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Thread: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

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    Barry Goldwater's Avatar Mr. Conservative
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    Default The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Map:
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    It is June 1933. Economically ruined by the Great Depression, and with conservative politicians who favored laissez-faire policies still dominating the government, tens of millions of Americans have completely lost faith in the monarchy and, with a little prodding from political extremists and anti-monarchy activists, rose up to begin a Second American Civil War.

    On one side stand the Royalists, whose single unifying belief should be obvious from their name. Some are deeply religious countrymen fighting under the belief that they are defending God and His appointed representative on the planet against the Rebels who would see Christianity purged from public life; others think themselves modern-day noble knights who are simply keeping an oath of loyalty to their rightful sovereign; still others, especially descendants of freedmen in the Southern states, feel that it is only right to fight for the descendants of the man who freed them so long ago; and, lastly, big businesses such as Standard Oil are involved with the Royalist camp to protect themselves and their fortunes, as the Monarchy and its conservative governments have been stalwart protectors of big business.

    On the other side stand the Rebels. Unlike the Royalists, they are a massive alliance of convenience incorporating many completely different groups united only by their hatred of the Monarchy. The major players are - Communists, long repressed by HM's Governments, now seeing a chance at casting the bourgeois establishment down and forging their utopia out of the fires of war; Social Democrats, who seek a more equal democracy but are nowhere near as extreme as the Communists; Anarchists, who were also silenced by the Monarchy but now see a chance to destroy it and with it, the entirety of the American government; Liberal Republicans, many of them small business owners fed up with the Monarchy's protection over big businesses that have been chewing up competition, or even big business owners who just happen to be rivals of the royally-supported trusts; and Anti-Monarchy Conservatives, many of whom simply believe God would never appoint a lone bloodline to govern America until the end of days or who just want a more equal state.

    The stage is set, and the pieces have begun to move. With whom do you stand - the King or the Masses?

    Basic Rules:
    Spoiler Alert, click show to read: 
    Once you have put up a char profile and chosen a side, please create a Headquarters (Royalist) or Political Movement (Rebel) thread in the Diplomacy subforum. You can conduct diplomacy and RP, as well as keep track of your funds & troops, in that thread.

    In addition, for Rebels the thread will also have to outline your political beliefs. Since the Rebel Movement is itself a loose coalition of various ideologies and movements, many of which have little to no similarities and are often bitter rivals of each other, you can indeed set up an anarchist faction while your team-mates are Communists or liberal republicans, and so on. Your political movement should affect your IC decisions; for example, hard-line Bolsheviks should not be particularly friendly towards the capitalist liberal republicans and vice-versa.

    It will be possible to attack members of your own faction, though you will need to provide a solid IC justification (they betrayed us in our hour of need, they started it, they're out political polar opposite, etc.) - if you fail to provide an IC reason for your attack, you will be penalized with desertion and unrest in your ranks.

    Unlike WEF where 1 turn = 1 year, here 4 turns = 1 year, with each turn representing a season (Spring, Summer, Fall, Winter).

    You will no longer be able to take over states just by marching into them, nor will it be possible to bribe them to join you. If you attack an apparently unguarded enemy state, you will have to face their State National Guard (a collection of ordinary infantry, militia & cavalry with no brigades attached, whose size also depends on the pop'n of the state under attack) in battle.

    Economic Rules:
    Spoiler Alert, click show to read: 
    Industrial Map of the UKA at the time of the 2nd ACW:
    Spoiler Alert, click show to read: 


    Dark gray: Heavy Industries
    Cyan: Light Industries
    Light green: Non-Industrial

    All factions will share a common treasury; the Rebels start with 800%, the Royalists with 750%. For the Royalists, the King can decide who gets how much, and the generals can negotiate to get a larger share of the funds; for the Rebels, the Rebel generals will have to work out how much each of them will be getting on their own.

    Your income will be determined by the type of states under your control. Heavy Industry states are massive manufacturing centers focused on (as one can gather from the name) heavy industries - massive factories churning out industrial tools, weapons, etc. and so will be most useful in this civil war. Light Industry states are not bereft of industry; rather, their industries are lighter industries focused on consumer goods such as clothes and furniture. 'Non-Industrial' states do not rely on industry and are instead dominated by other sectors, such as agriculture and mining.

