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Rules (Look Out, Sir! Revised Map Game)

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This is the page of Official Rules of the Look Out, Sir! Revised Map Game.

Basic Rules

  1. No implausibility. Ask mods what is plausible and what is not.
  2.  Each turn is a half year.
  3. Turns begin at UTC 00:00
  4. Don't edit past posts (except in severe cases with permission from a moderator).
  5.  Resistance in countries will be determined with Random.org. A person must roll between 1-10. A 5 or below results in revolts, and a 10 or above results in no revolts. I want to stress this rule as it was completely ignored last game.
  6.  You may only control one nation, but may release nations as puppet states.
  7. Puppets act as allies, and must help the nation they are a puppet of at all times.
  8. Moderators have to ability to do plausible, and fair events for each and every country.
  9. Moderators decide what technology countries can research. This depends on the country's current economical state in game, and technological state in game and in our timeline.
  10.  You can not switch countries unless yours has been annexed.
  11. The game ends in the current year.
  12. New players can start the year they joined.
  13.  A page for your nation is strongly recommended. Be sure to include military strength and population count.
  14. Moderators determine what is plausible and what is not.
  15. Moderators designated as mapmakers are the only ones allowed to edit the map.
  16. Maps will be made when requested.
  17.  A nation historically with one side will stay with that side until they choose to leave by the minimum year of 1943. Leaders cannot leave. Example: Italy can leave the Axis beginning in 1943, but Germany may not. If one side is defeated, the winning side will determine the outcome of the defeated side.
  18. Colonial empires of nations conquered will become apart of the country who conquered the home country. Example: France conquers Netherlands, Dutch colonies become apart of France.
  19.  Nations classified as 'major power's' cannot be taken without a vote from the moderator staff whether or not a player can take it. Moderators are an exception to this rule.
  20.  You can only build up two of these things at a time: infrastructure, military, economy.

MORE MAY COME


Land Battle Algo

( 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.

Terrain

  • Island: 3 Defender, -2 Attacker
  • Plains: -2 Defender, 2 Attacker
  • Snowy Plains: 2 Defender, -2 Attacker
  • Tundra: -3 Defender, -3 Attacker
  • Polar Ice shelf 2 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)

  • Every ally/nation participating in the battle with defenders or attackers: 3
  • Side with greater industrial capability: 6
  • Side with greatist agriculture capabilaty: 1
  • 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 Advantages

  • 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 successful.)
      • 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.
  • Guerrilla 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
  • Good Uniforms: +4
  • Courage: +2 (If an army is encouraged by something)

Fate

  • Done using Random.org from one to twenty.

Army Size

  • 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: +1

Special Conditions

  • Popular Revolt (Mod Event): +15 Rebels, -5 Country
  • Revolt: +10 Rebels, -4 Country
  • Minor Revolt: +5 Rebels, -3 Country
  • Tiny Revolt: +2 Rebels
  • Dense Urban Areas: +3 Defender, -3 Attacker
  • Surrounded: -5

Capital

  • Capital At War: -5
  • Capital Near War: -3
  • Capital Moderately Away From War: +1
  • Capital Far Away: -3
  • Capital Across Globe: -5

Development

  • Each turn of development is a +2 on the dev score. The score is divided by the other side's score. Econ, Military, and Infrastructure are all included.

Results

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.

In order to calculate land, take the winner's score and subtract the loser's score. Make that into a percentage. If it is greater 25%, then you can do whatever you want to a country and it's government.

Naval Battle Algo

Fleet Size

  • 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 Type

  • Corvette: +1
  • Landing Ship: -1
  • Battleship: +4
  • Cruiser: +3
  • Frigate: +2
  • Destroyer: +3
  • Submarine: +2
  • Aircraft Carrier: +2
  • Torpedo Ship/Torpedo Destroyer: +1
  • Tanker: -1
  • Dreadnought: +5
  • Gun Boat: +1
  • Ironclads: +2

Tactical Advantages

  • 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 successful.)
      • Attacker: 1+ Defender: 1+
  • Submarine Strike: If submarines struck 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.

Fate

  • Done using Random.org from one to twenty.

Ability To Wage Full Scale War (ATWFSW)

  • 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 Conditions

  • Done using Random.org 1-10, used for both sides.

Results

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.

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