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Thread: A Kingdom At War - Intro Thread and Rules

  1. #1
    Dave Strider's Avatar Dux Limitis
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    Default A Kingdom At War - Intro Thread and Rules



    Wilkommen, friends, for the Napoleonic RPG "A Kingdom At War"!

    In this game, you will RP as Prussian politicians and/or Generals/Admirals through the ferocity of the Napoleonic wars, fighting the French, or, well, really anyone your government damn well feels like.

    A Kingdom At War is set in Prussia at the beginning of the War of the Third Coalition, where Austria, Great Britain, Russia, and numerous smaller states fought against the infant Napoleonic Regime just after Napoleon had crowned himself Emperor of France. Prussia now faces a large dilemma; Stay neutral, or join with the other powers against the French Usurper? Or even join on the side of the French? And coming from this, numerous other, smaller, internal problems must be addressed:

    - The State of the Armed Forces; Currently they use outdated tactics and are not effective at modern combat. Their fighting doctrine must be reformed if they are to be as effective as the rest of Europe.

    - The State of the Prussian Infrastructure; Currently, Prussia's roads are a mess of dirt paths, muddy tracks, and sometimes just raw ground that has been worn down from the constant marching of feet along it. These must be fixed if Prussia is to stay unified in any sense nowadays, what with the fact that the Holy Roman Empire nearly bisects it in several places.

    - The State of Prussian Diplomacy; At the moment, Prussia continues to recognize, and even considers itself a part of, the fledgling Holy Roman Empire. However, these states are largely their own countries, only united in name. Should Prussia break the final strands between them and the Austrian Holy Roman Emperor? Or should they keep them until the very end, lest they risk conflict between the mighty Austrian Empire and Prussia?

    - The State of the Prussian Economy; Prussia has very little trade relations with its neighbors, and its internal income is moderate at best, low at worst. Its income must be kept track of, an accurate treasury report held and sorted out, and funds organized for organizing troops.

    It will be up to the players to fix these problems. Yes, while some will be Generals and Admirals others will be responsible for handling, and in some cases drastically improving, the Prussian Interior structure. However, should they wish, they can create a second character to be a General. If any bias is shown from one player's character to the same player's other character, they will promptly be kicked out. No exceptions.

    Official Game Map:
    Spoiler Alert, click show to read: 
    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.

  2. #2
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Kingdom At War - Intro Thread and Rules

    Minister rules:
    Spoiler Alert, click show to read: 
    In this game, 4 players will manage the goings-on of the Prussian Government. These 4 slots need to be filled.

    - Minister of Economics; The man in charge of upgrading roads and infrastructure, collecting and measuring tax income, and writing a detailed treasury report every turn.

    - Minister of Armaments; The man in charge of purchasing weaponry from the Prussian industries(explained below), and writing a Weaponry Stockpile report. This is similar to a Treasury report, but with guns instead of coins.

    - Minister of Diplomacy; The chief diplomat, responsible for meeting with other nations, procuring trade agreements, alliances, non-aggression pacts, etc.

    - Minister of Defense; The man responsible for "arming"(recruiting) troops and preparing them for combat. Also responsible for investing money into the Armed Forces to develop new tactics. These withdrawals will be kept track of by the Economics and Armaments Ministers.
    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.

  3. #3
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Kingdom At War - Intro Thread and Rules

    Economic rules:
    Spoiler Alert, click show to read: 
    Economics in this game is different than in other games. There are two different types of currency;

    - Standard Money; This is the Prussian Thaler, a series of silver and/or gold coins cast starting in the mid-late 1700s. It is the standard Prussian money of the time.

    - Weaponry; Yes, for the first time, Weaponry will make an appearance in the game. Each turn, the various Prussian armament factories will offer their products - which are different types of weapons of the period, such as Muskets, Sabres, etc. - for mainly set prices. However, these prices can change depending upon the victories/defeats suffered in the past turn. For example, if Prussia wins battles like a new Alexander, expect the cost of the weapons to go down as the Factory owners' gift to you.

