Talk:The Great American War (Map Game)

Land Battle AlgoEdit ( Thanks to Scrawland Scribblescratch for posting the original in The War That Came Early (Map Game) )

Each division within a country will count as a place of battle. Example: The German states of Hesse, Thuringia. The American states of New York, Delaware.

If the country has no official modern day divisions, divisions based on the country's history will be made.

Attacks on major cities count as their own battle. Major cities include division capitals, nation capitals, cities over 200,000 population, or historically major cities.

TerrainEdit Island: 3 Defender, -2 Attacker Plains: -2 Defender, 2 Attacker Snowy Plains: 2 Defender, -2 Attacker Tundra: -3 Defender, -3 Attacker Forest: 2 Defender, -1 Attacker Mountains: 4 Defender, -5 Attacker Desert: -1 Defender, 1 Attacker Jungle/Rainforest: -2 Defender, -2 Attacker Marsh: -1 Defender, -1 Attacker Ability To Wage Full Scale War (ATWFSW)Edit Every ally/nation participating in the battle with defenders or attackers: 3 Side with greater industrial capability: 6 Side with better technology: 6 Control of the Seas: 3+ attackers, or 5+ defenders. (The nation with a superior navy in that area, that has control of the seas of the areas, has a major advantage, due to blockading ports, or cutting off the enemy's supplies. Fresh Military: If the army attacking or being attacked is new, +2 Tired Military: If the army attacking or being attacked just came from another battle or has been moving for the past six months: -2 Tie in army size: -1 Defender, -1 Attacker Better/Stronger Weaponry: Example: If 10 Germans went up against 10 Frenchmen but had better rifles. If a Tiger II went against a Renault FT. If a Me 262 went against a P-26 Peashooter. If a side has stronger weaponry. If one side has a better rifle, or has a bigger caliber of gun on their tank, or a bigger bomb on their bombers than the enemy. +2 Heavier Armor: If a side has more armor on the tanks than the other side. +2 Tactical AdvantagesEdit Attacker’s advantage: 1 Defender’s advantage: 2 General: (Depending on who is leading the army, if he is detailed and the General is historically sucessful.) Attacker: 1+ Defender: 1+ High Ground: 2 Attacker/Defender Blitz: Only available if the battle is the first of the war, or if the army is entirely light/medium tanks with air support. -4 Defender, +4 Attacker Bombed: Only available if the defending positions have been bombed for the past three months. -3 Defender, +3 Attacker Counterattack: If the defending army counter-attacks, they receive attacking bonuses instead of defending bonuses. Heavy Fortifications: Available if the defender is positioned in a historical stronghold or has constructed them for the past year. +5 Defender, -5 Attacker Scouts: If the attacker has sent scouts ahead (at least 10% of his entire force, and declares them scouts) to scout enemy positions. Scouts may not participate in the overall fighting. -2 Defender, +2 Attacker. Guerilla Tactics: +3 Dug In: +4 Defender. -2 Attacker Support from the Populace Democratic Government supported by People +4 Non-democratic Government supported by People +2 Non-democratic Government unsupported by People -2 Democratic Government unsupported by people -4 War unsupported by People -6 FateEdit Done using Random.org from one to twenty. Army SizeEdit If a side has an army 10 times the size of the opponents: +10 If a side has an army 8 times the size of the opponents: +8 If a side has an army 6 times the size of the opponents: +6 If as side has an army 4 times the size of the opponents: +4 If a side has an army 2 times the size of the opponents: +2 If a side has an army between 1 and 2 times the size of the opponents: +0.1-0.9 ResultsEdit Add up all the scores and compare them. The winner wins the battle and the opponent who has lost must retreat, A battle may continue if one side is waiting for reinforcements. This can only occur if the side waiting for reinforcements can roll between a 1 and 5 on Random.org. A 6-10 results in a battle end.

Naval Battle AlgoEdit Fleet SizeEdit If a side has a fleet 10 times the size of the opponents: +10 If a side has a fleet 8 times the size of the opponents: +8 If a side has a fleet 6 times the size of the opponents: +6 If as side has a fleet 4 times the size of the opponents: +4 If a side has a fleet 2 times the size of the opponents: +2 If a side has a fleet between 1 and 2 times the size of the opponents: +0.1-0.9 Ship TypeEdit Corvette: +1 Landing Ship: -1 Battleship: +4 Cruiser: +3 Frigate: +2 Destroyer: +3 Submarine: +2 Aircraft Carrier: +2 Tactical AdvantagesEdit Attacker’s advantage: 1 Defender’s advantage: 2 Admiral: (Depending on who is leading the fleet, if he is detailed and the Admiral is historically sucessful.) Attacker: 1+ Defender: 1+ Submarine Strike: If submarines striked first. +2 Depth Charges: +1 for every ship equipped up to a max of 5. Radar/Sonar: +2 for every ship equipped up to a max of 3. FateEdit Done using Random.org from one to twenty. Ability To Wage Full Scale War (ATWFSW)Edit Every ally/nation participating in the battle with defenders or attackers: 3 Side with greater industrial capability: 6 Side with better technology: 6 Fresh Military: If the fleet attacking or being attacked is new, +2 Tired Military: If the fleet attacking or being attacked just came from another battle or has been moving for the past six months: -2 Tie in army size: -1 Defender, -1 Attacker Better/Stronger Weaponry: Example: If 10 Germans went up against 10 Frenchmen but had better rifles. If a Tiger II went against a Renault FT. If a Me 262 went against a P-26 Peashooter. If a side has stronger weaponry. If one side has a better rifle, or has a bigger caliber of gun on their tank, or a bigger bomb on their bombers than the enemy. +2 Heavier Armor: If a side has more armor on the ships than the other side. +2 Sea ConditionsEdit Done using Random.org 1-10, used for both sides