

Rise of the Reds Recruitment Station N34
#127
Posted 12 April 2009 - 05:32
#128
Posted 12 April 2009 - 09:41
#129
Posted 12 April 2009 - 09:53
I actually didn't notice that DerKrieger held two positions. Have I made a stuffup and overwritten someone, or do we actually need two new Russian commanders (so far)?
Quote


#130
Posted 12 April 2009 - 09:57
#131
Posted 12 April 2009 - 12:41
#132
Posted 12 April 2009 - 12:44
Quote


#133
Posted 12 April 2009 - 16:01


#134
Posted 12 April 2009 - 17:13


Kyle Carter said:
#136
Posted 12 April 2009 - 19:01
Edited by TehKiller, 12 April 2009 - 19:02.

#138
Posted 12 April 2009 - 23:38




#139
Posted 13 April 2009 - 02:50
Liten, on 13 Apr 2009, 3:13, said:

TehKiller, on 13 Apr 2009, 5:01, said:
DerKrieger, on 13 Apr 2009, 9:38, said:
Edited by CommanderJB, 13 April 2009 - 02:55.
Quote


#140
Posted 13 April 2009 - 15:12
CommanderJB, on 13 Apr 2009, 3:50, said:
Sorry, I completly forgot about this roleplay, but after a quick re-read of the rules, I'll be happy to continue my position.
#141
Posted 13 April 2009 - 15:47
Quote


#142
Posted 13 April 2009 - 15:54


Kyle Carter said:
#143
Posted 13 April 2009 - 16:41
Quote


#144
Posted 13 April 2009 - 18:15
Russian 3rd Officer
2) If that position is taken would you mind taking another?
Seems Open To Me
3) Do you have an understanding of the rules? Will you adhere to them?
Yes
4) Will you be active on weekdays?
Yes, if i don´t have a pile of Homework
5) What made you apply for our game?
Seems fun, and i want to kick some ECA Butt

6) Do you promise to be on your best behaviour in this thread at all times?
Yes
Edited by Liten, 14 April 2009 - 09:41.

Kyle Carter said:
#145
Posted 13 April 2009 - 22:47
1) What position would you like to apply for?
either of the open russian positions, Commander Б (what is that symbol?) or officer 3 whichever is more needed
2) If that position is taken would you mind taking another?
anything russian, i will suppose i will play eca as well
3) Do you have an understanding of the rules? Will you adhere to them?
yes, will do my best
4) Will you be active on weekdays?
yes
5) What made you apply for our game?
the mod mostly, i think its obviously the best, and i thought cnc should have originally had a russian faction
6) Do you promise to be on your best behaviour in this thread at all times?
yes, to the best of my ability
Edited by cpt_jr, 14 April 2009 - 02:53.
#146
Posted 15 April 2009 - 03:21

"Unlike history, meteorology does repeat itself."
-Mel Goldstein
In communist Russia, weather forecasts you.
#147
Posted 15 April 2009 - 04:24
Quote
To allow the myriad actions taken inside a turn to be made sense of, turns are split up into four phases, each lasting 12 hours to allow world-wide players to have a good chance of contributing to each.
Phase 1: Command
Turns start and end with the General. His orders and RP selections are handed down to his Officers along with the requisition needed to carry them out. Generals will want to reserve some RP at this time if they wish to be able to deploy powers in Phase 4.
Phase 2: Requisition & Attack
Then it’s the Officers turn to relay instructions/RP to the Commanders and carry out other orders. Attacking Commanders declare which territory they intend to siege. If an Officer is absent but his subordinate Commander is not, the General may directly issue the Commander with the desired number of Requisition Points, but may not use any of the Officer’s Support Powers even if they are available.
Phase 3: Selection & Defence
Finally Commanders can select their forces from those available at their Officer’s home base, and declare them and their intentions to the GM. If a Commander is unavailable, any ranking officer may assume his place. If it’s an attacking commander that is absent, the previous defenders will be emboldened by the confusion in the enemy ranks and immediately switch to an Attack stance, forcing the replacement ranking officer into Defence.
Phase 4: Support
The General reviews the operation and if he feels that a reinforcement, Superweapon strike (if available) or Support Power is required to aid his Commanders it is then possible to supplement one or more of the Commanders before he authorises the operation. Officers may also exercise their Support Powers in this time. Support Powers apply their respective strengths to the total, and (with the exception of Shock Trooper platoons and Resistance groups, who add another unit of soldiers to the Task Force) do not receive any benefits or penalties based on either Multipliers or terrain, both discussed in the next section.
If no-one has yet stepped forward to take the place of an absent Commander, Generals have a final chance to do so lest the enemy remain unopposed.
Once Generals are satisfied with the deployment of Task Forces and powers, they authorise they give the go order to their Commanders and the Task Forces to proceed to the Skirmish Line. The turn then ends.
Also, I've now fired off PMs to Suvorov and Electron. If they haven't responded in two days, you'll get Suvorov's place GrizzAFWX and we'll need one last new ECA Commander.
Edited by CommanderJB, 15 April 2009 - 04:30.
Quote


