Game Postponed
War has broken out, and this war will be one different from any in history. This war is a The Province and Production map displays the name of each and every province, along with the production that province adds to your production point (pp) per turn number, should you own it. During attack phase, any amount of divisions from any number of provinces may attack adjacent provinces held by enemies (or neutrals). If your attacking divisions defeat the enemy, you gain control of the province along with any (built) ships in port. In battles, attackers have 2 dice whilst defenders have 3 dice. Once divisions have made an attack, they may not make a second until the next turn. During attack phase, ships may again move up to a distance of one sea territory, providing the territory is empty or occupied by enemy fleets. Ships may not move out of, or into, ports during this phase. Ships can also launch amphibious strikes. Assuming you have divisions garrisoned on your ships, you can attack an enemy land province, at the port, with the land units on your ships. To do this, your ship must be in the sea area that the port is in, and you may do this even after moving it the one sea area in the same phase beforehand. If your divisions win such an amphibious strike, the divisions are in the province they have gained and the ships are in the port. If they lose, the divisions are dead and the ships remain in the sea territory. Upon being granted a general or admiral, it is at the players discretion that he be placed. They can be placed in any owned province and can be moved in the same way as divisions. A general does not need to be placed on the map immediately, but none of his abilities can come into play until he is. Traits are what define a general/admiral and his abilities. One general may increase the number of dice used in a battle, and may also have a chance of retreating upon a defeat. Your general is randomly allocated from a list with all traits pre-set - I won't be making them up as I go along and thus there will be no bias. For example, if Istanbul was captured and there was a hostile fleet in the Adriatic Sea, then Larissa, Thessa and Tirana would be encircled. This is because there is no land connection between the three Balkan provinces and Asia Minor, and there is no port to port connection between the Balkan provinces and any friendly ports. If Russia was neutral to the Ottoman’ If you’ Alliance If two of your allies go to war against each other, you are forced to break your alliance and assume peace mode with one of them. In this special circumstance, you need not pay 3pp. Should you go to war with this ex-ally, you must still pay the 3pp cost, however. Cheers. Special thanks to Shrink for making the map and most of the rules, and to Sass for his rule suggestions. [This message has been edited by Admiral_Nelson (edited 09-20-2006 @ 05:13 PM).]
Wars: Austria-Hungary
Victory Points: 5
Naval Points: 0
Generals: Aleksei Brusilov
Wars:
Victory Points: 7
Naval Points: 0
Generals: Erich von Falkenhayn French Third Republic - Aeneas - 0pp (0)
Wars: -
Victory Points: 1
Naval Points: 0
Generals:
Wars: Ottoman Empire
Victory Points: 3
Naval Points: 1
Generals: Herbert Kitchener Austria-Hungary - Dio - 0pp (0)
Wars: -
Victory Points: 0
Naval Points: 0
Generals:
Wars: United Kingdom
Victory Points: 8
Naval Points: 0
Generals: Otto Liman von Sanders
Wars:
Victory Points: 5
Naval Points: 0
Generals: Patricio Montojo
Wars:
Victory Points: 5
Naval Points: 1
Generals: Armando Diaz
The first map displays the borders of all participating countries in their unique colour (for example, all British controlled land is surrounded in pink), and displays the number of armed forces currently stationed in each province. Neutral armed forces are coloured black.
Within provinces, the larger numbers display the number of land divisions. The smaller number (for example, 1
In water districts, ships are displayed as the larger number, with land divisions garrisoned on the ships as the smaller number.
Ships which are currently being built are shown as a third number, in the same way as built ships, but in a much lighter colour.
Ports are shown as blue dots on the coast of a particular province.
The white lines act are short ferry routes - basically bridges.
Ports are shown as blue dots on the coast of a particular province.
The white lines act are short ferry routes - basically bridges.
There are two different units in this game; each have very differing abilities, yet they each cost one production point to build. They are land-based divisions and sea-faring ships. There is a third "enhancement" to units in the shape of Generals.
