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If a nation wants to go to war with our nation

A staging-point for declarations of war and other major diplomatic events. [In character]
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Texkentuck
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Founded: Jan 17, 2021
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If a nation wants to go to war with our nation

Postby Texkentuck » Wed Jan 05, 2022 11:04 pm

Our nation at times if involved with other nations conflicts we will strive to abide in not godmoding. I have created a template to simulate troop movemnent and to actually go off Nationstates calculations for warfare roll play. We have done a good job in drawing up our own nation on a map like most nations who rp, but we have created squares to make movements across to simulate troop movement unlike most rp maps. Most rp maps have it in which you try to follow the story but it's hard to actually see where a battle takes place we hope to change that. This explanation will serve as a guideline for future rp with Texkentuck. Also your nation will do the same with your nations map. If you would like for Texkentuck to set up your map for you with squares let me know how many squares are on land. If your nation doesn't border the water then all the squares will be your nations land mass...Waters on your map are your nations domestic waters....

For future rp of conflict it's important for nations to take the layout map of their nation and to add squares equal to that of Texkentuck. If you wish to rp your nation as a small island then their are more squares for national waters but if you wish to rp your nation big then you make it in which most of your land mass is in the squares. If your nation isn't a bordered water nation then the squares will all be in the land mass of your nation. But for rp all nations have the same number of squares for movement. The purpose of the squares is to rp what is in that square and how many troops you place for the defense of your nation.


How to set up for war
First Step, like Texkentuck you go into microsoft paint or whatever and add squares like Texkentuck did. But we don't mind doing this for your nation just post a map and we will add the squares. Just say how many squares your land takes up in land mass..
Image
We took our map and placed exactly 32 squares by 12 squares which equals out to 384 squares to rp military movement.
Each nation must fit their land mass and domestic waters into this space.
Second step, you decide in your map which squares have key cities and military facilities, prisons, etc. You can rp build up in that square as much as you like. Heck you can even name the buisness by taking it a step further.
Third Step you go to the NS calculator-
http://www.broomdces.com/nseconomy/ and type in the name of your nation to find out the total size of your military. "DONT MIND DOING THIS FOR YOUR NATION FOR SET UP
fourth step, you rp placing that number equivalent across your squares. Also keep in mind that you need to send troops into the enemy square to attack. It can be difficult for a small military. It may be smart to send a force to a decided square with an allied force for invasion while keeping your own map defend.Fifth step, is the most important and most difficult to understand but important. "OUR NATION ISN'T GOING TO PLAY YOUR WAR FOR YOU

Placing troops on a square in your nation and deciding how many to invade the enemy with. Too keep it simple will only pretend that NS calculation states you have 200 troops. For most nations it will be a lot more. The calculation only tells the number of troops in your whole military. You rp placing some soldiers into vehicles.
Lets say you decide to leave 100 troops defending on your map and plan to invade with a force of 100. Which is half of the forces deployed.
Rollplaying Texkentuck only has 200 troops. First square I would place a force is in Dominion Square of the Capital city which is in square F11
You would post your map stating in F11 your placing 20 ground forces. To make it more challenging you can state that the 20 are special forces. Which means in rp you could say that they could have the potential to kill up to each 2 troops. It's like godmoding but not because this is logical. It gives your nation a competitive edge and it's rp. But can rp all your troops being special forces. Lol 20 special force ground forces and 20 tanks with a crew of 2 because they are the most modern tank.
You tank 100
20 tanks with a crew of 2 is 40 troops but in tanks. Tanks are powerful and give an advantage to ground forces....I shouldn't have to explain why?!!!

Square f11 has a total of 40 man power. You subtract that from 200 and that leaves you with 160 troops to place. You place your troops until your squares are defended. Of course you can put troops in every square. You have to place troops strategically. Not everytown in a nation has a military base. Lol You place until you devy up 100 defending.
Next you take the other 100 and you decide which enemy square you would like to invade. Notice the enemy has set up a defensive in his squares. I would only invade a square if I feel that my force could win. But if you can't you want to choose an empty square. It will be played like chess. A way to take a powerful square is to work with an ally.


After set up- My map is complete I chose an enemy square.
If you chose an enemy square with enemy troops you rp with that nation the troop number in that square. Keep in mind that their are rules. Invading a nation is sopposed to be hard and not easy. Troops can rp moving 2 squares a day and that goes for tanks as well. But if jets and missiles are involved that are next to a week square they can travel 27 squares per day. If an airbase is in vicinity it adds to the squares defensive. Also if a vehicle in that square can shoot off missiles or it was stated that square has an anti air gun that must be rp'd. It would be wrong to godmod and say anti air defense is in every square.
Get the jist................................

That's how you set up and that's how warfare works. For each move it can only be one move daily. Some days you may be in an empty square and not rp taking on an adversary. For those squares you can write a story for your take over and the effect of your military on the local population etc.

Tanks have a crew of 2 or 4 soldiers.
Carrior vehicles have a crew of 8- In rping with a carrior vehicle it makes it in which a tank would have to blow it up but a crew of 8 is well defended from a ground force in rp. But the crew of 8 can be rp's as ground troops when you would like for them to fight. It serves as defensive for 8 troops from being destroyed immediately by a ground force in rp.
Attack Helicopters have a crew of 2 troops.
Hum V's: Can have a crew of 4 and rp fighting a force- A square with a rp'd hum-v can kill 7 people. Of the 4 you can rp 2 turning into ground troops in a square.
Aircraft Carriors have 45 jets- The entire crew of an aircraft carrior in rp has a crew of 1000 including the pilots. Jets can travel 27 squares from the aircraft carrior place on a square in water. Can not go down rivers.
Get the jist: Have a made up vehicle ask how many troops you need to calculate to have that vechicle. Vechicles in the rp must allign with the total ns force calculation. With a weak force you may choose to have an all vehicle force instead of rping ground forces.

