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CNRP Ascending GM Hall


Rudolph

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Note: The GM's want this to be an active, involved Hall. Without community involvement we will not have community resolution. Anyone can post here at will as long as it has to do with rules or disputes.
 
First and foremost, roleplay is for fun and is collaborative. We work together to make fun stories. 
 
New Members
 
There are two ways in which a new Role Player may join the RP. The first is to receive an invitation. The second is to apply and go through an interview.

By receiving an invitation it means another player vouches for your ability to RP as well as to contribute to the Community without attempting to tear it apart. By receiving this invitation you are allowed to request unclaimed territory as your own. This territory will be put on hold for you while the GM's  get confirmation of the vouch and do a minor interview with the person. Upon accepting the vouch the GM's may or may not approve the nation, all of the GM's must approve before that player may begin to RP.

If you do not receive an invitation, you will be subject to a community interview upon applying to join the RP. The community will ask the person questions, as well as bring up previous RP experience if there is any. The player then will have to receive a 75% or higher vote from the community to allow the person into the RP, as well as approval from the GM's.
 
Land Expansion

Land expansion requires a minimum of 7 posts, per RL country/province (whichever is applicable). This is on average a post every 2 days. Multiple posts on one day do not count - the fastest you can expand is a post every day, fulfilling the requirements within 7 days. Your claim can be disputed for a period of 2 weeks. Posts will be checked for the forum date using GMT+1, not the ingame timer, so make sure there's between 20 and 24 hours minimum between each.

An excessively large amount of provinces (Balkans, for example) may be combined into one 'region' if this region does not surpass 7.5 million people. Speak to the mapmaker about this to make sure it's legit.

It is recommended but not necessary to make a new topic for integration or annexation of new territory, in case you don't want to clutter your news thread or equivalent. Every province requires its own paragraph of 2 sentences minimum. You cannot slap 5 provinces into 3 sentences.

Until that time period is up, the land is considered contestable should any other nation put forth forces to contest it In Character.
 
Like so:
_
 
Activity Requirements[Province 1 name, 3/7]
Description
[Province 2 name, 2/7]
Description

What are the rules?
 
A total of 3 weeks is the maximum allowed time to go between IC posting before you will be removed from the map, after formally requesting a lock, in a public thread, from a GM you may have this extended to a total of 28 days. If you are locked and haven't posted in the last 28 days you will still be wiped. To request a lock to go on a holiday or deal with personal issues, you must do so in a public thread and not be in an ic state of war. 
 
During longer extensions, called a "lock", nations that are locked cannot be touched via RP.
 
Character crossing
 
No crossing characters/nations. What happens to your in Barfistan, stays in Barfistan. If you reroll your nation and go right back to your old tricks, you deserve to get smashed. You need to remember that a new nation is a fresh slate, so don't roll a new nation to go pick fights with the enemies of your old nation.

This goes for others, a new nation should not be viewed in the same lens as the old one just because the person rping it did something objectionable in their last nation.

If a person rerolls and brings old characters into power in a new nation, that's another story. That's not a reroll, its a successor state and how it is treated is entirely up to the RPer.
 
IC/OOC crossing

This is hard to prove, but occasionally someone will catch wind of gossip or get shown a chat log of someone plotting on their nation. This chat log is out of character, it should not be acted upon in Character. If someone uses a conversation or argument that happens out of character as motive for attacking someone in Character, this is a problem.

Nor should threads labeled as private be used to influence the actions of another player. Private means private.

As IC/OOC crossing is hard to prove, allegations of such behavior should not be made lightly. Further, neither should the community be forced to endure endless bleating sheeple claims of someone who thinks they are getting a raw deal. In short, some times you just have to sack up and role play things for reasons you don't like.

However, should sufficient proof be shown, it should be discussed and dealt with on a case by case basis.