    Heavy Industrial States add 65% economy/turn.
    Light Industrial States add 50% economy/turn.
    Non-Industrial States add 35% economy/turn.

    Military Rules:
    Spoiler Alert, click show to read: 
    Military rules:

    Battles will be settled in the Wars & Battles subforum, the way most battles were settled in the DoM IH (with mods, plans & the like).

    Winning battles will naturally strengthen your cause and may convince 'neutrals' to enter the war on your side, losing will weaken your cause and turn off possible recruits , and of course there's the ever-present threat of your character coming down with a nasty case of death on the battlefield.

    Brigades can be recruited independent of divisions, but cannot undertake any independent operations (that is, they must be attached to a division first before fighting). They may also be attached and detached from divisions whenever you want.

    Recruitment:
    Spoiler Alert, click show to read: 
    Militia Division - 10,000 - 1%, 1 day - poorly trained, ill-equipped and undisciplined (but cheap and quick to raise) irregulars useful for little more than human wave attacks, police actions or home defense while the real soldiers are off on campaign.

    Infantry Division - 10,000 - 4%, 3 days - the bread and butter of any army, well-trained and well-equipped professionals/semi-professional troops who can effectively take and secure ground.

    Motorized Infantry Division - 10,000 - 6%, 5 days - An otherwise ordinary infantry unit outfitted with trucks and other motor vehicles, granting them greater mobility over normal infantry divisions. However, they cannot easily traverse rough terrain such as marshes and mountains, where they will actually be slower than infantry units. They are not particularly effective in winter, either - they will move at the same speed as ordinary infantry in that season.

    Mechanized Infantry Division - 10,000 - 10%, 6 days - An otherwise ordinary infantry unit outfitted with armored half-tracks, granting them both greater mobility and protection than ordinary infantry. Their vehicles can also easily traverse rough terrain, and so unlike motorized infantry they will suffer no movement penalties in marshes, mountains, etc. The only downside is that their precious half-tracks can break down in winter, meaning they will move at the same speed as normal infantry in that season.

    Cavalry Division - 10,000 - 4%, 4 days - Speedy mounted troops who can still be useful for outmaneuvering enemies, rushing weak points in enemy lines and harassing supply lines, though the days of the famous frontal cavalry charges of old are done with.

    Semi-motorized Cavalry Division - 10,000 - 8%, 5 days - An otherwise ordinary cavalry unit outfitted with some trucks and other motorized vehicles in addition to horses, granting them greater mobility over ordinary cavalry units. They will suffer the same problems faced by motorized infantry in rough terrain and winter, though.

    Armored Division - 10,000, 800 tanks - 15%, 7 days - Men driving 'land battleships' into battle, capable of overrunning all but the greatest of fortified lines and turning everyone who comes their way into something resembling chunky salsa.

    Light Infantry Division - 8,000 - 3%, 4 days - lightly-equipped crack troops specially trained for rapid deployment and independent operations in rough terrain (ex. deserts, jungles).

    Mountaineer Division - 8,000 - 3%, 4 days - Crack troops specially trained and equipped for high-altitude, low-temperature operations.

    Marine Division - 8,000 - 3%, 4 days - Crack troops specially trained and equipped for amphibious operations.

    Artillery Division - 3,000, 60 guns - 12%, 7 days - Heavy artillery useful on both the offensive and the defensive.

    Recruitable brigades (to attach to divisions):
    Spoiler Alert, click show to read: 
    Artillery Brigade - 1,000, 20 guns - 4%, 4 days - Mobile field artillery used primarily in support roles for offensive and defensive operations. Infantry (all types), Militia and Cavalry only.

    Armored Brigade - 500, 50 tanks - 8%, 6 days - Small detachments of armored troops to help with punching holes in enemy lines. Infantry (all types), Militia and Cavalry only.

    Armored Car Brigade - 500, 120 armored cars - 6%, 5 days - Detachments of speedy, lightly armored cars equipped with machine guns useful as support vehicles. Can be attached to all but Mountaineer and Marine Divisions.