Keep in mind in rp of an invasion you can just drop tanks in on a capital city. You must rp taking an airport and fighting the troops then when the airfield to rp landing military hardware. But in a square not defended can rp building an airfield for all deployment. This makes it in which you can't just take a city immediately. Teleportation hasn't been discovered yet. Lol

For questions ask.....

In the actual warfare rp will be a template to use each day for troop movement. Have to use the template in the warfare rp. The above template is just for ooc set up explained above....

For a nation to rp nuking Texkentuck's capital they would say we deployed a nuke on square f11. That means if the nuke was successful you state which squares around f11 were hit by making the nuke only destroy 5x5 vicinity. You could say the nuke destroyed squares F9 to F13 and squares G9 to 13. H9 to H13 i9 to i13 J9 to J13....That's a 5x5 vicinity. A nuke is no joke and could be easily rp'd shot down if a response to it is made in 24 hours. If they respond and launch one back and you don't notice in 24 hours to deflect. Well that was a good play. :shock: An area can only deflect up to 5 nukes a day within 24 hours. If 5 nations nuke the same area. It has to be rpd one hit. Also if diffirent squares were chosen that's treated as not the same attack. Can be deflected. Nukes are not easy to use but we want to rp nukes.
Below sign up and in the rp that's when you place your troops. You set the number you defend with and can choose to invade. Also their are only so many troops each nation has so when we move troops to your map our map will have areas less defended. Same vice-versa. Some nations calculations show they hardly have a military. In that case hold of war and when you get an NS issue to build defense....Choose the conservative answer towards having a military.....
Code: Select all
Reason for War?:
Nation Name:
Leader Name:
Link to NS Calculations:
Does your nation have nukes based off nation states?:
We will let you know your statistics:
If you want to name for divisions right here so we can add it into your calculations.
After your nation is accepted you just have to place those troops into the squares we don't occupy to rp an invasion or choose a square in the rp to invade. The squares make it in which you can use the grid to imagine where the battles are faught. If a grouping of squares are heavily occupied and close probably best to not invade unless you have a force equal or more. I would place troops in a square far off. This will make it in which troops in powerful squares will have to rp a move making a square less defended......
post the map of your nation here and say how many squares total in land mass your nation will have and if it doesn't touch ocean then all the squares are the land of your nation:
We will add squares and with the calculations we give back you write in which squares you place troops for defense.

Keep in mind Texkentuck has a force of 114,948,115 and what you see is our defense below:

The link was a previous war and our calculations for our troop placement will be the same rp'd in the war. We have a set number for defensive.
viewtopic.php?f=5&t=512535&hilit=texkentuck+civil+war
Then simple and easy follow the rules of the game...

SET UP IS NOT EASY BUT ONCE SET UP THE GAME IS ACTUALLY EASY. YOU SEE WHERE WE SAID WE PLACED TROOPS AND YOU CAN RP ATTACKING THOSE SQUARES OR CHOOSE A SQUARE NOT REACHABLE BY TROOP PRESENCE IN THE FIRST MOVE....THIS IS A STRATEGY TO POTENTIALLY GET MAJOR DEFENDED SQUARES TO MOVE TROOPS TORWARDS YOUR NATIONS TROOPS. IT'S LIKE CHESS....


WHEN TWO MILITARIES REALIZE THEY HAVE TROOPS IN A SQUARE ONE CAN ATTACK. THATS WHEN RP BEGINS.....IF A 20 HAS A DEFENSE FORCE OF 20,000 TROOPS BUT ALL TANKS AND YOU MOVE INTO THAT SQUARE WITH 15,000. TROOPS INSTEAD OF TANKS. REALISTICALLY TANKS ARE POWERFUL. BUT THEIR IS THE STORY OF DAVID AND GALIATH AND AS CREATIVE YOU ARE YOU CAN FIND A WAY POSSIBLY... RP THE WAR. A TANK HAS A CREW OF 4 SO A SQUARE WITH THAT STRIEGTH RECORDED WILL RP 5,000 TANKS TOTAL- 4 DIVIDED BY 20,000= 5,000 TANKS. YOU DESTROY THOSE TANKS MY MILITARY WOULD DROP FROM A FORCE OF 114,948,115 TO A FORCE OF 114,928,115. THE RP LAST UNTIL THE OTHER SIDE TOTAL IS DEPLETED.....IT'S INTERSTING IF TWO WEAK MILITARIZED NATIONS ATTACK A STRONG SQUARE...HYMN TEXKENTUCK COULD OF LOST THEIR CIVIL WAR IF A BUNCH OF NATIONS WORKED TOGETHER..... NOW THE NATION EARLOANE IS IN OUR NATION WITH TROOPS SO THEY WILL BE INVOLVED TOO IF WE ARE INVADED. NATIONS ARE SMART THEY COULD WORK AROUND THIS DIPLOMATICALLY MAYBE...IDK THANKFUL EARLOANE IS OUR STRONGEST ALLY...FIRST REAL LIFE RULE IN FOREIGN POLICY NUKES DON'T DIRECT ACTION ONLY LEADS TO HEARTBREAK.....
Last edited by Texkentuck on Wed Jan 05, 2022 11:44 pm, edited 14 times in total.

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