Rerolling

Think twice, think long and hard, and be advised, rerolling in CNRP Ascending isn't as easy as elsewhere. Rerolling is allowed with a 2 week period from the time your previous nation officially dissolves and your new nation begins. This period is to prevent rampant rerolling for the purpose of reducing the strain on the gm team and mapmaker.

Waivers for this 2 week period can be requested on a case by case basis providing the land being requested is not in conflict and the GM team approves it.

Tech Cap

The Tech Cap for CNRP Ascendance uses the following formula to acquire the present tech cap: RL Year - 1 Year = Tech Cap for CNRP Ascendance. As an example, the current year is 2014, therefore the tech cap for CNRP Ascendance would be 2013. All military tech has to go strictly by service year, not by any other metric or year. If it wasn't in service before the tech cap, it cannot be used.

Military
 
Stat Saving
 
Simple proposal, screenshot your nation, confirm the statistics with a GM, those are your stats for the duration of the conflict you are fighting, after said conflict is over you have 10 days to remain on those stats(to account for nuclear anarchy and a reasonable collection afterwards), and then your stats revert to whatever they are in game once more.

Soldier Count Rules

Every nation in CNRP Ascending has a 100k base with an 850k maximum with the following formula.

Your in-game citizens x 10. You can raise this number through nuke swaps, but in no other way.
 
Common sense clause (AKA, don't be an idiot clause)

Tanks, IFVs, artillery, armored vehicles of any kind and military trucks are left to the judgement and common sense of the RP'er. 

Naval rules

40 points per nation

5 points for an Air Craft Carrier
2 points for a landing ship
3 points for Battleship
3 points for cruiser
2 points for a destroyer
1 point for a frigate
1 point for 2 corvettes
3 points for a nuclear submarine
1 point for a diesel submarine

destroyers, frigates, corvettes, diesel submarines are all x 3.

If you spend 10 points on a destroyer, you get 5 x 3- 15 destroyers.

Infra modifiers for Aircraft

in-game aircraft limit...
x2 IG numbers 0-2k infra. (realistically 100 to 120 planes) no wonders included
x4 IG numbers 2k to 4k infra. (200 to 240 planes) no wonders included
x6 IG numbers 4k+ infra (300 to 630 planes) with 630 as a max cap including all possible wonders and navy.
1 stealth aircraft equals 2 ingame slots

Nukes

Nuclear Weapons will be not be allowed to be used in this RP to prevent the abuse of players from destroying another person RP needlessly. In exchange Nuclear Weapons may be exchanged for other benefits, to give perks to those nations that maintain them on their nations. These Modifiers are the only way to move beyond the current caps.

1 Nuke = 1 Naval Point

1 Nuke = 10 Planes or 5 Stealth Planes

1 Nuke = 10,000 Infantry

Spying and Spyrolls

Before a spyroll can be requested, there must be prior roleplay to establish that not only is there a mission to covertly infiltrate/wreak havoc/influence politics/steal intelligence from a nation, but that there is also an operative who will be conducting said mission. Use your head to determine how much is needed. A one-liner is not sufficient.

Upon needing the spyroll, a screenshot will be provided to the GMs with the odds against the in-game nation of the RP player you wish to conduct spy operations against. Be sure to hover over and give us the percentage so we can make an accurate roll.

Upon either success or failure, the effects of the spyroll should be appropriately roleplayed out. There are no instant wins, or instant detections. Neither side can immediately claim to know something based off of one successful roll, but it shouldn't be totally impossible in the case of a failure either.

Further, these rules can be optional if both parties agree that the spy or covert actions are to be role played out. To do so is highly encouraged and the GM team will make themselves available to assist in anyway possible. A possibility, but certainly not the only one, the rpers can private message their assets to be used in this incident to the GM. This will allow the rpers to get the drop on each other so to speak.

 

This does not mean you get to private message the entire contents of your factbook to the GM, just what you have in a specific facility or region that can respond within a short time frame.
 
