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CNRP'40 Vote: Rules


Uberstein

  

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Option 1:

Every nation has a basis of 800 points to spend at the start.

 

30 points per tech year. With no points spent, it is at 1935. It can be raised to 1940.

 

1 point for 10,000 soldiers.

 

1 point per 300 artillery pieces/150 tankettes or armoured cars (up to 5 tons)/100 light ARVs (5-20 tons)/50 medium ARVs (20-50 tons)/25 heavy ARVs (50-75 tons)/10 super-heavy ARVs (75+ tons)

 

1 point per 100 aircraft.

 

Navy-wise:

 

1 point per 2 destroyers

 

1 point per cruiser

 

3 points per battlecruiser

 

5 points per battleship

 

10 points per carrier

 

2 points per seaplane tender

 

1 point per 3 submarines

 

Carrier aircraft/seaplanes come with their ships.

 

Points can also be spent on industry. Industry allows a weekly replenishment of lost points in other categories at a rate of the full industrial score in peacetime and half the industrial score in wartime. The following ships need industrial investment over multiple weeks: Destroyers need 2 weeks for recovery, cruisers need 4 weeks, capital ships need 6 weeks. GMs can deny replenishment, if not enough IC time has passed to justify a replenishment.

 

Unarmed and unarmoured vehicles and horses are free, but need to be kept within reason.

 

Factbooks need to be kept, to list the point distribution of a nation.

 

 

Option 2:
 

Players start with 100 points. If dividing a number which enters decimals, round down.

 

Tech: Each point invested in the Tech category results in gaining one more year of available tech. You start with zero points invested, and access to 1935 tech. Invest four points and you get 1940 tech. Your tech year gives you access to whatever entered production that year. Minor customization, such as switching out the AA armament on a ship, or mounting an AT gun on a truck, is allowed. 1940 is the maximum tech year that can be acquired.

 

Army: Each point invested in the Army category results in gaining Corps of 45,000 soldiers, a Field Artillery Corps of 16,000 personnel and 280 guns each, an Armoured Corps of 320 light tanks (less than 20 tons), or 180 heavy tanks (between 20 and 75 tons) each, or a Mechanized Division of 15,000 infantry and vehicles.

 

Air Force: Each point invested in the Air Force category results in gaining one Combat Wing, consisting of twelve squadrons of either 24 fighters, or 12 bombers each.

 

Navy: Each point invested in the Navy category results in gaining access to a seaplane tender, a squadron of destroyers, two squadrons of frigates, or a squadron of submarines, with each squadron consisting of ten ships. Two points invested results in gaining access to a squadron of cruisers, two battleships, or two battlecruisers. Three points invested results in gaining an aircraft carrier and all attendant aircraft.

 

Industry: It doesn't matter what your economy is, capitalist or communist, it has some measurement of strength. The number of points invested in Industry determines your nation's ability to recover. During war, your nation recovers half its industrial score in points every week. During peace, it recovers its full score. For example, if Examplestan had 5 points of industry, and lost 10 points of its army, it would take 5 RL weeks for it to fully recover during the war at a pace of 2 points a week, or only 2 RL weeks if at peace.

 

No more than half one's points can be invested in one category. Point Investment numbers should be included in one's fact-book, for ease of reference.

 

 

 

This is a non-discussion thread; posting will void one's vote. Poll closes in 48 hours (12:45am Eastern Time, Sept. 14th).

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Option 1: Uberstein, Evangeline Anovilis, Mr Director, Centurius, Tidy Bowl Man, Yawoo, Aggressivenutmeg, Voodoo Nova, Zoot Zoot, JEDCJT, Greywall, Triyun, Euphaia

Count: 12

 

Option 2: Mogar, Hereno, Rudolph, Yerushalayim, Markus Wilding, Malatose, PresidentDavid, Fizzydog, Dillon1102

Count: 9

 

Ruleset 1 wins.

 

No Timescale Regulation: Mogar, Mr Director, Rudolph, Voodoo Nova, Malatose, PresidentDavid, Triyun, Euphaia

Count: 7

 

1RL Month = 1 IC Year: Uberstein, Centurius, Tidy Bowl Man, Yawoo, Aggressivenutmeg, Yerushalayim, Zoot Zoot, JEDCJT, Fizzydog, Greywall, Dillon1102

Count: 11

 

2 RL Months = 1 IC Year: Evangeline Anovilis, Hereno

 

3 RL Months = 1 IC Year: Markus Wilding

 

1 RL Month = 1 IC Year wins, and is now the canon timescale.

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I imagine the year we start at is 1930 or 1935?

If you mean tech year, we start with '35. ICly, it is whatever. I for example am at '34, due to the death of Louis Barthou.

 

No point numbering the specific year, since we'll be way past it soon enough. Just stick to your tech levels, and we'll be jolly.

In general this.

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I do have a question about Eva's system.  As you made 1 month IRL = 1 Year at the bottom, but in the top you said it could take 6 weeks to repair a capital ship (which means a year in a half), does that make a lot of sense still, especially in the low to mid damage range?

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You mean, like if a heavy shell struck gun the seaplane carrying facilities of your battleship and naturally laid waste to it all, you'd need less than 6 weeks to repair it, instead of spending exactly as much as if you were repairing a whole ship?

 

It doesn't make sense, but there is no specific rule. Propose reform or RP the ship without seaplanes for 6 weeks, I guess.

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