Military Rules Overview


The concept is simple, you build units, you move them during turns or put them in different stances, and the GM resolves any combat.

There are different unit categories and types, you can add special equipment to these units to increase their base capabilities, increase their training, or send them for refit.

You can research new special equipment to add to the units, or you can develop new classes of units with different base values through research activity.

Each unit class has attributes such as an attack factor, defense factor, range, etc. Different classes of the same type designed by different players might have different values for these attributes. For example, Player A might design a Battleship that has less firepower, but is very reliable and easy to maintain while Player B might design a Battleship that that has very much firepower but less defensive armor. In the future I foresee attributes for Air Defense/Anti-Sub Warfare and others.


Be aware that unit attributes are ABSTRACT values that do not equate to any real world value. For instance, a 20 attribute in movement does not equate to 20 kph or any other real measurement. These values are for comparing the capabilities of your units in battle against those of other nations/players. If you have concentrated on building units that are faster in battle, then they will compare well against units of nations that have not bothered.

The intent is to make it a constant arms race, and a constant chess game between nations in determining what to focus on. It is also intended to make spies important since there is no other way to determine other nations capabilities, research, or areas of focus except to face them in battle blind.

How Combat Is Figured

Combat is figured by comparing the makeup of the two conflicting forces and their attributes and randomly resolving the combat based on them. The unit attributes come into play as does terrain, weather conditions, and other factors. It is quite possible for a smaller force to defeat a larger force depending on attributes…for example a more smaller more experienced unit might defeat a larger raw unit. A unit that is in COUNTER-INSURGENCY stance that is hit by another unit in ASSAULT stance will suffer. A small force of WWII battleships might defeat a large force of WWI battleships.

Damage is calculated as a straight percentage. This is easy to figure and keep up with. Damage rating will also affect combat.

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