Protectorate garrisoning
 
Protectorates must be garrisoned. There are two different types of garrisons. The first, 15,000 men for the purposes of ensuring outside parties stay out and keeping eyes in the area without quashing local political and economic activity. The second, 75,000 or more for the purposes of keeping the region under your control and preventing from attaining self-rule. This rule applies for protectorates larger than 1/4th your current holdings. Under 1/4th divide the numbers by 1/2. 
 
Newly rolled nations will not attempt to individually gain  or control protectorates for a period of four weeks after they have icly declared their national sovereignty.  Further, newly created nations will not attempt to expand their borders through annexing for a period of 4 weeks. 
 
GM roles and voting

3 GMs are to be voted upon every 3 months after a 48 hour nomination period. This is a staggered process in which one GM spot is open per month. You may vote for yourself for GM but you may not nominate yourself.

The voting period for a GM is 48 hours, the same amount of time for a nomination period. GMs may not serve consecutive terms.

The role of the GM is to not create a body of precedents. If the same issue is decided upon more than once, perhaps that is an indication that a community discussion ought to be held to create a rule on that matter.

A GM makes rolls for spy attacks. Further, if they are faced with an argument that is at a complete impasse, with both parties unwilling to resolve the problem, they can choose to make a 50/50 roll to resolve it. Additionally, GMs may elect to make a percentile roll to determine damages during wars.

No one expects a GM to hold a degree in Weapons design, or for them to have served 20 years in the Armed forces. The only official source for technical data is what can be read on wikipedia, not what is linked to it or cited on wikipedia, but what can actually be read on the wikipedia article.

Part of a GM's job is encourage roleplay to keep moving along. To that end, on occasion, the GM team can award additional naval points, squadrons of aircraft, or troops to nations engaged in armed conflict for cooperating with each other and being respectful to each other and the GM team.

The following are the responsibilities of the GM team:
Posting Nomination threads.
Posting GM voting threads.
Posting and recording the results of community rule threads.
Posting discussion threads for disciplinary issues.

Because not all situations and GM powers and responsibilities are covered, the GM team has a certain measure of discretionary power to resolve disputes or to take action. The discretionary power clause should not be seen as a permanent solution, but more a short term means of keeping the community peace or moving an rp forward.  No permanent changes to CNRP Ascending rules can be made through the use of this clause without a community vote.

The Dick Rule...

Role players have an obligation to be respectful to each other and the GM team. If a role play can't manage that, the GM team can and is encouraged to issue an autoadvance to the appropriate role player involved in the IC situation. An example, bob and tim are embroiled in a dispute over a tim's president being taken hostage by bob. Bob is refusing to respect tim and the GMs. The GMs can award Tim an auto that allows his president to escape and return to his home country. If Bob gets out of hand because of this, his nation can be lock. If further disrespect is shown while locked, additional autos can be awarded to tim. These are not massive nation shattering autos, think 3 dozen cruise missiles versus the opening day of Gulf War 1's air war.

GM decisions are a case by case situation as each RP is unique and the role players involved are different.

Autoadvances are to be granted every 7 days after the requesting rper can demonstrate they attempted to make contact and resolve disputes.

A three strike policy will be implemented for rule violations, OOC disrespect to the GM team, and OOC disrespect to other rpers when attempting to resolve IC issues. These bans can be issued for bad behavior in ooc official discussion threads, private discussions for the expressed purpose of discussing cnrpa, and irc discussions that are in official channels and involving official business. 

1st strike, 3 week "pause" upon your nation, to be treated similar to a lock.
2nd strike, 1 month ban from the RP, your nation is wiped.
3rd strike, 6 month ban.

