Imperivm ( let's try again)
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    Imperivm ( let's try again)

    Map :Attachment 9754

    Signers :
    TimeTrx

    For the start, you choose ten territories, you spend your starting 15 production points on the starting armies and buildings and, of course, you will need to write a background for your nation.

    Movement : you can move an infinite number of armies/fleets as long you move it to a near territory, and it's on the land ( unless the land units are on a transport or the Infantry is on a Helicopter Squad ).

    Attack : Each unit has his own stat about how many dieces to roll in attack and defense ( if the "0" is on the stat, it means that doesen't attack/defend).
    But ther are some territories that are more easy to defend than the average, thus, some territories ( highlightend by a light gray four-tip star) are said "Easy to Defend", and thus they add a dice in defense.

    Diplomacy : Well, pretty much self-explanatory, no limits in it but that both parts must agree.

    Unit Creation : each territory, unless specified or is a crossroads (which gives 3 points Production and marked by a purple dot on the territory), it gives a Production point, usable for the creation of armies, cities, or commercil bases. The city cost 3 points and give a free Basic Infantry units and two production points each turn, the commercial base costs 5 p production points and gives 3 each turn turn and cannot be destroyed (unlike the armies and city), so when you lose a territory, the commercial base in it is took by the enemy. The accumulated points are NOT lost at the end of the turn.
    The units are:
    Basic Infantry : Attack 1 Defense 1 Cost 1
    Elite Infantry : Defence 2 Defence 2 Cost 1 Only in the initial territories (can only be produced in the territories held right from' the beginning of the game)
    Anti-aircraft machine gun: Attack 1 Defense 1 Cost 1 anti-aircraft (can attack air units)
    SAM: Attack 2 Defense 2 Cost 3 anti-aircraft
    Cavalry Division: Attack 1 Defense 2 Cost 2
    Light Armored Division: Defence 2 Defence 2 Cost 2
    Medium Armoured Division : Attack 3 Defense 2 Cost 3
    Heavy Armored Division: Attack 5 Defense 3 Cost 6
    Light Artillery: 2 Attack 1 Defense 3 Cost
    Heavy Artillery: Attack 1 Defense 5 Cost 4
    Fighter: Attack 1 Defense 1 Cost 3 anti-aircraft, Airplane (can only be attacked by anti-aircraft units)
    Reaction Fighter : Attack 2 Defense 2 Cost 4 anti-aircraft, Airplane
    Bomber: Attack 4 Defense 0 Cost 4 Airplane
    Helicopter team: Attack 2 Defense 2 Cost 2 Air Transport (may carry infantry units over a neutral or hostile territory without flak)
    Destroyer: Attack 1 Defense 1 Cost 2 antiaircraft
    Cruiser: 3 Attack 2 Defense Cost 3
    Battleship: Attack 3 Defense 2 Cost 3
    Transportn: Attack 0 Defense 0 Cost 2 Maritime transport (can carry up to 4 units of land through the sea).

    Unique Units : once a background is created, I will create a Unique Unit for everyone. It isn't needed a book for hav a decent Unique Unit, but more the background is good, more the Unique unit will be so.

    Research : Search: Each turn, you have to spend at least one point prdozione research (if you want you can spend more): every twenty points spent on production, a new technology is discovered: send me the background of 'units / infrastructure (at your choice) that you want to create and I will do the stats, the 'units / infrastructure will be added to the list of units / infrastructure.

    Events : At the start of each turn, I will assign to everyone an event, that can be good or bad and variating from Conscription Boom to Alien Artifact Discovered.
    Last edited by Gzz; March 19th, 2013 at 08:12 AM.


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