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Piece in a Game quest

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Thread replies: 29
Thread images: 14

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Ever feel sometimes you were a piece in a game? Well, today you can play a "commander" of pieces in a war-game, trying to navigate through WW2. You'll maneuver, you'll fight, and hopefully, you'll do well, take your objectives and destroy the enemy, as opposed to say, keep getting your ships sunk, your tanks blown up, or your planes shot down.

Each turn will start with a set of orders handed down from the player. They are usually, but not always, designed to maximize the utility of the major power you're fighting for. However, you are no ordinary piece. While the rest of your comrades will always do what the player tells them to, you have a degree of free will; you can disobey orders by spending Willpower, a statistic that measures how special you are. Your individual goals might not entirely coincide with that of your power, your in this for your career and glory, not the ultimate victory, quick and easy, of your major power; there will be times where you might want to disobey an order to be the first into a major city or the like. However, willpower can also be used in other ways, to provide temporary bonuses to your unit, to request an upgrade of your unit to transfer to a different theater, stuff like that.

I have not fully worked out a scoring system, but the basics are fighting and winning=good, fighting and losing=bad, some adjustment for your country (so a Soviet land guy isn't going to be penalized for dying a whole bunch in the first 6 months of Barbarossa, whereas an American land unit who dies an equal amount of times will be)

So, what do you want to play? Start off by picking a Major Power (Germany, Italy, Japan, UK, U.S., France, USSR, China/Communist China) and a broad branch of service you wish to have your career in (Land, Air, Naval)

If anyone has any questions, please feel free to ask, and I will do my best to answer quickly and clearly.
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>>5085

Hello. Care to play?
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Rolled 8 (1d20)

Rolling for bunnies
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>>5088
i dont know jack shit on military, for the sake of picking:

Japan Naval
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>>5113

Well, with one vote for the Japanese navy, and 0 votes for anything else, looks like we have a winner.

Roll 1d43 please, to see what sort of ship is your initial command.
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Rolled 4 (1d43)

>>5160
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>>5175

Mixed luck. On one hand, you got a carrier.

On the other hand you got the Ryūjō, one of the weaker aircraft carriers the Japanese had in order to exploit a treaty loophole concerning tonnage.

https://en.wikipedia.org/wiki/Japanese_aircraft_carrier_Ry%C5%ABj%C5%8D

One moment while I set up the state of the war, at least as far as you're concerned.
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>>5213

Sorry to anyone who might or might not be following at how long that took, setting up was more of a hassle than I figured.

You currently have 4 Willpower points. You can use these points to:

Disobey an order :Cost depends on urgency of order, I will inform you how much it costs to ignore each set's orders.
Ameliorate or ignore a bad weather condition: Costs one for each step down, so 1 willpower turns rain into clear for you alone, 2 would turn storm into clear, 1 would turn storm into rain, etc
Ignore a combat result that would force you to return to port for minor repairs: 1 willpower point
Stick around in a sea zone even after the rest of your forces withdraw: 2 willpower points
Priority repairs: 2 willpower points and if you're damaged, you will be at the top of the list to be fixed and get back in the fray
Priority aircraft delivery: 1 willpower point to get a new plane ASAP, rather than trusting the vaagaries of supply and demand.

It is December, 1941. Orders have come from on high that This Is It. In response to Anglo-American meddling in properly Japanese interests, it has been decided that war is the only recourse to deal with their constant economic and political interference. Although the odds look long, through superior spirit and will to fight, Japan will stride to its true glory, thanks to you.

Your initial assignment is to support the landings in the landings in the Phillipines, by directing ground strikes from your carrier planes onto American land forces. It would cost 1 willpower point to misinterpret that as attacking the USS Houston. It would cost two willpower points to join in one of the other parties going on, such as the invasion of the Dutch East Indies, the raid in the Indian Ocean, or the strike against Pearl Harbor. It would cost 3 willpower points to do something completely random.

>What's the call, captain?
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>>5489

Appending a better image which illustrates what the Americans have: They've stuffed Manilla with Dugout Doug's command element and some American troops, as well as some provisional Phillipino rabble. No match for your forces, surely, but still, air support is always helpful....
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>>5499>>5489


I am an idiot, I should actually append the image, huh?
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>>5489
We will follow the original intent of our orders. We shall strike enemy strongpoints in simultaneous strikes designed to generate shock amongst enemy positions that may hinder our invasion forces advance.
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>>5955

Very well, roll 4d10 please.
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Rolled 4, 6, 8, 4 = 22 (4d10)

>>5983
CO-PROSPERITY SPHERE GET
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>>6018

You spend about two weeks pummeling American positions in and around Bataan. Although your tiny complement of 30 bombers can't do nearly as much aggregate damage as the land based planes heading in from Formosa and Canton, you can sortie more rapidly, react to intelligence better, strike with more precision.

