Khurram]
-Australia ** [Confirmed, Suvurov]
-Netherlands&Dutch Indonesia ( Dutch Indonesia may only attack axis after 1942)[Confirmed, Rules of Dietsland]
Note: Yugoslavia and Greece are controlled by the UK.
----------------------------------------------------
Axis:
-Japan & Thailand*** (may only attack Allies from 1942, may attack ROC before)[NEEDED]
-Italy *** [Confirmed, best75]
-Nazi-Germany (forbidden to use original flag since it can bring high emotions to some people, begins with a big army)***[Confirmed, Napoléon]
-Hungary* [Confirmed, Mountbatten]
-Bulgaria * [Confirmed, Lannes]
-Romania ** [Confirmed, Lannes]
-Finland * [Confirmed, Mountbatten]
THE WAR STARTS 16:00 GREENWICH TIME.
Announcing: North Africa will be added to the map. Also fighter and bomber technology will be added.
-------------------------------------------------------------------------------------------
As for the Rules: Ye old Sherman Rules
Rule #1:Peace Negotiations and team chats are from now on the only things done in private.
Rule #2:Once your side has done the phase (5 turns), then you must wait for the rest of the other team to complete the phase
Rule #3:No ridiculous stuff like taking the capital in one turn unless it's a non belligerent nation.
Rule #4:Historically accurate.
Rule #5:No Nuclear Weapons.
Rule #6:No Tech Jumping. However combining researched technologies is allowed. (For example I combine advanced Fortress Line with advanced Defense)
Rule #7:Peace Negotiations must include everyone involved in the war. No separate peace with individual nations unless a regime change takes place.
Rule #8:There must be a declaration of war on a nation before you attack them.
Rule #9:You must talk to your Allies in team chat and inform them of the current situation and what you're going to do.
Rule #10:All peace Negotiations must be in private.
Rule #11:You cannot overrun a belligerent nation in less than three turns.
Rule #12:Everyone involved in the Theoretical War is limited to three turns per day.
New Rule #12: 1 phase contains 5 turns. After all nations have committed their orders the phase will resolve and a new phase will begin. No more (and no less) than 5 turns in 1 phase can be done.
Rule #13:Advancing Technology takes one turn (or more). Building up your armed forces and transporting them over a small distance (f.e: Spain-France) costs one turn (or more)
Rule #14:Rolling of Dice must be used to determine the outcome of battles.
Rule #15:No military actions until the war has begun INCLUDING military actions against non-belligerents.
Read more: european-war-4.boards.net/thread/763/theoretical-wars#ixzz3qbX71Zuq
And the new Talleyrand rules:
-No talking nonsense in this threat. Subject is the war.
-If you think something is not right, like a move or build say it to me or to Haelicon.
-Dices are used like this: A normal battle on normal terrain with equally armed sides means a 7 or higher to succeed for the attacking side. since 7 is the average out of 2 dices. Has 1 side small advantages like a better research or better condition (defending) the required number can be influenced by 1. So if army A attacks army B while army B is on the top of a hill it will need to throw an 8 to win. If it is plain terrain and army A (equipped with better rifling) attacks army B (standard rifling) it will only need a 6 to win. (in perspective of Army A)
-If the the amount thrown is high, thus a higher loss for the enemy. So if Fleet A attacks Fleet B with both equal strength throwing a 7 for Fleet A to win the battle but Fleet B will have no losses. However if A throws an 8 Fleet B will lose 10% of its strength. (so in case of 10 ships: 1 ship, in case of 5 ships: 1 ship heavily damaged and not able to fight further this round). If A throws 9 it will lose 20%. If A throws 10 30% etc. On land battles in means the same. 1 point higher then required: hostile army slightly damaged, 2 points higher means hostile army damaged, etc.
-Every country has an equal amount of turns!
-Every country starts with 5 destroyers.
-Every big country has a standard army compared with the size of the country. The armies do not have much difference it is just that the whole Russian army has not the equal strength of the Hungarian army.
-Everything said by the referee(s) is to be accepted.
