[Interest Pitch] Deity Based Game

Belial said:
Well never been big on the hole support personnel thing, but I doubt any amount of arguing I can do will solve that, so in all honesty, So far the military structure thing appears to be fairly tolerable, and well handled. I like the Idea of Unit structure for the division, as in reality you dont have solid Divisions of just Infantry, or tanks, or medics, or snipers. Though in to days army, most of those unit classes are combined into our mixed unit fighting style, in that basically a squad will consist of a heavy weapons operator, a medic, a sniper, rifle man and a techi, that's a little more advanced, But its definitely infinitely better then seeing an entire army of freaking comandos <.< or rocket soldiers <.< *twitches*
Thanks for hte feedback. The 'Support' is to reflect that most people in the military do not have combat roles.
 
Depends on your branch, most of the "supply" role tend to cover multiple group of soldier, same gos for your logistics and leadership, in all reality most of your logistics actually comes from naval and air force personnel. so when you read up those statistics of "5 to 1 or 7 to 1" also factors in like naval and airforce personel. But eh, If thats the only real despute I have Then over all it should be fairly solid, considering im like the biggest complainer about military structures <.<
 
I'm retconning my previous post about divisions. Vehicles and aircraft get attached; aircraft and vehicles take 6,000 personnel, and come in Regiments.


Soldiers are your bread and butter infantry. adaptable to a variety of roles, soldiers excel in combat situations.

  • Capture buildings (Soldiers can clear out buildings inhabited by enemy troops and secure important locations
  • + vs Medics, Engineers, Grenadiers, Partisans, Civilians, Marksmen
  • - vs Vehicles, Aircraft


Medics are soldiers that ensure that their buddies don't die in the field. They prevent casualties, and still fulfill combat roles. The more Medics you have, the fewer casualties you will take.

  • Emergency Care (Infantry casualties reduced)
  • + vs Partisans, Civilians
  • - vs Soldiers, Vehicles, Aircraft


Engineers are the first ones in, last ones out. They carry explosives for demolitions, turn deathtraps into roads, roads into deathtraps, and keep equipment maintained.

  • Reduce Vehicle casualties
  • Lay traps (Explosive or conventional)
  • Remove traps
  • Fortify positions (Provided they have been captured)
  • Salvage Vehicles
  • Demolitions (For traps, clearing terrain, or removing explosives)
  • + vs Partisans, Civilians
  • - vs Soldiers, Ranged Support, Aircraft


Grenadiers soldiers are armed with basic RPGs or mortars. These guys know fifty ways to blow up a tank, and know more about grenades than you would ever want to know. Grenadiers deployed with RPGs are good against Tanks, and Grenadiers with Mortars can provide ranged, artillery-style support which isn't as good against vehicles as the RPG, but shred infantry and can still do some serious damage to an armored column.

  • Deploy with RPGs or Mortars
  • + vs Vehicles (RPG)
  • Provide Grenade Ranged Support (Mortar)
  • Explosives (Can be used to clear terrain, destroy obstacles, etc)
  • - vs Soldiers, Aircraft


Marksmen can send even the most hardened, toughest troops running for cover. When deployed in a squad of other infantry types, they seek out the best vantage point and provide overwatch. When deployed with other Marksmen, they can take out entire squads if placed in a defensible position. Marksmen are not true snipers, because they generally don't deploy in two-teams, and are not specially trained for stealth; instead, they provide long-range support.

  • Provide Rifle Ranged Support
  • Detect Stealth Infantry
  • Provides Overwatch (Grants tactical bonuses to those affected)
  • - vs Vehicles, Infantry, Aircraft


Howitzers are not an infantry, but rather an equipment that can be manned by infantry. Howitzers provide a vehicle-scale gun for destroying, well, anything. Howitzers need to be supplied, and can be toted short distances by infantry, but need vehicles to move significant distances. Howitzers do not count towards your Support or infantry numbers.

