Rise of the Reds Recruitment Station N34
CommanderJB
02 Feb 2009
I'll make my decision when we're ready to go. I will be talking to the rest of the team as soon as I can about finalising the rules, but unfortunately my schedule has been put on hold for the last couple of days thanks to having building work done. However I should now be able to participate on an approximately normal basis so the start of the RP is now very close indeed.
Rai
02 Feb 2009
Hmm I didn't quite see Scope's post about him wanting to take that position. Well if he wants to be part of the RP really badly I would be happy to give him that position, but if he doesn't well I would take that position with pride and honor. But still the decision is in your hands JB, who will you choose?
Electron
02 Feb 2009
I cant wait until the rules come out!!! I just hope that the rules actually apply as if we were on the battlefield in realtime.
Well..... mabye i should
THE ANTCIPATION..... ITS KILLING YOU!
Well..... mabye i should

THE ANTCIPATION..... ITS KILLING YOU!
CommanderJB
02 Feb 2009
Electron, on 3 Feb 2009, 9:28, said:
Well..... mabye i should 

Electron
06 Feb 2009
I know that this is kinda off the topic of the Roleplay, but I am hosting a ROTR tourney (unofficial of course), and I would encourage everyone to join. Complete details are here.
http://forum.cncrene...showtopic=30774
http://forum.cncrene...showtopic=30774
CommanderJB
06 Feb 2009
I'm afraid that's, yes, it is totally off-topic, and while I do understand you want to see your tournament successful, it has no relevance to the roleplay, and you need to be aware that doing this sort of thing in the future is not going to be looked very kindly upon.
Also, Centric has informed me that real life commitments mean he is unable to assume the position of Russian Third Officer, so we have another slot for anyone who wants to join. If any of you current Commanders have a burning desire to get an impromptu promotion, now's your time to speak up. Papaya Master Rai, you've also been confirmed as ECA Commander Gamma.
Also, Centric has informed me that real life commitments mean he is unable to assume the position of Russian Third Officer, so we have another slot for anyone who wants to join. If any of you current Commanders have a burning desire to get an impromptu promotion, now's your time to speak up. Papaya Master Rai, you've also been confirmed as ECA Commander Gamma.
Electron
06 Feb 2009
Yea, sorry about that. Wont happen again.
Hey, Scope, looks like a seat has opened up for ya.
Edited by Electron, 06 February 2009 - 18:08.
Hey, Scope, looks like a seat has opened up for ya.

Edited by Electron, 06 February 2009 - 18:08.
BeefJeRKy
09 Feb 2009
Wow I forgot about this! Yeah I'll go for Russian Officer 3. I'll take a good look at the rules btw and will wait for your update. When do you want to start JB?
CommanderJB
09 Feb 2009
Actually there's probably very little point looking at the rules right now. I'll get everyone to re-read them when the new set is finished anyway. We'll hopefully start sometime in the next few days when I'm done, but as I need to talk to Wizard about a few of the things, windows of opportunity are sometimes few and far between.
Wizard
09 Feb 2009
I should be about all day mate, give or take a "brb" or two. We do need to get this sorted out.
CommanderJB
11 Feb 2009
And now... the moment you've all been waiting for...
(Drum roll please)
...
...
The...
...
(Tension chord)
Rules!
(Cymbal crash, jarring chord)
(Okay, so you were probably hoping for a start or something but this is what you get, okay?)
[attachment=6622:Rise_of_...ole_Play.doc]Make sure you have a very thorough read of every section - you'll find that they're a lot more complicated and a lot more specific. There shouldn't be much room for interpretation; if there is, do please let us know, but hopefully we've plugged the gaps from last time.
Wizard gets most of the credit for the fantastic new combat system, and in fact almost all the main changes in here. Remember also that this wouldn't have been possible without Overdose in the first place, so thanks to them both in advance. Remember also that the rule set is flexible and there are changes I may make pending how it all pans out 'in the field' so to speak.
Now, you'll get a couple of days to go over these before game start before the maps are ready. All things being well, we should kick off by the end of the weekend. Good luck, and get reading, soldiers!
Edited by CommanderJB, 15 February 2009 - 00:59.
(Drum roll please)
...
...
The...
...
(Tension chord)
Rules!
(Cymbal crash, jarring chord)
(Okay, so you were probably hoping for a start or something but this is what you get, okay?)
[attachment=6622:Rise_of_...ole_Play.doc]Make sure you have a very thorough read of every section - you'll find that they're a lot more complicated and a lot more specific. There shouldn't be much room for interpretation; if there is, do please let us know, but hopefully we've plugged the gaps from last time.
Wizard gets most of the credit for the fantastic new combat system, and in fact almost all the main changes in here. Remember also that this wouldn't have been possible without Overdose in the first place, so thanks to them both in advance. Remember also that the rule set is flexible and there are changes I may make pending how it all pans out 'in the field' so to speak.
Now, you'll get a couple of days to go over these before game start before the maps are ready. All things being well, we should kick off by the end of the weekend. Good luck, and get reading, soldiers!
Edited by CommanderJB, 15 February 2009 - 00:59.
Brad
11 Feb 2009
If any ECA Commanders would like to take my place as an Officer, Speak up, as I feel like being a commander.
Libains
11 Feb 2009
Give me a coffee and a day. Having had a quick run-through of the rules, it looks very good, accurate, and well thought out. My only issue being is that there is an awful lot of stuff there, and people are likely to get confused for a while. Once people get to grips though, it should prove to work extremely well.