    Engineer Brigade - 800 men - 2%, 2 days - Trained combat engineers who can help construct pontoon bridges, trenches, crude bunkers etc. within short periods of times. On the offensive, they can mine an area and sabotage enemy defenses. Can be attached to all Divisions.

    Armored Train Brigade - 800 men, 12 armored trains - 6%, 5 days - Massive, heavily armored trains that can quickly move troops and equipment along railways and function as mobile artillery platforms on the frontlines. Obviously, these brigades are restricted to railroads and will perform poorly (if at all) in low-infrastructure regions. Can be attached to any division.

    Anti-Air Brigade - 800 men, 20 guns - 5%, 4 days - Troops equipped with and specially trained in the use of anti-air guns, an increasingly important asset to have on your side as the role of aircraft grows on the battlefield.

    Anti-Tank Brigade - 800 men, 40 guns - 5%, 4 days - Troops equipped with powerful guns that can blast holes in tanks, increasingly useful in today's world of armored warfare.

    Gas Brigade - 600 men - 3%, 3 days - Men specially trained in the use of various poison gases, ranging from the relatively harmless tear gas to the infamous mustard and chlorine gases, as well as in countering these chemical weapons. Can be attached to any unarmored division.

    Warships:
    Spoiler Alert, click show to read: 
    Battleship - 20%, 8 days - The ruler of the high seas, a floating fortress that can blow lesser ships out of the water with little effort...but are vulnerable to submarines.

    Cruiser - 12%, 6 days - Ships balancing the massive firepower and heavy armor of the Battleship and the speed and maneuverability of Destroyers, the mainstay of most surface fleets.

    Destroyer - 8%, 5 days - Small, lightly armed ships mostly used as escorts or submarine hunters.

    Submarine - 8%, 5 days - Watercraft capable of extended underwater operations, invaluable in crippling an opposing country's merchant shipping lines and combating Battleships.

    Minelayer - 4%, 4 days - Tiny, unarmed ships designed to litter an area with mines as quickly as possible.

    Minesweeper - 4%, 4 days - Tiny, unarmed ships meant to sweep an area clean of mines as quickly as possible.

    Aircraft:
    Spoiler Alert, click show to read: 
    Reconaissance plane - 6 planes/squadron - 4%, 2 days - Fast, lightly armed craft meant to collect intelligence on enemy movements and positions and report these findings to the troops on the ground.

    Interceptors - 6 planes/squadron - 6%, 3 days - Light short-range craft built specifically to engage enemy aircraft (especially bombers), relying on their speed and maneuverability to win battles rather than superior firepower.

    Air Superiority Fighters - 4 planes/squadron - 8%, 4 days - Heavier planes boasting an impressive arsenal of air-to-air weapons, built to secure control of the skies and capable of blasting nearly everything else out of the air.

    Close Air-Support (CAS) Craft - 4 planes/squadron - 7%, 4 days - Dive bombers that dive towards their target before releasing their payload, and will prove to be crucial in both offensive (especially 'blitzkrieg') and defensive operations.

    Light Bomber - 4 planes/squadron - 6%, 4 days - Smaller bombers with a smaller payload than its heavier cousins, but which are relatively cheap, faster and more maneuverable than its larger brothers and can play a ground support role.

    Medium Bomber - 4 planes/squadron - 8%, 5 days - Bombers carrying medium amounts of ordnance with medium range. They can level small cities and defend themselves against small numbers of Fighters, but should not be left out on their own and certainly should not be used in ground support roles due to the high risk of their bombs sending your own men to Kingdom Come.

    Heavy Bomber - 2 planes/squadron - 12%, 7 days - Massive strategic bombers that can lay waste to large cities, annihilate entire formations of enemy troops and completely wreck enemy communication lines in minutes, but which are helpless against enemy Fighters due to their sluggishness and size.

    All units' upkeep is 1/2 of their price. Also, when recruiting units, please group them into named armies or fleets - makes them much easier to track, and much easier on the eyes (well, at least mine) too When entering battle, please give me a map of your deployments and plans, it will make my life so much easier.