These bans can be overturned by a vote of the community. 10 rpers are required to post their support for a vote on a discussion thread specifically launched, by the banned rper,  for the purpose of requesting such a ban be overturned. The rper will post their evidence for supporting their claim that the GMs were wrong or acting improperly when making the decision to ban. Claims that can be summed up as, "I don't like being banned, not fair, GM's are mean" will not be taken seriously and could result in having the original ban doubled. The ban can be voted down with a 66 percent in favor over overruling it. Should the vote go against the contesting rper, the duration of the ban could be doubled.

GMs in a war can not rule on their own conflict. They can give nonbinding feedback, but their feedback is just that, nonbinding. If there is only one GM to make rulings in the event of a major conflict, the war will be halted until the community nominates and elects a temporary conflict GM.

Expectations of GMs

GMs are required to be active on a weekly basis. GMs who go on holiday will announce their plans in public. GMs are required to be civil and respectful and will refrain from using profanity and other insults when dealing with rpers in their official capacity as a GM. Being a GM is more of a burden than a reward, yet being one is important as we depend on them to be a fair and impartial resolver of disputes
.
Should a GM fail in these expectations, any rper can start a discussion thread to call for the GMs removal at anytime. The RPer must show their evidence that calls for the removal of the GM. If 10 rpers support a vote, a GM team member has 24 hours to post a 48 hour vote. A 66 percent majority in favor of removal is necessary.

Temporary GMs can be appointed to fill the role of a GM that is on holiday, voted out of office, and to be a second party as a Conflict GM. The same voting and nominating process applies for these Temporary GMs with their term of office to be specifically stated in the voting thread, which will be different from the official GM term depending upon the situation.

The Map Archivist
 
The Archivist of CNRP Ascending's map will be responsible for ensuring the official map is kept up to date and accurate. There are no limitations on who provides the updates, any member of the CNRP Ascending Community can volunteer to assist. However, the final responsibility for accuracy and timeliness is the sole responsibility of the Archivist.
The Archivist will serve at the pleasure of the GM team and will be appointed or released from service by the GM team.
The Archivist will publicly announce their leaves of absence to allow the GM to take action to cover that period or make changes if needed.
The Archivist will link to the CNRP Ascending GM court and will be absolutely clear that the GM Court for CNRP Ascending is the official source of the rule set.
The rules for CNRP Ascending will be posted in the opening post of the GM court and not on the Map thread.
For service as the Archivist, the GM team may choose to elect to award the outgoing Archivist a small bonus of troops, planes, or naval points.

Community Driven Rules

The above set of rules is by no means complete. The members of the community have a voice in deciding what the rules are and how they should be applied. Members of the CNRP2 community can post discussion threads to talk about new rules, old rules, and/or changing the rules.

Polls can be posted as well, however, GM polls are the official measure of the community's desire to modify, remove, or add new rules. If a rper's discussion shows 7 or more rpers support a vote for a specified set of polling options, the GM team has 24 hours to post a vote.

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Top Posters In This Topic

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Note: This board is where players have given the GM's notice of their absence. Any player's nation who is not in the board can be safely wiped from the map should they be found to be inactive after three weeks.

 

Notice of Absence:
Player - Nation Name - Date of notice - Date of Expected Return
Maelstrom Vortex - Druk Yul - December 29th, 2014 - ETA


Approved Extensions/Locked Nations/Vacation Mode:
Player - Nation Name - Date of Approval - Time Extension
N/A

 
 
To report a notice within this thread, do so in the following matter:

 

Player Name:
Nation Name:
Expected Time Away Until:
Edited by Rudolph
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  • 3 weeks later...

I am now in a merger with Jesbro with my character retired as the Grand Papa of the royal family. I will execute any order he gives to exercise Druk Yul's military at his request and he has full usage of Druk Yul's intelligence services. Basically he may use my stats if he wishes, or his own. I don't really care. I'm just along for the ride If he uses his own, he will of course just be able to give orders to his own military.

Edited by Maelstrom Vortex
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I'm not usually one to complain, but if I need to list casualties, surely it is only fair that Markus needs to list some as well.  He surely didn't knock down every SAM and SCUD. 