Divisions are the standard land army. These can be built in any province under your control, and are built and ready automatically (you can build and freemove the divisions in the same Deployment phase).
You may free move as many divisions as you want each Deployment/Free Move phase, though a division can only move to one adjacent province. A division which has already moved cannot move again. Divisions may also garrison on ships stationed in a port during this phase, assuming the ships are fully built.
Provinces which are connected by ferry routes count as adjacent provinces.
At least one division must remain in all conquered territories. Any provinces you begin the game with can be left empty of all troops. The map showing your starting land can be found
Ships are the sea-faring unit. Ships can be built in any province which has a port, in Deployment Phase, though ships take a full year to build. In effect, this means that ships will not be ready for any use until the Deployment Phase
During Free Move/Deployment phase, ships may be moved out of (or into) port
Battles between enemy fleets automatically take place when they are in the same province, regardless of which phase the game is in.
A player is award a general after you have 3 victory points. Each general is a real historical figure of the period, and each general has his own unique trait(s) which affects his province in a variety of ways.
2nd general = 9 victory points.
3rd general = 18 victory points.
4th general = 30 victory points.
5th general = 45 victory points. (ad infinitum)
Victory points are gained by attacking a province WITH an enemy garrison, and successfully capturing the said province.
A player is award an admiral after you have 3 naval points. Each admiral is a real historical figure of the period, and each admiral has his own unique trait(s) which affects his province in a variety of ways.
2nd admiral = 9 naval points.
3rd admiral = 18 naval points.
4th admiral = 30 naval points.
5th admiral = 45 naval points. (ad infinitum)
A naval point is gained when an enemy fleet is successfully attacked and destroyed.
As explained, dice are used in battles. Dice decide battles by comparing the two highest values of your and your opponents roll. The one with the lowest value has a unit killed. The second highest values are then compared... and so on. Equal values are cause no deaths and dice are rethrown.
(attacker v defender)
Divisions v divisions = 2 v 3 dice
Ships v ships = 2 v 2 dice.
Generals can affect the dice in battles as per general traits.
Ferry Routes are the white lines on the map (such as that between Corsica and Sardinia) and cause the two provinces connected to count as 'adjacent'; meaning divisions can freely cross them.
In this Risk, you may only use as many production points in a province as are made by that province and any of your provinces which are connected either through allied, neutral, or owned land or sea. At the beginning of the game, all production points may be used in any province. However, for example, should an enemy fleet be in the North Atlantic Ocean, Britain could only use 3 production points in Ireland. This is because the only Irish port is blockaded, and there is no sea connection to Britain. If there is no direct port to port connection between an area and another friendly nation, and there is no land connection between an area and a friendly nation, then that area is encircled.
You can trade or give provinces or pp to any player in return for anything or nothing at all. However, you can only give a player a province
You can deploy within land you gain in the same Deployment Phase.
All player moves must be bolded, from deployments to moves to attacks.
Posts with moves in them
Diplomacy costs. If you do it in Deployment phase, the pp is subtracted from what you can use that same phase. If you do it in Attack Phase, the pp is subtracted from what you can use next Deployment phase.
Alliances can be set for no cost, and once in an alliance it is expected you will help your ally. Breaking out of an alliance into peace costs 3pp, and breaking out of an alliance straight into war costs 6pp. You cannot have any troops in your any of your ally's provinces when you break the alliance.
When at war, nations are actively hostile towards each other and you can attack each other's lands as and when you wish. Allies to both sides in a war will often donate production points or troops to tip balance towards their ally; such acts are encouraged. It costs nothing to sign a peace treaty while in war and return to peace.
The default stance between most nations, where they are officially neutral to each other and will tend to not aid each other or each other's enemies. Breaking out of peace into war costs 3pp.
Nelson looks good in his pics - Gaurdian_112
Wow, Nelson's awfully cute... - HP Lovesauce
Thanks for ruining something that I've waited over 6 years for. - Redneck93
It might be a bit of an odd moment to say so, but I still think Nelson's smile is awesome. - Hnossa
THIS SIGNATURE IS A TESTAMENT TO MY VANITY