The bulk of your bombing's effects falls upon the Phillipino troops, not the American ones, who hold up better under the bombardment. Landings to the southeast have gone well, and intelligence expects Manila to fall by the end of the month. Some battleships have come up alongside you, ready to help in the bombardment, and incidentally, protect you from any surface attack the desperate allies might attempt against you. News on other theaters is good: Batavia has fallen to a surprise assault and most of the NEI is expected to come int oyour grasp by Februrary, the attack on Pearl Harbor sank many of the enemy's capital vessels. The one dark spot is the Malaya campaign, with the British clinging on to Singapore with a lot of troops, who seem to be unaffected by preliminary bombardment.

Do you want to

>Stay in around Manila Bay like your superiors obviously want you to do, although they have not specifically ordered it
>Go in and help out in Malaya.
>Go a-raiding in the Central Pacific against the Americans (1 WP cost)
>Go a raiding in the Indian Ocean against the British (1 Willpower cost)
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>>6132
>>Stay in around Manila Bay like your superiors obviously want you to do, although they have not specifically ordered it

We hold and continue to support the Philippine Invasion. Let us finish what we started. It is also a good opportunity to gain more experience in a "controlled" environment.
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Rolled 8, 9, 10, 1 = 28 (4d10)

>>6231
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I came here to call your attempts shit, and you shit for "trying to enjoy the board".
If you've got nothing to contribute to the feedback thread, stay out of it.
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>>6246

The infantry storms in, and through bitter, intense fighting, manage to secure manilla, albiet at terrible loss: Over 50% of the land forces are killed or wounded in action. Murmurings about the competence of high command of the IJA abound, but you have come out of this looking pretty good as is the navy in general.

The USS Houston flees the harbor, but while she can outrun some old battleships, she can't outrun your bombers. Unfortunately, while you do make contact with the fleeing vessel, her flak fires well, and while you have no planes lost, you also fail to sink her, although your aviators report at least one solid hit, and she was reported limping eastward at less than her full speed. Still, it looks like the Houston will be back to fight another day.


Orders pass down to head to Malaya, help out in the siege of singapore. However, your complement has shown much greater aptitude at naval bombing than at land bombing, and the orders don't seem particularly urgent.

Do you?

>Help out in the siege of Singapore
>Raid into the Indian (1 willpower)
>Raid into the Central Pacific (1 willpower)
>Other?
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>>5213
>Ryujo

FLAT
CHEST
IS
JUSTICE
>>
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Rolled 4, 5, 10, 1 = 20 (4d10)

>>6329
>Raid Into The Indian (1 WillPower

We must ensure the empire withers on the vine.
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>>6406


Willpower, currently at 3:

You manage to talk the Admiralty into lending you four cruisers to accompany your raid off the west coast of India, the Atago,Myoko, Naguro, and Hyachi.

Unfortunatley, with all the offensive activity elsewhere, there has been little force or success in previous raids in the Indian, and the British have massed significant forces there, including land based spitfires to protect their convoys, as well as a light carrier of their own (The Hermes), as well as some battleships. It looks like you're in for a serious fight instead of a quick easy stomp against undefended targets.

Roll 1d10, please.
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>>6301
Huh?
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Rolled 10 (1d10)

>>6531

Is it possible to ask for intelligence assessments and inquire as to ship status and such?
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>>6543

I mean, you can ask me anything you'd like, but I'm not sure what you mean by the question. Do you want information about assets currently in the Indian Ocean, or something more broad?

I'll resole the combat (if there is one) after I answer any questions you have to ask.
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>>6566
For example, after choosing to go raiding, we are suddenly informed that the Anglos have a sizable task force in the AO.

If we ask, will you be able to provide intelligence estimates, or is the uncertainty of each decision part of the wargame?

Another way to put it is: how much agency/initiative as players do we have to gain information?

And I have to bug out sadly. I love this wargame format, hope you keep running.
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>>6589

If you ask beforehand, you'll get pretty good information, but not 100% certain information. And I'm sorry, I should have said something about it before offering the choices: For instance for this raid, you'd probably get something like

>Previous raids haven't found much, and High Command estimates that the core of the British strength, such as it is, is still intact. Expect a light carrier and escorts.

If you wanted to know about the Central Pacific, you'd hear

>Efforts have been furious to reinforce bases in the Carolines, Marianas, and Marshall islands, fortifying them against any possible American interlopers. While some troopships and supply convoys have been raided by cruisers, the main American carrier force has yet to show itself, and the Combined Fleet, with its 6 carriers, are in Truk, playing a waiting game against the Americans.

You wouldn't get much more detail than that, you won't know entire ship dispositions until you've entered a sea zone and "made contact"

If you want, since I didn't inform you of something that you ought to have known, you can take the move back. (part of the reason is that I'm new to this whole thing, I'm working off of a pre-existing wargame and trying to turn it into a quasi-RPG, and am making things up as I go along)

And it's ok. I mean, this board is pretty slow, I figure the thread will still be around for a few days even if nobody bumps. See you around.
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This board is really slow.
Anyway, What ruleset are you using?
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>>10209

A somewhat modified set of World in Flames 7th edition rules. Modifications are primarily in the realm of letting you do what you want as an individual unit instead of the whole power being dictated by a player: I furthermore ignore action limits, and provide a very simplified summary of what's going on "outside your field of vision" because I don't want to spend a day in between each move running everything the way a real WiF game would take.
Thread posts: 29
Thread images: 14


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