 

There is also a squadron of jets that already intercepted over Burgenland as well. :P

Edited by Euphaia
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[i]Austria[/i]
 
Hungary-Slovakian and Belarusian mobile SAMs would find limited success - most had been either engaged by the anti-radiation missiles on the Panavia Tornado planes or were evaded by flares dumped from A-10A Thunderbolt planes, or were out of range of the flyboys, who had a very strict hit-and-run mission. Regardless, though, at least one Tornado was downed and the wing was clipped off of two different A-10A planes, though both of the A-10As were able to make it back to their airbases without further issues.
 
Belarusian and Hungary-Slovakian attacks on the ARTHUR stations likewise saw limited success, hitting either long-moved or destroyed outposts. Once again, the forces arrayed against the Wehrmacht were doing nothing but wasting time and ammunition on relatively worthless targets. If the easterners wanted to kill Alvonian radar defenses, they had to find them again.
 
The SCUD missiles saw the same fate as the previous barrage - no effect due to the tracking and shooting down incoming from the FlaRR-300/400 systems. 
 

Hungarian SCUD missiles would find themselves engaged and defeated by Alvonian Flugabwehrraketen-300/400 systems, designed specifically to counter ballistic missiles like the SCUD and its variants. Further attacks onto the ARTHUR systems saw some success, having been either disabled by the incoming fire or moved to avoid this sort of situation occurring. The Hungarian tanks that fired found themselves shooting at nothing - having done their job of delaying and disrupting the enemy, the snipers and marksmen had vacated their positions and relocated to new ones, of which the Hungary-Slovakians and Belarusians would be unable to find unless they had a map of the layout or were shot at from them. Now out of range, however, the snipers simply stayed in their new positions and fed intelligence back to what remained of Oberkommando der Wehrmacht in Vienna.
 
Belarusian rocket artillery, due to its nature, would be very much hit-or-miss. Likewise with Hungarian assaults, the Belarusian artillerymen were wasting time and ammunition, though to their credit they were unable to know that the Heer had withdrawn from the area. The artillery from both nations aimed at Vienna, however, was a different story. The rockets were still inaccurate, which caused damage to several blocks on the eastern side of Vienna, inflicting civilian casualties in the hundreds, while tube artillery devastated the main road leading to Vienna, costing the Heer three machine gun crews and one ATGM team, along with about 80 civilians either dead or wounded.

 

I've already explained how my missiles work and how they can track your SCUDs. I've also explained how you're firing at nothing (snipers withdrew, ARTHUR systems either moved or were destroyed, MG/ATGM teams are gone, etc.) and I've already taken civilian casualties.

 

If you want to know why you can't find and kill these snipers, it's because you simply cannot see them unless you are very specifically looking for them. You have not posted anything regarding recon or counter-sniping operations, which means it is literally impossible for you to know where my troops are until they start shooting at you, and even then you still can't find these snipers for two reasons: A) they are deliberately and very-well hidden using a variety of camouflage methods, and B) they're not in "Hollywood" sniping locations (i.e, up high, in windows, etc.). They're hiding low and silent.

 

Furthermore, you're trying to launch ballistic missiles at weapons which, again, are specifically designed to kill ballistic missiles. I'm also not even in the Burgenland - whatever Alvonian jets are in the air are in Alvonian airspace taking out whatever is moving towards Vienna, of both armor and mobile SAM variety. I've launched missiles which are, again, specifically designed to hunt and kill SAMs via tracking their radar outputs, which you cannot avoid. If you want to do that, the radar needs to be turned off, and if you do that, then you can't use them to shoot at my planes since by the time they get back online, they'll already be out of range. Keep them online, they die. Turn them off, you miss the target.

 

If anything, you should be taking far more casualties than 8 tanks and 200 soldiers.

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Two things that need pointing out.