#148
Posted 15 April 2009 - 06:16
1) What position would you like to apply for?
Any position needed, preferably Russian.
2) If that position is taken would you mind taking another?
Same as above.
3) Do you have an understanding of the rules? Will you adhere to them?
I think I have a pretty good understanding of the rules. Yes I will adhere to them, and if I make a mistake that'll be the last time it will happen.
4) Will you be active on weekdays?
I should be.
5) What made you apply for our game?
Seems like an interesting concept and people are needed to play so I thought I'd throw my hat in.
6) Do you promise to be on your best behavior in this thread at all times?
Sure do.

"Unlike history, meteorology does repeat itself."
-Mel Goldstein
In communist Russia, weather forecasts you.
#149
Posted 16 April 2009 - 06:53
1) What position would you like to apply for?
Any site, any position except General.
2) If that position is taken would you mind taking another?
See above.
3) Do you have an understanding of the rules? Will you adhere to them?
I understood the rules very well and I will surely follow them.
4) Will you be active on weekdays?
Most probably yes.
5) What made you apply for our game?
I have no real answer for this, I just want to play.
6) Do you promise to be on your best behaviour in this thread at all times?
Yes.
#150
Posted 19 April 2009 - 11:45
(I'll admit, I'm a little surprised.)
Here's your battleground, gentlemen:
.png)
As you can see, the ECA starts off with the whole of Germany, but it also starts in a defensive posture, and cannot attack Russian holdings in Austria, the Czech Republic or Poland (either now or at any point throughout the game). I would ask everyone to go through the rules again (I certainly will be myself) so you know exactly what your role is and how you carry out. I'm a bit busy this evening, and I suspect that things won't go straight off if I fired the starter's gun now, so you have a twenty-four hour grace period until the campaign begins. Generals, I would suggest you use this time to work out your strategy and communicate it to your subordinates; subordinates, I suggest you plan base locations or force compositions and communicate them to your Generals, along with any other coordination any of you see fit.
Also, a few important notes:
1. All ability timers will start at zero, including new abilities when they are gained. This includes upgrades, Generals Abilities and base construction powers. This is so we can get used to a few regular battles without the extra layer of complexity added by powers and ability multipliers.
2. A new terrain type has been added to diversify the combat map: Mountains. This brings the final terrain type tally (yay, alliteration) to Open, Woodlands, Mountain, City, Base. Obviously not all the mountainous areas on the maps are actually genuine mountains IRL, but I've tried to make it as close as possible (and with the forest areas too actually, though these are even less representative for obvious reasons). Think of it as 'mountains and hilly terrain', which should be roughly accurate. The modifiers for mountain terrain are:
-Tanks reduced in strength by half
-Artillery doubled in strength
3. Randomly generated modifiers will now be restricted to an integer of between one and three inclusive. Four and five have been removed as they were too powerful, as discussed earlier in this thread.
These will be added to the rules shortly. Expect to see some final minor rule changes before we begin also, but I will notify you of these in separate writing ahead of time, so you won't need to go through the whole lot again.
The first turn or few will probably be practice turns while everyone gets used to how things are done. In the mean time, get strategising...
Edited by CommanderJB, 19 April 2009 - 11:51.
Quote


3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users