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Velociryx
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of Candle'Bre
Apr 1999 time: 05:21
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The setup:
You are the United States of America, a proud, powerful nation in the southern portion of the world's main continent (standard sized world, with five civs on it).
Sadly, it is said that pride goeth before the fall, and this certainly seems to be the case. You have made enemies of all your world-power rivals (China, Russia, Germany, and Japan), and they're all out for blood. America has a navy that is stronger than any of her rivals individually, but which is dwarfed by the combined might of her enemies. She has stoutly fortified and defended strongholds on her frontiers, and troops watching all ways onto her shores. A strong airforce of quality planes (fighters and bombers) but probably fewer in number than is truly needed.
Her enemies want blood....nothing less than to destroy the great nation, and by degrees, they are doing just that. After a bitter nuclear exchange, a global ban was put on the weapons of mass destruction, and everyone's stockpiles were eliminated. This is a ban that none would forsake, save a desperate America.
In secret, she hid away a small arsenal of missiles, knowing that the day may come when they might be needed.
Fearing the ultimate destruction of the nation, the leadership of the Americans drew up plans to build a mighty ship and flee to the stars, leaving the world to its own devices, and perhaps finally to escape the clutches of her tireless enemies. Sadly, those plans leaked out or were stolen, and now America's enemies are also racing for the stars. If they beat America into space, all is truly lost, and there will be no escaping. With enemies approaching on all fronts, and in overwhelming number, it is the nation's darkest hour.
Only one small hope remains....an American ship must launch into the vastness of space, and it must launch first.
The proud armed forces of the nation stand ready to fight the hopeless battle that will surely follow, in a desperate gamble to buy her men of science enough time to complete the massive ship so that at least some might survive.
The clock is ticking....
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:21
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Scenario Goals and Rules
The goal of the scenario is to create an essentially unwinnable situation and turn the space race into a real nail-biting experience. To that end, the following conditions apply:
1) America begins the game at war with everyone and under a Democratic government. America may ONLY opt for Democratic or Republican governments. All other choices will be made unavailable to the American player.
2) No peace. This is a deathmatch. There must be no peace deals with any of your rivals.
3) The only victory condition enabled is the Space Race.
To those ends (and especially the end of creating an essentially hopeless battle), here are the starting forces for all nations:
The Armed Forces of the United States of America:
Mechanized Infantry: 42 (16 cities, 2 in each city, the rest on the fronteir)
Modern Armor: 20
Artillery: 10
Fighters (F-15): 20
Bombers: 4
Stealth Fighters: 6
Stealth Bombers: 2
BB: 4
CV: 3
DD: 24
TRAN: 0
AEGIS: 4
SUB: 6
**America also has a small stockpile of five (5) ICBM's. These are irreplacable, as nukes have been disabled in this scenario.
****
The Armed Forces of The Rus
Mechanized Infantry:230
Modern Armor: 60
Artillery: 42
Fighters: 16
Bombers: 4
Stealth Fighters: 0
Stealth Bombers: 0
BB: 2
CV: 1
DD: 14
TRAN: 6
AEGIS: 0
SUB: 8
****
The Armed forces of China
Mechanized Infantry:320
Modern Armor: 100
Artillery: 26
Fighters: 32
Bombers: 6
Stealth Fighters: 0
Stealth Bombers: 0
BB: 1
CV: 0
DD: 14
TRAN: 6
AEGIS: 0
SUB: 3
The Armed Forces of Japan
Mechanized Infantry:170
Modern Armor: 65
Artillery: 36
Fighters: 12
Bombers: 12
Stealth Fighters: 0
Stealth Bombers: 0
BB: 1
CV: 0
DD: 18
TRAN: 8
AEGIS: 0
SUB:4
*****
The Armed Forces of Germany
Mechanized Infantry: 175
Modern Armor: 130
Artillery: 56
Fighters: 22
Bombers: 8
Stealth Fighters: 0
Stealth Bombers: 0
BB: 3
CV: 1
DD: 20
TRAN: 4
AEGIS: 0
SUB: 10
Yeah....that should make for a decent scrap!