    Thalers are acquired from Tax and Trade income. Taxes are unadjustable for simplicity purposes. However, income values vary for provinces, depending on their size and importance.

    - Red Provinces are low-income provinces and produce 10,000 Thalers per Turn.

    - Blue Provinces are moderate-low income provinces and produce 20,000 Thalers per Turn.

    - Light Green Provinces are moderate-high income provinces and produce 40,000 Thalers per Turn.

    - Dark Green Provinces are high-income provinces and produce a whopping 100,000 Thalers per Turn.

    Provinces can be upgraded from one level to the next, for increasingly high amounts of money and time.

    - Red to Blue - 200,000 Thalers, 2 Days
    - Blue to Light Green - 500,000 Thalers, 5 Days
    - Light Green to Dark Green - 1,500,000 Thalers, 1 Week/1 Turn



    Weaponry is purchased by the Armaments minister. There are several kinds of Weaponry, of which different ones are required for different units.

    - Muskets - 5 per Thaler - The basic, cheap, firearm of the era. Fired in volleys. Used to arm all basic Infantry units as well as Dragoons.

    - Cavalry Sabres - 3 per Thaler - The standard sidearm of the Prussian Cavalry, used for stabbing, hacking, and slashing.

    - Cavalry Lance - 3 per Thaler - The specific weapon for Lancers. A long spear, reminiscent of the days of Knights, with an iron spike on both ends. Invaluable for charging Infantry, as a Lance, unlike a Sabre, can outreach a bayonnetted Musket.

    - Cuirasses - 1 for 1 Thaler - The metal breastplate armor which the Heavier Horsemen use for protection.

    - Cannon - 1 for 10 Thalers - The Iron Thunder, used to tear apart formations in Land battles or turn sturdy ships into Swiss Cheese in Naval battles. Despite the name, this is used to supply Howitzer and Rocket units.


    Economic Map for this game:
    Spoiler Alert, click show to read: 
    Last edited by Dave Strider; March 03, 2012 at 05:06 PM.
    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.

  4. #4
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Kingdom At War - Intro Thread and Rules

    Units and Movement rules:
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    There are many different Land units that were in use during the Napoleonic period.

    Infantry:
    Spoiler Alert, click show to read: 
    Miliz-Brigaden
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    (On left)
    5,000 Men

    The reservist infantry, conscripts, etc. drafted to defend their homes by burning those of others. Good for Occupation duty. Not disciplined, low morale, high numbers.

    Requires:
    5,000 Muskets
    5,000 Thalers

    Upkeep of 2,500 Thalers per Turn


    Linien-Infanterie Brigaden
    Spoiler Alert, click show to read: 


    4,000 Men

    The bread and butter of the professional Prussian army. Fiercely disciplined, experts in melee, average in shooting. Good morale, high numbers.

    Requires:
    4,000 Muskets
    12,000 Thalers

    Upkeep of 6,000 Thalers per Turn


    Grenadieren-Brigaden
    Spoiler Alert, click show to read: 


    3,000 Men

    The elite shock infantry of the Prussian army, tall, intimidating, robust men, experts with the Musket at range and in melee. High, nearly unwavering, morale, moderate numbers, highly disciplined. Presence inspires allies and unnerves enemies.

    Requires:
    3,000 Muskets
    18,000 Thalers

    Upkeep of 9,000 Thalers per Turn


    Licht-Fuß Brigaden
    Spoiler Alert, click show to read: 


    3,500 Men

    The shorter, agile men armed with a Rifle. They're fast, they're silent, they're deadly, and they can pick off Officers like none other. Used as a screening force, often clash with other Light Infantry first. Good morale, poor discipline, moderate numbers.

