Avatar of FPR
  • Last Seen: 9 yrs ago
  • Joined: 9 yrs ago
  • Posts: 17 (0.00 / day)
  • VMs: 0
  • Username history
    1. FPR 9 yrs ago

Status

User has no status, yet

Bio

User has no bio, yet

Most Recent Posts

That sounds rad, but I would tentatively suggest that giving armored commanders the better part of a company to work with, and giving infantry players only a platoon, may be a poor idea for garnering a wide variety of player units. I personally would recommend giving everyone company-level command, but you're the GM, and I am more than happy with your decisions.


Well, it's still in the early stages and nothing has been decided yet. One idea I did have, and thought might be cool, is to allow players to design a whole battalion, and let them choose what parts of it to deploy per battle.

The type and scope of the engagement would limit them to how much they could use.

As I plan for Fascists and Communists to be episodic in nature, players would be able to watch their battalion progress and change as the war rages on.

Would be cool having an infantry company that had seen action in three previous battles, with their actual combat history right there for everyone to see.
Right now, my questions are just:

What is the exact technology level, or at least the upper and lower bounds?
What is the scale on that map? Is it ten miles long or wide or something else?
What size of command are we dealing with here? You said squadron for armor, does that same size carry over for other unit types too?
Can we control more than one detachment of troops? For example, could I run the operations of not only a mechanized infantry battalion but their armor support?

Thanks a bunch!


1) Tech specifics are yet to be clarified, but i'll be setting the lower and upper caps using the fighting forces of ww2 as points of reference. Differing over whether or not to allow super weapons, such as the Maus (I think it was called?), but in any case i'll try to make it as clear and as fool proof as pos.

2) Yes, around ten. I'll add a legend to give people an idea, but in short it's not a big area, I wanted to keep the story area focused and intimate. Of course, if we get a lot of interest I might need to expand, but we will see.

3) Small, we're talking 6 tanks a player, maybe a platoon of infantry. Though again, this may change if I get a lot of interest. In short, bigger map = bigger formations.

4) players will ideally communicate and unite to tackle/defend objectives, rather than solo everything all on their lonesome. Therefore a player leading an infantry platoon, and a player leading an armoured platoon, would combine forces to counter each others's weaknesses. Like a real army, kinda?

Reichsmarschall Unhallowed reporting for Totaler Krieg!!


Excellent :) Thanks for showing interest.

I definitely want to play this game. Like, a lot. It sounds rad, and I'm happy to play either NatSoc or Commie forces, though would probably prefer to fight for family, fuhrer and fatherland.

I have a few questions, if you're OK with me asking them, though.


Of course I am, ask away :)


A World War Two-Esque RP. Build your army, and lead it to victory!


WAR!!!!


It was only a matter of time before the Pact of Iron, an alliance of ultra right-wing nation states, came to blows with their eastern adversaries. The Communist Bloc, also known simply as The State, has provoked the Pact of Iron for the last time with another show of strength. Communist military exercises all along the borderlands have been misinterpreted by the Pact of Iron's Regional Defence Forces as preparations for an imminent offensive.

After hasty phone calls behind the closed doors of local military headquarters, all Kings, Emperors, Tsars and Fuhrers have consented to a combined arms operation against The State, with the intent of annexing ten miles of its borderlands, and destroying the bulk of its forces in the process.

The State, with its spies in every board room, cabinet meeting and Fascist gathering west of the border, is all too aware of this development. However, the Chairman is hesitant. He does not want a war, for The State's military machine is years behind that of the Pact of Iron's, and he fears a certain and crushing defeat.

Therefore, instead of pouring his country's numerous army formations into the borderlands, he withdraws them instead and leaves behind a token force - an act of appeasement. If the fascists want ten miles of his vast territory, why should the Chairman risk outright defeat? Ten miles is ten miles, after all. Better to leave their hunger for expansion and pride sated, and strike back later.

Little does he know, the Pact of Iron views the matter on an entirely different level. For them, this is the culmination of a decade-long build up for just such a confrontation, and they will not stop at the ten mile mark. Indeed, they will continue onwards, paying whatever the price for Final Victory over their long-standing political adversaries of the east.

As fascist forces pour over the borders, the world holds its breath as it plunges into a devastating war that will cripple it for generations.

In the middle of all of this, is you, a commander, at the forefront of the fighting.

Why You Should Like This RP


The Pact of Iron and The State are both formed by dozens of individual nations, each with their own cultures, technology, strategies, military doctrine and ideals.

Therefore, the player is free to design the soldiers they lead from the bottom up. Uniforms, vehicles, weapons, emblems- it's all down to your imagination. Ever wanted to strap two additional tank funnels to a King Tiger? Well now you can!

The technology is on par with World War Two, or the 1940s.

Choose your specialisation! Lead an Armoured Squadron as it rolls across the open plains, spearhead an assault by para-dropping with your men over the patchwork quilt of farmlands below, tenaciously hold the line with your anti-tank battery or vie for the skies with your very own Fighter Command.

A tactical map is provided, separated into sectors and each designated a number to allow for better player coordination.