****
Tactical and Strategic considerations:
1) The first strategic choice takes place before you even start the game. You're currently a democracy, and this is gonna be a long war. Your goverment WILL fall. When to take the Anarchy hit? Touchy question indeed.....
2) One of America's two choke points has just been overrun. The first tactical decision to be made then, is whether or not you have sufficient manpower to recapture the choke point, or if it would be better to simply retreat back a step and dig in anew.
3) You have five nukes, and when they're gone, they're gone. Each one's use must be carefully measured for maximum effect. They're about the only ace you've got.
4) The inland sea. You have, or can get, at game start, firm control of the inland sea. To do so, will require a combination of air strikes and most, if not all of your naval units in the inland sea. Another tough strategic choice right off the bat then. Sweep the inland sea clean to have one less front to worry over, or wait, and possibly lose control of the area? And of course, making use of your air units here means fewer sorties against the forces approaching your choke points, one of which you've already lost control of.....
More to come as the map nears completion....
-=Vel=-
Last edited by Velociryx on 20-07-2002 at 01:43
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:21
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Closing in on completing the map, and had to make some minor force total adjustments. Here's some stats to give you an idea of the size of the economies arrayed against the stalwart Americans:
America - 16 Cities
Germany - 29 Cities (land access to America)
Russia - 25 Cities (land access to America)
Japan - 33 Cities (many spread onto various islands) - No land access to America without a ROP from Russia
China - 28 Cities (separate continent, no land access to anyone)
China has a comparitively weak navy and cannot effectively project her power. Because of that, I saw no point in totally paralyzing the Chinese economy by giving them such an obscene number of MI's (the original total was 320, I have reduced it to 128). This will give China a chance to build up her navy without getting totally reamed on support costs, and it still gives her 100 MI's and 100 MA's to terrorize America with in the interim....not a number to scoff at in any case.
China will also have significantly more cash than the other AI's, which should give her (if the AI will do it) plenty of cash to rush her navy to completion and get firmly in the game.
I have no idea whether or not the AI's will declare war on each other, but the way I've got it structured is that Germany and Russia will provide most of the initial punch against the Americans. Japan is set up to be something of a sleeping giant. More difficult for them to reach the USA forces, but with their greater number of cities, and abundant natural resources, they should get progressively stronger and more threatening as the game grinds on....I see them as being the biggest threat in the game, long term.
China should be a constant low-grade menace throughout the course of the entire game. She's isolated, and has a really weak navy, positioned poorly for rapid response to America starting the festivities off with a nuke. Should take them a number of turns to even put in a significant appearance. The hope is, though, that just when you think you've got things under control for a moment or two and have some breathing room, here come a wave of Chinese to muck things up for you.
China *could* become a threat in another way too....given her isolation, she may be the biggest contender in the Space Race. Don't know, but it'll be interesting to see how that developes.
Got some errands to run this afternoon, but should be back by early evening. With luck, I'll have China and Japan completed by mid-evening, and be able to give the scenario a test run to make sure nothing implodes, and see how the early combats look.
More later....
-=Vel=-
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:21
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Good point....but yeah, it's been coolio running these tests so far....22 American F-15's spread over four cities to provide air cover....some 80 incoming fighters and bombers on the bad guys' first turn....wow, what a show! It was impressive to say the least!
If there's interest in helping me test and balance it, I will post the bic file and the first turn "script" to make sure that all games are the same at start. Or, if you'd rather wait till that part's done to get your hands on it, that's cool too...
Some really tight battles in places....in my last test, the Russians did *really* well with their bombing....after they exhausted the F-15's and started slipping through, they cut my choke points off by blasting out the roads, and hammered one of them HARD. Had one defender left, with one hp left....*almost* got overrun, and had two Radar Artillery captured. Yowza! That was good stuff!
-=Vel=-
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