Wizard
11 Feb 2009
Admittedly it does look rather confusing but it is essentially a "RISK" based system for combat only and I am sure that after 1-2 turns everyone will be up to speed. If anyone needs some clarification or has specific questions then please post away, PM me or JB or ask us on MSN.
BeefJeRKy
11 Feb 2009
AJ, later on we must talk strategy on MSN 
Edit: Maybe we can get someone to make some custom userbars?
Edited by Scope, 11 February 2009 - 17:13.

Edit: Maybe we can get someone to make some custom userbars?
Edited by Scope, 11 February 2009 - 17:13.
Libains
11 Feb 2009
If we can't crush the ECA we are doing something severely wrong Scope
I'll be around most of the rest of my day so feel free to give me a buzz 
And may be worth talking to Comr4de to see if he can adapt the current ROTR userbars. Then we ca ask The DR, and if all else fails Swims/myself will likely be able to whip something up.


And may be worth talking to Comr4de to see if he can adapt the current ROTR userbars. Then we ca ask The DR, and if all else fails Swims/myself will likely be able to whip something up.
DerKrieger
11 Feb 2009
I wonder why there aren't any fixed wing aircraft units...I suppose they are among the special units or abilities mentioned?
CommanderJB
11 Feb 2009
Basically yes. There are a whole bunch of things we talked about adding, such as customisable bases through the construction of different buildings, housing fighter and bomber wings, a bunch of other unit types and various other methods of RP generation, but in the end we decided 14 pages was long enough. We'll see how things go, though, and I've always intended to make it bigger and better as we go along.
Shirou
11 Feb 2009
One question on the Attack and Defense stances:
We work with three officers and three commanders, so theoretically three simultaneous attacks can be performed by a side on the same time. The question that remains: Will any of the losses here throw the entire side into defence mode?
And on Movement: What do you mean, infantry is harder to move than a tank squad? Please define that, thanks.
Third: Is it just me, or did you forget defining 'Requisition Point production' in the rules? I'm missing a supply lines description, how that works etcetera. Also, include a stack max of Requisition Points for the General, so that it e.g. cannot have more than (turn production + 100) x 2 resources in store. This forces players to use them.
Fourth: Do not limit phases to time. You have 48 hour turns but limiting certain actions within timespaces of 12 hours kinda undo's this advantage. Just make it able for any player to issue their commands (General -> Officers -> Commanders way of giving orders should be held of course). Only keep to this order of resolve at the end of a turn when performing everything.
Edited by Aftershock, 11 February 2009 - 23:15.
We work with three officers and three commanders, so theoretically three simultaneous attacks can be performed by a side on the same time. The question that remains: Will any of the losses here throw the entire side into defence mode?
And on Movement: What do you mean, infantry is harder to move than a tank squad? Please define that, thanks.
Third: Is it just me, or did you forget defining 'Requisition Point production' in the rules? I'm missing a supply lines description, how that works etcetera. Also, include a stack max of Requisition Points for the General, so that it e.g. cannot have more than (turn production + 100) x 2 resources in store. This forces players to use them.
Fourth: Do not limit phases to time. You have 48 hour turns but limiting certain actions within timespaces of 12 hours kinda undo's this advantage. Just make it able for any player to issue their commands (General -> Officers -> Commanders way of giving orders should be held of course). Only keep to this order of resolve at the end of a turn when performing everything.
Edited by Aftershock, 11 February 2009 - 23:15.
Wizard
11 Feb 2009
Quote
One question on the Attack and Defense stances:
We work with three officers and three commanders, so theoretically three simultaneous attacks can be performed by a side on the same time. The question that remains: Will any of the losses here throw the entire side into defence mode?
We work with three officers and three commanders, so theoretically three simultaneous attacks can be performed by a side on the same time. The question that remains: Will any of the losses here throw the entire side into defence mode?
Each Commander works independently. If one is defeated only that one is in defence mode.
Quote
Third: Is it just me, or did you forget defining 'Requisition Point production' in the rules? I'm missing a supply lines description, how that works etcetera. Also, include a stack max of Requisition Points for the General, so that it e.g. cannot have more than (turn production + 100) x 2 resources in store. This forces players to use them.
You get 100RP per turn, regardless. The idea of supply lines has been removed totally. As for the other idea, this is a valid point which was discussed but merely omitted from the rules.
CommanderJB
11 Feb 2009
Aftershock, on 12 Feb 2009, 10:11, said:
One question on the Attack and Defense stances:
We work with three officers and three commanders, so theoretically three simultaneous attacks can be performed by a side on the same time. The question that remains: Will any of the losses here throw the entire side into defence mode?
We work with three officers and three commanders, so theoretically three simultaneous attacks can be performed by a side on the same time. The question that remains: Will any of the losses here throw the entire side into defence mode?
Aftershock, on 12 Feb 2009, 10:11, said:
And on Movement: What do you mean, infantry is harder to move than a tank squad? Please define that, thanks.
Aftershock, on 12 Feb 2009, 10:11, said:
Third: Is it just me, or did you forget defining 'Requisition Point production' in the rules? I'm missing a supply lines description, how that works etcetera. Also, include a stack max of Requisition Points for the General, so that it e.g. cannot have more than (turn production + 100) x 2 resources in store. This forces players to use them.
Aftershock, on 12 Feb 2009, 10:11, said:
Fourth: Do not limit phases to time. You have 48 hour turns but limiting certain actions within timespaces of 12 hours kinda undo's this advantage. Just make it able for any player to issue their commands (General -> Officers -> Commanders way of giving orders should be held of course). Only keep to this order of resolve at the end of a turn when performing everything.
Edited by CommanderJB, 11 February 2009 - 23:40.