    Requires:
    3,500 Muskets
    14,000 Thalers

    Upkeep of 7,000 Thalers per Turn


    Fußgarde Brigaden
    Spoiler Alert, click show to read: 


    2,000 Men

    The national elite. Entirely devoted to protecting Prussia, these men have unbreakable morale, are experts at Musket and Melee, inspire comrades with their presence, and make all but enemies of their same status think twice about attacking. Unbreakable morale, Unbreakable discipline, low numbers. Inspire allied troops with their presence.

    Requires:
    2,000 Muskets
    24,000 Thalers

    Upkeep of 12,000 Thalers per Turn


    All of these, with the exception of Foot Guards, can be trained from conquered foreign territories as a special foreign unit(i.e. Polish Lancers or The Wild Geese).



    Cavalry:
    Spoiler Alert, click show to read: 
    Husaren-Brigade
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    2,000 Men

    Light Cavalry, good for scouting ahead, screening advances, and attacking and routing Lights and other Hussars. Good morale, poor discipline.

    Requires:
    2,000 Sabres
    12,000 Thalers

    Upkeep of 6,000 Thalers per Turn


    Ulanen-Brigade
    Spoiler Alert, click show to read: 


    2,000 Men

    Light Cavalry with Lances, perfect for anti-Cavalry operations or trampling over enemy Infantry lines. Their charges are devastating, but they don't last long in melee; therefore, only commit them if you are sure you will overrun the recipients of the charge. Good morale, good discipline.

    Requires:
    2,000 Lances
    12,000 Thalers

    Upkeep of 6,000 Thalers per Turn


    Dragoner-Brigade
    Spoiler Alert, click show to read: 


    2,000 Men

    The Standard Heavy Cavalry of the Prussian army, these men are Cavalry first and foremost, but can also dismount and act as Infantry. High morale, high discipline.

    Requires:
    2,000 Muskets
    2,000 Sabres
    18,000 Thalers

    Upkeep of 9,000 Thalers per Turn


    Kurassier-Brigade
    Spoiler Alert, click show to read: 


    1,000 Men

    The elite Heavy Cavalry of the Prussian Army. They charge slower than other Horse units, but they are absolute devils in Melee. High morale, high discipline, inspire nearby allied troops.

    Requires:
    1,000 Cuirasses
    1,000 Sabres
    30,000 Thalers

    Upkeep of 15,000 Thalers per Turn


    Gardekavallerie-Brigade
    Spoiler Alert, click show to read: 


    800 Men

    Prussia's finest horsemen, selected from the best Cavalry regiments for their size, skills, etc. They can rout even Cuirassiers and other Heavy Horse in melee. Unbreakable morale, Unbreakable discipline, inspire nearby allied troops, unnerve nearby enemy troops.

    Requires:
    800 Cuirasses
    800 Sabres
    48,000 Thalers


    All of these, with the exception of Guard Cavalry, can be recruited from conquered foreign territories as a special foreign unit(i.e. Polish Lancers or The Wild Geese).


    Artillery:
    Spoiler Alert, click show to read: 
    Kanonenbatterie zu Fuß
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    300 Men, 30 Guns

    The standard Artillery of the Prussian Army. Smoothbore, Bronze-cast guns, capable of breaking up attacks, or softening defenses. Much more effective if massed.

    Requires:
    30 Cannons
    30,000 Thalers

    Upkeep of 15,000 Thalers per Turn


    Kanonenbatterie zu Pferd
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    300 Men, 30 Guns

    Smaller caliber, but faster moving, batteries that can advance or retreat quickly. Smoothbore, Bronze-cast guns, capable of breaking up attacks, or softening defenses. Much more effective if massed.

    Requires:
    30 Cannons
    33,000 Thalers
    Upkeep of 16,500 Thalers per Turn


    Haubitzenbatterie
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    250 Men, 25 Guns

    Artillery pieces with a shorter, elevated barrel, firing shells and solid shot overhead to fire over hills and other obstacles that stops a Cannon short. Explosive shells are extremely deadly, but inaccurate and take a longer time to reload than standard Cannonballs.