  • Easily captured if not defended
  • Provide Artillery Ranged Support
  • Vehicle-movable
  • - vs Explosives


Anti-Air Guns function much the same way Howitzers do, only instead of providing artillery support, they can keep the skies clear and can tear through infantry.

  • Easily captured if not defended
  • + vs Infantry, Aircraft
  • Vehicle-movable
  • - vs Explosives


Tanks are your all-around brawlers and badasses. Infantry can't scratch tanks and other vehicles flee before them. Tanks are great for destroying anything bigger than a motorcycle, and whatever they can't reliably shoot they just run over. Friendly infantry love them because theyc an provide mobile cover, and enemy infantry hate them for the same reason. However, tanks aren't great at killing infantry, and are vulnerable to certain types.

  • + vs Vehicles
  • Explosives
  • Vehicle Cover (Infantry can use the vehicle as cover. Slows the tank.)
  • Tank Shock (Tanks reduce infantry morale)
  • - vs Aircraft, Grenadiers


Infantry Fighting Vehicles are the flyswatters. They are not has armored as tanks, but are much faster, and are better equipped for taking on infantry. While not as outright terrifying as a tank, IFVs can shred through infantry positions and move quickly.

  • + vs Infantry
  • Overwatch
  • Rough Terrain (IFVs can go over rough terrain)
  • - vs Aircraft, Tanks, Grenadiers


Armored Personnel Vehicles carry troops and provide support roles. Infantry inside APCs will not be affected by incoming fire unless the APC is destroyed, and even then, the infantry inside might still survive.

  • Vehicle Cover
  • Tank Shock
  • Emergency Care
  • Supplies (Can carry and deliver things like food, ammo, and parts to isolated units)
  • Increase Infantry Movement Speed
  • Carries Infantry
  • + vs Infantry
  • - vs Aircraft, Tanks


Rocket Trucks are terrifying pieces of tech, which bring racks of dumb-fire rockets to the battlefield. The trucks themselves, however, are not particularly durable when it comes to combat, and should be protected.

  • Rough Terrain
  • Provide Artillery Ranged Support
  • - vs Aircraft, Grenadiers, Tanks


Anti-Aircraft Tanks bring to bear large AA guns that can protect limited areas from nosy aircraft. Tough units, the AATs can provide some ground support, but are vulnerable to enemy vehicles.

  • + vs Aircraft, Infantry
  • Vehicle Cover
  • Tank Shock
  • - vs Tanks, Grenadiers


Trucks are your run of the mill, heavy duty diesel engine trucks. Hardy but not particularly armored, Supply Trucks can bring everything needed to the front lines, including troops and supplies. Without these, you don't have supply lines.

  • Supplies
  • Increase Infantry movement speed
  • Carries infantry
  • - vs Vehicles, Aircraft, Grenadiers


Fighters are interceptor jets that specialize in taking out other aircraft. While they aren't much use for taking out grand targets, fighters can easily and quickly clear the skies. Dogfights are spectacular battles between the greatest warriors of the modern world.

  • + vs Aircraft
  • - vs Anti-Aircraft
  • Overwatch


Bombers are large, multi-engine planes that have a wide selection of armaments available to them. Whether it's a precision missile or a carpet bombing, bombers can provide a cure for whatever ails you.

  • Carpet Bombing (Everything in an area explodes)
  • Precision Bomb (Good vs Everything)
  • Can deploy any reasonable missile, bomb, or other armament
  • Require airport or airfield
  • - vs Anti-Aircraft


Transport planes are great ways to move supplies and troops. They aren't well defended, however, and should have escorts.

  • Supplies
  • Require airport or airfield
  • Carries Infantry and Vehicles
  • - vs Anti-Aircraft


Battle Copters are armed with machine guns for those annoying infantry, and dumbfire rockets for infantry and everything else. Battle Copters are useful for just about any situation, but they are extremely vulnerable to anti-aircraft countermeasures.