    You may put up speeches and posters in the IC thread to get free units, though they will come in only three basic varieties (militia, infantry or cavalry with no brigades attached) and you still have to pay upkeep.

    You may also get 'International Divisions' (10,000-strong units of foreign fighters) now and then. However, their type and whether or not any brigade is attached to them will be randomly decided, and you still have to pay upkeep for them. You can try to get International Divisions with posters and speeches in the IC thread, but whether or not you get anyone will be randomly decided; otherwise, I will roll some dice to see whether or not you get any new volunteers at the start of every turn. Every player will get a free International Division at the beginning of the game.

    You can choose to turn away International Divisions if you don't like them or can't afford them.

    Reinforcing a unit back to full strength takes up half the unit's original price and only one day for all units except air units, which take 2 days, and armor, which take 3 days. Ships will be repaired to full strength if they spend three days in a friendly port and don't see any action for those three days.

    Now that I think about it, the AH of 1920-33 is also a WIP
    Last edited by Barry Goldwater; January 08, 2011 at 06:18 PM.

  2. #2
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    reserved

  3. #3
    Protector Domesticus
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    In this Alternate History, has World War 1 Occurred? I just wanted to know if I needed to change my characters Bio or not.

  4. #4

    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Quote Originally Posted by Permaneo Legio View Post
    In this Alternate History, has World War 1 Occurred? I just wanted to know if I needed to change my characters Bio or not.
    I think it is a continuation of the 1914 WEF. So yes, it has occurred.

  5. #5
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    rules up

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    Watercress's Avatar Praeses
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Sorry Barry, but i'm going to skip this one. Kinda busy right now. I'll do your next one, though.

    "Only Connect!...Only connect the prose and the passion, and both will be exalted, and human love will be seen at its height. Live in fragments no longer."

  7. #7
    Dan the Man's Avatar S A M U R A I F O O L
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Is there any specific template we should use for our HQ threads, Barry?
    Proudly under the patronage of The Holy Pilgrim, the holiest of pilgrims.


  8. #8
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Added rule for attacking unprotected states, check under Basic Rules - suffice to say you can't just walk into them anymore

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    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Guys, to clarify the whole econ issue - nobody makes an individual income, instead all income goes to a shared faction treasury. You still need to divide up your funds, Royalists will have to wait to get theirs from the King and Rebels will need to decide who gets what between themselves.

    Oh, and an additional reminder - when recruiting or moving troops please mention that in the appropriate thread (you'll find them in the RP Subforum), they're there for a reason
    Last edited by Barry Goldwater; January 05, 2011 at 06:08 PM.

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    Watercress's Avatar Praeses
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Meh, screw it I'll play.

    "Only Connect!...Only connect the prose and the passion, and both will be exalted, and human love will be seen at its height. Live in fragments no longer."

  11. #11
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Unit replenishment rules added under Military.

  12. #12
    Dave Strider's Avatar Dux Limitis
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Just a quick question here - are we allowed to recruit brigades seperate from divisions?
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  13. #13
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Nope, brigades must be attached to divisions.

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    Dave Strider's Avatar Dux Limitis
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Think we could change that?
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  15. #15
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Nah, I don't see a reason to really - it just adds a few days to recruitment times is all, plus it gives your divisions an edge in battles. Brigades on their own would either be miniature versions of divisions (artillery) or too small to do anything (most of the brigades, actually).

  16. #16
    Dave Strider's Avatar Dux Limitis
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Yeah, but you'd be able to use them as collectible replenishment tools; it would take less time and would allow for players to attach any one to any division they wanted, therefore allowing greater tactical flexibility.
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

  17. #17
    Barry Goldwater's Avatar Mr. Conservative
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Hmm...I'll amend it to permit that, but Brigades cannot fight independent of a division.

  18. #18
    Dave Strider's Avatar Dux Limitis
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    Default Re: The Crowned Eagle and the Raised Fist - a 1933 Alternate IH

    Right. Thanks.
    when the union's inspiration through the worker's blood shall run,
    there can be no power greater anywhere beneath the sun,
    yet what force on earth is weaker than the feeble strength of one?
    but the union makes us strong.

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