A plot, an actual plot! Pre-determined overall outcome, with players filling in the void between the opening of the Fascist offensive, and the Communist withdrawal.

The Plot


The Communists lose this fight. Out numbered, out classed and out gunned, they crumble in the face of the overwhelming might of the Fascist War Machine. Their story is one of heroism, sacrifice and unwavering courage in the face of an enemy they cannot halt.

Though that doesn't mean they will simply lay down and roll over! Communist players are charged with holding the line, at any and all costs. They are to fight and die for the glory of The State, and in doing so, will immortalise themselves in the people's collective memory as heroes.

The Fascists win, but find themselves overestimating their enemy. What was supposed to be a walk in the park, quickly descends into a quagmire of blood and death as their offensive slows in the face of stiff Communist resistance. Each wave of assaults brings them closer to victory, but also sends more of their men (or women!) home in body bags.

For them, this is the first stage of a war that will come to destroy everything they have come to know and love.

The Map


Welcome to Dragon Green, Charlie Sector, commander. All areas with red lettering are considered Communist held areas.

Ground assaults, in the form of infantry, cavalry or tanks, must start along the left hand side of the map (area numbers 1, 5, 6 and 11). Meanwhile, airborne assaults can be placed anywhere. You will state your unit's deployment area in your deployment sheet, but first, let's look at the sector map:



Right click the image, and select "View Image" to see it at full size.

As you can see, there are four settlements of note. Marene, a small hamlet and local strong point of The State's border defences. Further east is the township of Levont, a small market town with tight medieval streets and a strong Communist military presence. Next is Forkridge, the location of the local Communist Party and Military Headquarters... taking this settlement is the key to the entire sector. Further south is a Collective Farm, where the Communists are mobilising their so-called "worker militias".

The RP ends when all areas are secured by Fascist forces. Should this happen, a new RP shall begin, concerning the next stage of the conflict.

Like What You See? Sign Up Now!


Or


Got A Question? Ask Away!


RP's Predicted Launch Date: 18/06/2015 - 19/06/2015
Bit of lore for you on the M19A78 98MM Multi-Purpose Thermal Launcher.

Basically, it's a mass produced weapon, and is therefore crude in construction but reliable and cheap to make. It basically serves, as its name implies, as a multi-purpose heat-seeking weapon capable of firing 98mm warheads.

Ammunition varies from armour piercing, high explosive, napalm and gas rounds.

It is handled the same way one would handle an RPG, with both hands wrapped around the pistol grip, and with the back barrel resting on one's shoulder.

It has an effective range of 1500 meters, has a thermal targeting display, and can be switched to manual mode to allow for the user to fire it without targeting assistance.

In short, Anan can take on tanks and planes with it, but it's by no means the best weapon for the job in either case, just the most reliable and common.



I hope that's cool with everyone, if not then I'll go with whatever you guys think would work better.

EDIT: Excuse the shabbyness of the picture, it's just to give you guys an idea :)


I never liked the 'tin-chatter', a term I used to describe the outwardly calm but inwardly nervous small talk a team would conduct when within the confines of their carrier. Whether a land based APC, a seaborne craft, or an orbital dropship, it was always the same: irrelevant. There was only one reason for it, and that was to take one's mind off the impending battle.

That's why I never partook. I was no warrior, that was for certain, but I wasn't afraid either. All men are born, and all men die, and that has pretty much been my philosophy since the Cunningham Disaster back on Plutora IV. Heroes and cowards shared an equal lot in that fight, I saw a lot of good and bad soldiers die, but I also saw a lot of them survive. Whether you were a gung-ho Captain, leading your men from the front towards a machinegun nest, or a cowardly back-camper at the rear of the assault, in the end it was just a maths game. You both had an equal chance of living or dying, and I'd seen nothing to contradict my theory.

Looking out the window, I saw the smouldering metropolis of New Portland. Black plumes rose from between skyscarpers, bright lights flashed in the streets below and little dots moved back and forth. The battle was in full swing, and we were about to gate crash.

The dropship shuddered violently, and my stomach sunk into itself as the pilot performed an evasive manoeuvre-- I soon saw why. A warhead, roughly the shape of a clenched fist - possibly a 98MM Thermal - streamed past the window. I'd of flinched, but I knew the missile had gone wide. Thermal launchers were great weapons, easy to use and destructive, but their multi-tracking capability reduced their finesse. I'd had a dozen birds dodge my judgement in the past; they'd always leave it until the last second before moving out of the way. That was the trick, see? Move fast, but not too early, you want to deny the warhead its chance to turn in on you.

The warhead exploded some distance behind the dropship, I had heard it, but not felt it. A total miss.

And then, looking back down at New Portland, I saw more of them streaming towards us; black balls trailed by orange plumes. I'd of yelled a warning, but the pilot would have seen what I was seeing, and would already be performing the necessary manoeuvres-- and as for the others? The less of them that knew the amount of danger we were in just by being in the air, the better.