-Southern-Africa, Artica, Antarctica and Southern-America are non-accessible
Read more: european-war-4.boards.net/thread/845/ww2-theoretical-war#ixzz3qbXV3CPU
For the full thread: european-war-4.boards.net/thread/845/ww2-theoretical-war
Allies:
-USA+Canada (may only attack Axis from 1942) *** [Confirmed, Suvurov]
-Soviet-Union *** [Confirmed, Vatutin]
-ROC ** [Confirmed, Eternal Aurora]
-Poland ** (Soviet-Union does not invade Poland) [NEEDED]
-Great-Britain (including Colonies, India, Burma and NOT Australia and Canada because that would be too OP) *** [Confirmed, Khurram]
-France *** [Confirmed, Khurram]
-Australia ** [Confirmed, Suvurov]
-Netherlands&Dutch Indonesia ( Dutch Indonesia may only attack axis after 1942)[Confirmed, Rules of Dietsland]
Note: Yugoslavia and Greece are controlled by the UK.
----------------------------------------------------
Axis:
-Japan & Thailand*** (may only attack Allies from 1942, may attack ROC before)[NEEDED]
-Italy *** [Confirmed, best75]
-Nazi-Germany (forbidden to use original flag since it can bring high emotions to some people, begins with a big army)***[Confirmed, Napoléon]
-Hungary* [Confirmed, Mountbatten]
-Bulgaria * [Confirmed, Lannes]
-Romania ** [Confirmed, Lannes]
-Finland * [Confirmed, Mountbatten]
THE WAR STARTS 16:00 GREENWICH TIME.
Announcing: North Africa will be added to the map. Also fighter and bomber technology will be added.
-------------------------------------------------------------------------------------------
As for the Rules: Ye old Sherman Rules
Rule #1:
Rule #2:Once your side has done the phase (5 turns), then you must wait for the rest of the other team to complete the phase
Rule #3:No ridiculous stuff like taking the capital in one turn unless it's a non belligerent nation.
Rule #4:Historically accurate.
Rule #5:No Nuclear Weapons.
Rule #6:No Tech Jumping. However combining researched technologies is allowed. (For example I combine advanced Fortress Line with advanced Defense)
Rule #9:You must talk to your Allies in team chat and inform them of the current situation and what you're going to do.
Rule #11:You cannot overrun a belligerent nation in less than three turns.
Rule #13:Advancing Technology takes one turn (or more). Building up your armed forces and transporting them over a small distance (f.e: Spain-France) costs one turn (or more)
Rule #14:Rolling of Dice must be used to determine the outcome of battles.
Rule #15:No military actions until the war has begun INCLUDING military actions against non-belligerents.
Read more: european-war-4.boards.net/thread/763/theoretical-wars#ixzz3qbX71Zuq
And the new Talleyrand rules:
-No talking nonsense in this threat. Subject is the war.
-If you think something is not right, like a move or build say it to me or to Haelicon.
-Dices are used like this: A normal battle on normal terrain with equally armed sides means a 7 or higher to succeed for the attacking side. since 7 is the average out of 2 dices. Has 1 side small advantages like a better research or better condition (defending) the required number can be influenced by 1. So if army A attacks army B while army B is on the top of a hill it will need to throw an 8 to win. If it is plain terrain and army A (equipped with better rifling) attacks army B (standard rifling) it will only need a 6 to win. (in perspective of Army A)
-If the the amount thrown is high, thus a higher loss for the enemy. So if Fleet A attacks Fleet B with both equal strength throwing a 7 for Fleet A to win the battle but Fleet B will have no losses. However if A throws an 8 Fleet B will lose 10% of its strength. (so in case of 10 ships: 1 ship, in case of 5 ships: 1 ship heavily damaged and not able to fight further this round). If A throws 9 it will lose 20%. If A throws 10 30% etc. On land battles in means the same. 1 point higher then required: hostile army slightly damaged, 2 points higher means hostile army damaged, etc.
-Every country has an equal amount of turns!
-Every country starts with 5 destroyers.
-Every big country has a standard army compared with the size of the country. The armies do not have much difference it is just that the whole Russian army has not the equal strength of the Hungarian army.
-Everything said by the referee(s) is to be accepted.
-Southern-Africa, Artica, Antarctica and Southern-America are non-accessible
Read more: european-war-4.boards.net/thread/845/ww2-theoretical-war#ixzz3qbXV3CPU