 

1. You specifically said you were targeting Hungarian SAMs. Last I checked, Hungary and Belarus had not agreed to a merger, which means that you would still need to deal with all those Belorussian SAMs that were shooting at you.

 

 

 Simultaneously, Panavia Tornado ECR planes took off from Graz and engaged Hungary-Slovakian anti-air measures operating in and around Vienna, as well as slightly behind the Hungary-Slovakian lines

 

 

 

2. I'm not interested in Alvonian snipers. What I am interested in is the stuff that is in Vienna. My last post rp'd Belorussian Grad launchers firing literally hundreds of rockets at the city. Unless you have dozens of Iron Domes and whatnots sitting around the city to shoot all those down, you would see a rather significant uptick in casualties in Vienna. Yet, there is no mention of that.

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Given the distance from Burgenland to Vienna, trying to get be in range of Vienna without being in the range of the Burgenland in the age of BVRAAMs is nigh-impossible. Unless you all are fighting solely with short-range dog-fighting missiles and the aircraft's auutocannon, because god knows why...

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It was my understanding that only Hungarian SAMs were in the area. That doesn't change the mission, though - any anti-air system that's working with Hungary-Slovakian or Belarusian troops is going to be targeted by anti-radar missiles.

 

With those in Vienna, you're assuming two things (both of which are false assumptions):

 

1) that all of my soldiers/citizens/dogs are all sitting in one spot waiting to be hit by a rocket

and

2) that you have anywhere even close to a reasonable dispersion zone. Even if you could get better accuracy via forward observers (of which you have none) the fact that all rocket artillery is inherently accurate works against you here. You're doing damage to buildings, yes, but you're hitting unoccupied or evacuated buildings and not people or soldiers.

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It was my understanding that only Hungarian SAMs were in the area. That doesn't change the mission, though - any anti-air system that's working with Hungary-Slovakian or Belarusian troops is going to be targeted by anti-radar missiles.

 

With those in Vienna, you're assuming two things (both of which are false assumptions):

 

1) that all of my soldiers/citizens/dogs are all sitting in one spot waiting to be hit by a rocket

and

2) that you have anywhere even close to a reasonable dispersion zone. Even if you could get better accuracy via forward observers (of which you have none) the fact that all rocket artillery is inherently accurate works against you here. You're doing damage to buildings, yes, but you're hitting unoccupied or evacuated buildings and not people or soldiers.

 

The military units that I sent to Hungary all have short and medium range SAMs with them. Its listed in my factbook. You target Hungarian SAMs, you'll hit Hungarian SAMs.

 

As far as the accuracy of rocket artillery... its not meant to be accurate. Its meant to saturate an area. The simple fact is, if you dump tens of thousands of soldiers and shitloads of equipment in and near Vienna, like you have, something  will eventually get hit.

 

For reference, the RM-70, which is in some ways similar to the Grad, can cover 3 Hectares(0.03 km) in one volley. I'm using 50 Grad launchers against you, which could in theory cover 1.5 square kilometers. Of course, a good number of the rockets will get shot down, and there would be some overlap between the areas being saturated by each launcher. Vienna is hardly a small city, which would also make it harder to target your troops. But the idea that you would not take a single casualty after a long series of volleys is ridiculous.

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All the tanks and soldiers I have deployed haven't even crossed the minefields yet.  Most of your planes, especially since you say they haven't crossed into Burgenland, would be preventing from reaching them from all the SAMs and intercepting jets in the air, I would believe.  So I believe 8 tanks and 200 is being fair.

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Requesting a waiver of the 2 week waiting period following my removal of the United Californian Republics.

 

Apologies for the inconvenience.

 

Just to be clear, the standing ruling on this is "No" and was issued by me based on the fact that there are no outstanding circumstances that would warrant the issuing of  waiver, and besides that, the stated intent is to roll into the British Isles, which are presently contested and thus not eligible for a waiver regardless.