I reached back, and pulled my launcher from its holster. Without the cylinder behind me, I sunk into my seat a few inches and released a sigh. Sitting against a wall with a solid object between you and it got quite uncomfortable after a while. The magazine was already inserted, but not primed - and I wouldn't prime it yet either. Best to wait until I was on the ground, in-case the turbulence jolted my hand and I ended up taking out the whole dropship.

Warheads started to explode all around us, as the city grew closer. The dropship shook violently from some of the nearer misses, but the pilot seemed to be negotiating the way with ease. I just hoped they didn't bring anything heavier or more purpose-based against us, because then we were in trouble.

And then on que, I heard one of the flare pods release at the rear of the dropship. Either the pilot had run out of room to manoeuvre the incoming salvos, or something more effective had targeted us.


"Call me Anan," I said to the Private with a wink, smirking. "Though not in front of O'Henessey, if you wise."

It was all well and good being friends with the men, but showing it in front of the wrong officers could get a man in trouble.

"As for A.I," I continued, rolling my tongue to find the right words, "They all like it, most of what I see. Like someone poured coffee over mainframe, yes? Me? Would not trust one to pilot car, let alone big ship like this."

My English had made leaps and bounds over the last decade, assisted in part by the fact that it was the official language of most military outfits. An army speaking several different languages wouldn't have been an army at all, after all. Sure translators could be called in to accelerate communications, but why bother with the middle man? All things considered, it was an easy language. I spoke it well enough.

The young Private had asked me to lead on, and not wanting to give the A.I another excuse to ambush me with more of its quirkiness, I obliged him. Our brief journey took us through a series of winding, metal grated corridors, where we brushed by busy ensigns and frantic engineers. Waking up a ship like this from hyperspace required a bit of muscle, but it never failed to surprise me how much work needed to go into checking the systems. Though sure enough, after the diagnostics, spearheaded by the A.I, those flight boys would have spent the rest of the fight sitting in chairs, drinking coffee, and tending to the occasional power outage or system malfunction. Unless the Destiny took a direct hit from a battery of warheads, of course, and in that case I'd be much happier on the ground fighting dinosaurs with plastic cutlery.

The hangar bay was one giant metal womb. Several vessels were docked along its width, ramps down and ready to receive. Munitions trolleys were rolled this way and that by red-faced deckhands. I stopped at one of these, and grabbed a couple of square mags for my launcher. Like most systems of it kind, the M19A78 98MM Multi-Purpose Thermal Launcher relied on a vertical 7 round magazine. 14 rounds might not sound like much, but I learnt early on in my career that carrying a load of explosive ammunition on a dropship was asking for trouble - not from personal experience of course, but I'd seen some unlucky shit in my time.

Me and the Private carried on towards the dropship designated for our team, and I could hear the Warrant Officer long before I saw him. I entered first, giving O'Henessey a brisk nod, and took my place in a seat next to our assigned medic. She was pretty enough, that was for sure, but unlike my SO, I'd fired off my smut rounds earlier in life.

"M'am," I said to her, flashing a brief smile. Medics performed a thankless task, dragging our dismembered half-dead bodies across battlefields. Sure they got plenty of praise after the battle, but never during. I could blow up a tank, and get cheered into deafness by my comrades. Our medic might save six lives, braving mortar fire and stray rounds, but no one would give her a pat on the back until said mortar fire and stray rounds stopped... therefore I gave them all the courtesy I could, whenever I saw them.

She didn't notice though, apparently too busy with the hilarity of our leader's rousing speech. I hadn't heard it, but that man's charisma followed certain tram lines, so my imagination was apt for giving me an impression of what was said.

I looked up at the Private, and nodded to the seat next to me. "Sit, yes?"

@Austronaut Sorry to be a pest, but we're (me n Crow) not actually at the dropship yet.

However I'm happy to have us fast-forward to it, if Crow is. The quicker the intro ends and the action starts, the better in my opinion ;)
Welcome to the site, FPR!


Many thanks :D

There's no such thing as a rule on which Angle of View to use for PoV.

Some (sad types of) people can't handle others posting in first person, but most should be able to handle it fine. In our opinion, its best to write in the way that works for you. If that's first person, second person or third person doesn't really matter to us. Its the quality of the end product that matters.

The only time you'll end up with headaches is if its a collaborative post and two (or more) persons use first person view in their segments. This we can say from personal experience.


Oh good! I thought as much, but you had me worried there for a moment.

Yeah, I'd never mix perspectives in a collab, that's be stupid. In those cases, I usually defer to my partner's preference, and if they like their third person, then I just roll with it.

EDIT: Oups, I misread what you said. Well, two people can do it, but we'd usually split the character's segments up with "***" between them, although this usually leads to just a series of stacked posts. Where as with third person, yeah you're right, there's much more freedom and less complications.
@FPR Alice isn't actually obessed with music, she just enjoy annoying the crew to hell. Sarcasm adn snark are her main skills after all :P


I actually really like her, you've done a good job. I was expecting a Cortana copy 'n paste knock off, but you've pleasantly surprised me. :)

© 2007-2024
BBCode Cheatsheet