  • Overwatch
  • Provide Artillery Ranged Support
  • VTOL (Can land anywhere stable and large enough)
  • + to Vehicles, Infantry, Helicopters
  • - to Anti Aircraft


Transport Copters can move supplies and troops, but are not armed and are vulnerable to anti-air.

  • Supplies
  • Carries Infantry or vehicle
  • VTOL
  • - to Anti Aircraft


Patrol Boats provide support for larger vessels, and act as a first-response watercraft. They carry anti-aircraft guns that make them more than a nuisance for air power, but only in swarms. Patrol boats are deployed like vehicles, only on the water.

  • Supplies
  • Carries Infantry
  • + to Infantry, Aircraft, Ships
  • - to Tanks, Grenadiers, Anti-Ship


Landing Craft are amphibious assault vessels that ferry ground units to the coast. They are lightly armed and armored, but ground units that attack them are usually on the wrong end of a fight. Built and deployed like vehicles, only on the water.

  • Supplies
  • Carries Infantry
  • Carries Vehicles
  • + to Infantry, vehicles
  • - to Tanks, Anti-Ship


All naval crews have 5 additional support crew not deployed.


Frigates are support ships that keep the waters clear of annoying, smaller vessels. 250 crew.

  • Water Mines (Can lay down mines that can float until struck, or act as depth charges)
  • Sub Sweep (Can detect submarines/submersibles that are in shallow enough waters)
  • Overwatch
  • + vs Aircraft, Ships
  • - vs Anti-Ship


Submersibles can dive underwater and remain undetected for a period of time, though Frigates can detect them. They are the ultimate ship-sinkers, if used intelligently. Submarines, when surfaced, have a Howitzer they can use to support the shoreline. 100 Crew

  • Stealth
  • Provides Artillery Ranged Support
  • + vs Ships
  • - vs Anti-Ship, Aircraft


Cruisers are the main 'muscle' of any navy, providing a variety of roles. Carriers can also carry a number of ground troops. 500 Crew.

  • Provides Artillery Ranged Support
  • Carries Infantry
  • Carries Vehicles
  • Carries Amphibious Craft
  • Carries Helicopters
  • + vs Ships, Aircraft
  • - vs Anti-Ship


Helo Carriers are smaller, easier to build and manage carriers that can accomodate a number of helicopters and carry thousands of troops and vehicles. Crew 1,500.

  • Carries Helicopters
  • Carries Amphibious Craft
  • Carries Infantry
  • Carries Vehicles
  • Supplies
  • - vs Anti-Ship, Aircraft


Carriers are the ultimate strategic naval asset, focusing on aircraft but more than capable of moving an army with swiftness and ease. Crew 3,000

  • Carries Helicopters
  • Carries Small Planes
  • Carries Amphibious Craft
  • Carries Infantry and Vehicles
  • Supplies
  • - vs Anti-Ship, Aircraft
 
I'm about half done with the history. In the meantime, here's a basic idea of how I imagine the Battle Magi to work. High power, but also obvious targets that are weak to being picked off. Despite their raw offensive power, they can't dish out more than a tank. It's their support powers that make them unique. I know your combat rules are still in development, so feel free to ignore/rewrite anything here that's too strong or doesn't make sense.


Battle Magi are powerful, versatile magic users who specialize in using their powers in combat, from creating massive explosions to projecting shields.

  • Barrier (Increases defense of all units in his division)
  • Emergency Care (Heal spells)
  • Mental Link (If the Battle Mage dies, all units in his division suffer damage as their mental link snaps)
  • Tactical Teleportation (Increase Infantry Move Speed)
  • Explosives
  • + vs Infantry, Vehicles
  • - vs Marksmen, Artillery
 
I'd accept Barrier, but neither of the other powers. Also it makes no sense for him to have Explosives.
 