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All the tanks and soldiers I have deployed haven't even crossed the minefields yet.  Most of your planes, especially since you say they haven't crossed into Burgenland, would be preventing from reaching them from all the SAMs and intercepting jets in the air, I would believe.  So I believe 8 tanks and 200 is being fair.

 

Then that's a major problem, given that Alvonian ATGM, MG, and sniper teams are not near the Burgenland nor are they on the minefields, an assumption you seem to be operating on. My minefields aren't even directly on the border either - they're 5 km inside my borders, and these teams are far enough back to cover, but not be directly on, these. The longest range of my anti-tank missiles is 4,000 meters and Russian sources name the 2A46M cannon's range (the gun most modern Russian tanks, which I can only assume you're using, mounts) as 4,000 meters at its maximum. If you really want to try to take potshots at my infantry and such outside the range of your tanks, feel free to, but if you want to get close to actually fire on them with any degree of accuracy whatsoever, you have to either clear or go through the minefields.

 

This is the fundamental problem - neither of you have been specific on where your *&#@ is, so all I can do is give you generalities on where my #&$@ is. I can only be as accurate as you allow me to be, and right now nothing about either of your posts is letting me be that. I don't know where you guys are going, what you're trying to shoot at, or even where on a map I can find these things. You say you're on the minefields - that has to be at least 5 km inside my territory. You say you're shooting at Vienna - what part of Vienna? There's several districts and suburbs that I have to account for. You say you're shooting at my snipers and machine guns - where? With what? How far away?

 

I'm not editing my casualties until these get sorted out, because there's no way you're only at the Burgenland after several IC hours of fighting. There's no way you were only in the Burgenland to even begin with.

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I am almost certain you posted at one point that you either mined our border or placed minefields within 2 or 3 km from our border, and that you had until just recently had snipers very near those minefields. If you did not, you worded your posts in a way that made it sound/seem like you did.

I even remember asking you about not placing them on our border and you refused to budge even a little, as always.

Wherever those minefields are, that is where I am, finishing mine removal.

Now, you will have to check with Director, but I think some of his forces may have made it a little further into Austria than I have.

Edited by Euphaia
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All my forces are actually sitting in the Burgenland, except for those clearing the minefields, and the tanks shooting at you.

Additionally, my T-90s can fire the 9M119 missile, which has a range of 5km.

And my people are pretty much shooting into Vienna at random. However, when you consider the amount to stuff they are shooting with, it is really unlikely that you would take no damage. I'm on my phone right now, will post more later.

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I was at one point trying to move 20,000 to Vienna, before you decided to start an insurrection and posted contesting me at or very near your border (I am pretty sure). So those soldiers of mine haven't had much chance to make it past that resistance of yours that you have just recently pulled back from the border. My soldiers are still near my tanks and mine clearing vehicles there.

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Then that's a major problem, given that Alvonian ATGM, MG, and sniper teams are not near the Burgenland nor are they on the minefields, an assumption you seem to be operating on. My minefields aren't even directly on the border either - they're 5 km inside my borders, and these teams are far enough back to cover, but not be directly on, these. The longest range of my anti-tank missiles is 4,000 meters and Russian sources name the 2A46M cannon's range (the gun most modern Russian tanks, which I can only assume you're using, mounts) as 4,000 meters at its maximum. If you really want to try to take potshots at my infantry and such outside the range of your tanks, feel free to, but if you want to get close to actually fire on them with any degree of accuracy whatsoever, you have to either clear or go through the minefields.

4 km range for the 2A46 is effective range for engagements with APFSDS ammunition, meaning tank battles. But infantry is normally engaged with HE or HE-fragmentation rounds, which in indirect firing mode have up to about 10 km range.

 

Also, I'm pretty sure there are plenty of ways to take those defences down without being exposed to too much danger, so technically, one doesn't have to deal with that minefield immediatly. But not my war.

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