    Requires:
    25 Cannons
    35,000 Thalers
    Upkeep of 17,500 Thalers per Turn


    These are recruitable only in Prussian territory. However, you can capture enemy guns and use them as the cannons for a new unit rather than having to pay for a new battery.


    Freikorps Units:
    Spoiler Alert, click show to read: 
    If you're not for the honorable, stand-up battles of the Napoleonic age, Guerilla warfare can also work quite well.

    Freikorps Infantry:
    Spoiler Alert, click show to read: 


    500 Men

    Crack shots, and quick to use a boot to the groin as soon as a knife or musket butt, these savage fighters quite often appalled the professional gentlemen officers of the day...nevertheless, their tactics were effective, and deadly. High morale, poor discipline, excellent hiders, intimidate nearby enemy(only when spotted, naturally). They fight with a musket and a knife.

    Requires:
    500 Muskets
    1,000 Thalers


    Freikorps Cavalry:
    Spoiler Alert, click show to read: 


    200 Men

    Crack shots, and quick to use a boot to the groin as soon as a knife or musket butt, these savage fighters quite often appalled the professional gentlemen officers of the day...nevertheless, their tactics were effective, and deadly. High morale, poor discipline, excellent hiders, intimidate nearby enemy(only when spotted, naturally). They fight with a musket, knife, and sword.

    Requires:
    200 Muskets
    200 Sabres
    600 Thalers


    All Infantry and non-Horse Battery Artillery move at a rate of 1 Province per Day.
    All Cavalry and Horse Artillery move at a rate of 2 Provinces per Day.

    The area's roads can change that.

    This is the game's Road map.
    Spoiler Alert, click show to read: 


    Red = 1/2 Speed
    Blue = Normal speed
    Light Green = 2x Speed
    Dark Green = 3x Speed
    Last edited by Dave Strider; February 27, 2012 at 09:22 PM.
    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.

  5. #5
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Kingdom At War - Intro Thread and Rules

    Naval units and Ship movement:
    Spoiler Alert, click show to read: 
    Sea Units are relatively simple, the only thing needed is Cannons and Money. However, they cost a veritable fortune to recruit in large numbers.

    Spoiler Alert, click show to read: 
    Transport - 2 Guns
    Requires: 75,000 Thalers, 2 Cannons

    Rocket Ship - 4 Guns
    Requires: 75,000 Thalers, 4 Cannons

    Sloop - 20 Guns
    Requires: 90,000 Thalers, 20 Cannons

    Brig - 30 Guns
    Requires: 115,000 Thalers, 30 Cannons

    Carronade Frigate - 30 Guns
    Requires: 115,000 Thalers, 30 Cannons

    Sixth-rate - 34 Guns
    Requires: 120,000 Thalers, 34 Cannons

    Fifth-rate - 42 Guns
    Requires: 150,000 Shillings, 42 Cannons

    Fourth-rate SoTL - 56 Guns
    Requires: 175,000 Thalers, 56 Cannons

    Third-rate SoTL - 80 Guns
    Requires: 200,000 Thalers, 80 Cannons

    Second-rate SoTL - 96 Guns
    Requires: 250,000 Thalers, 96 Cannons

    First-rate SoTL - 112 Guns
    Requires: 300,000 Thalers, 112 Cannons

    Heavy First-rate - 130 Guns
    Requires: 400,000 Thalers, 130 Cannons

    Flagship - 140 Guns
    Requires: 500,000 Thalers, 140 Cannons


    Ships move via the sea, so for when measuring their movements, players will act as if they are an army moving along coastal provinces. Ships move at a rate of 4 "provinces" a day, and roads donot effect this.
    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.

  6. #6
    Dave Strider's Avatar Dux Limitis
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    Default Re: A Kingdom At War - Intro Thread and Rules

    Promo Sigs:

    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 


    Spoiler Alert, click show to read: 
    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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