Commandos:


Highly trained and skilled combatants, these soldiers are a compliment to any Military unit, able to easily take out vital resources and assets, lay traps for enemy collums to stumble on to, can disarm trap so the rest of the army doesnt stumble into them, these soldier make the jobs of the rest of the army infinitely easier.

  • Has stealth capabilities
  • May Sap Traps
  • May Lay traps, Not as effective as Engineers (Explosive and terrain based traps only (pitfalls that sort of thing))
  • May enter battle field threw high Altitude combat insertions, often referred to as Halo jumping.
  • Ambush: If a comando unit can catch any Unit by surprise they can put the entire devision into a state of confusion Granting a + versus all units during the initial phases of combat, this bonus is granted to all attached units.
  • Sabotage: Commados are effective at disabling the enemy and can place penalties on enemy units that can be exploited by allied forces
  • + versus soldiers, Medics, Engineers, Grenadiers, Partisans, Civilians
  • May Combat Tanks, but after first round of combat commandos Count as Infantry (assumes Tanks are ambushed)
  • If assaulted by tanks Commandos count as Infantry
  • - Versus Marksmen and over watch units
  • Do to Training Requirements and cost Commando Battalions only number 100 Operators
  • Increased Training time: Commandos take much longer then standard units to train.
 
So should we use the manner you listed off the unit tree to describe our unique units...?
 
Belial said:
Commandos:
Highly trained and skilled combatants, these soldiers are a compliment to any Military unit, able to easily take out vital resources and assets, lay traps for enemy collums to stumble on to, can disarm trap so the rest of the army doesnt stumble into them, these soldier make the jobs of the rest of the army infinitely easier.

  • Has stealth capabilities
  • May Sap Traps
  • May Lay traps, Not as effective as Engineers (Explosive and terrain based traps only (pitfalls that sort of thing))
  • May enter battle field threw high Altitude combat insertions, often referred to as Halo jumping.
  • Ambush: If a comando unit can catch any Unit by surprise they can put the entire devision into a state of confusion Granting a + versus all units during the initial phases of combat, this bonus is granted to all attached units.
  • Sabotage: Commados are effective at disabling the enemy and can place penalties on enemy units that can be exploited by allied forces
  • + versus soldiers, Medics, Engineers, Grenadiers, Partisans, Civilians
  • May Combat Tanks, but after first round of combat commandos Count as Infantry (assumes Tanks are ambushed)
  • If assaulted by tanks Commandos count as Infantry
  • - Versus Marksmen and over watch units
  • Do to Training Requirements and cost Commando Battalions only number 100 Operators
  • Increased Training time: Commandos take much longer then standard units to train.
'Less effective' is arbitrary and completely unusable for the purposes of this game.

  • Stealth
  • Explosives
  • Ambush (Gains bonuses from attacking after stealth)
  • + Infantry
  • - to Vehicles, Aircraft
 
Leviathan Submersible Aircraft Carrier

  • The Submersible Aircraft Carrier is the epitome of the old England's naval superiority, developed by the late King Wallace III's research division. The Leviathan model aircraft carriers are designed to load up with as many troops and planes as possible, then go under and vanish into the ocean until they reveal themselves to deploy their payload. Massive ships, the Leviathan aircraft carriers will become Princes of a new Hell all their own and send any opponents to the darkest of oceans, where no light may ever reach them.
  • Carries aircraft
  • Carries infantry
  • Stealths when submerged
  • Ambush (Aircraft released from it are granted ambush bonuses if done immediately after surfacing)
  • Anti-Air Guns when surfaced
  • Torpedo tubes when submerged
  • - to anti-ship
  • Deployed Aircraft (Additional Bonuses due to command suites onboard Leviathan carriers)
    + to Naval Units
  • + to Aircraft


[*]Unable to attack land units by itself, requires aircraft


[*]Beware The Depths (When boarded, can submerge causing hostile units to suffer penalties)
 
I will say that I'm sort of disappointed that nobody sought to describe their home Planes.
 

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