After successfully capturing Staneland and Yeager Airport, the Union of Fortis Socialist Republics (UFSR) quickly became the dominant power in the region.
The attack on Berralind's airports escalated the war to the maximum level, and the stage was set for one, final UFSR invasion of Berralind to finally crush democracy and bring glorious communism to all corners of the world.
This war, the "Last War", the "Bellum Ultimatum", would come to be known by historians as the Berralind War.
epic transition or something
Rules
- War must ONLY be fought within Berralind (Snowstone)'s territory.
- A MAXIMUM of 20 vehicle types (5 Strong vehicles, 9 Medium vehicles, 4 Weak vehicles and 2 AA units) can be used for this war.
- The following are BANNED for this war:
- Stealth aircraft
- Weapons of mass destruction
- The following are not recommended:
- Bombers (because they need lots of runway to take off)
- Ships, except aircraft carriers (because Berralind's fjords aren't very good for sailing)
Gameplay
The UFSR's objective is to capture Berralind, while Berralind's objective is to defend its homeland.
Operations during this war are turn-based, meaning that both sides have to take turns to launch attacks. Only 1 attack can be launched at a time.
The operations are split into 2 phases, Day and Night.
Day Attacks
In the Day, you can launch operations, where vehicles fight each other. (I'll talk more about that in the War Map section). Daytime lasts 24 hours, to allow people from all over the world to conduct operations.
MAXIMUM 16 turns per day (in total).
Night Operations
When Night falls, attacks can no longer be launched. Each side has to set up a Base Camp, where supplies will be stored and sent to individual convoys using cargo trucks. They have to decide where to set up these camps (I'll talk more about it in the War Map section).
The furthest supplies can be delivered is 2 squares in any direction, so if a side’s vehicles are spread out very far, more than 1 Base Camp has to be set up.
Up to 3 Camps can be set up.
Base camps can be raided by the other side using aircraft or missile launchers, and 1 successful raid will destroy 1 day’s worth of supplies.
Air bases can also be raided during this time, and 1 successful raid will also destroy 10% of the Air Force at each base.
During this time, AA guns can be placed around camps or air bases. However, the guns MUST be transported to the camps/air bases before they can be used. (I recommend that you take the AAs with you as you advance, as guns also can only move 1 square at a time.)
When camps/air bases with AA units are raided, there will be a battle, and like Day Operations, Aarav and I will decide who wins (see below).
MAXIMUM of 3 raids in total, per night.
Supplies
Troops need food and water, and vehicles need fuel.
To transport these items, utility trucks are required. An example of a utility vehicle is here. It will be classified as a “Weak” vehicle.
Minimum 1 type of supply truck required, with 15 units. No maximum amount.
Remember, supplies will be replenished at nighttime, in base camps. Utility vehicles should be taken along with the battle convoy, otherwise like the AAs, they will take a really long time to reach the camps.
Every side has 20 days’ worth of food, water and fuel. And remember that if 1 base camp is successfully raided, 1 day’s worth of supplies will be eliminated.
How to Win
- If the UFSR manages to reach Berralind's capital city, it wins BWC2.
- If Berralind manages to chase the UFSR out of Berralind, BWC2 continues as per normal.
- Alternatively, if a side has no vehicles left, it automatically loses.
- If a side loses all its supplies, it also loses automatically.
War Map
Day 3
Map will be updated every “day”.
Legend
- 🟥 Red: Berralind
- 🟦 Blue: UFSR
- Triangle: Air Base
- Slashed Triangle: Destroyed (requires occupier to repair it before it can be used)
- Circle: Base Camp
- 🟥 🟦 Red/Blue Lines: Territory Gained
- Grey: Capital City
As you can see, Berralind has been split up into a grid, like in chess or Battleship.
(Important) To launch operations, you MUST state what vehicle you're deploying, how many of it, then to what square.
Example: 15 L-72 MBT to D5
.
Updated: MULTIPLE vehicle types can now be deployed at once, to the same square.
If the square is uncontested (no one's put vehicles on it yet), then the side occupying it gets the square instantly.
If the square has the other side's vehicles on it, they fight, and Aarav and I will decide the winner (see below).
Ground vehicles can only move 1 square at a time, in any direction (unless cargo planes are used).
Ground attack aircraft can be sent to any square (aircraft can only be sent when a country has at least 3 squares). However, they cannot capture a square, but only destroy the ground units on a square.
Interceptors can be sent to counter ground attack aircraft.
Runways are required for aircraft to be used.
Starting Positions
- UFSR:
D6
- Berralind:
E1
Remember, if the UFSR reaches C1
, where the Capital City is, they win.
Deciding Success or Failure
Aarav or I will use the most epic deciding factor of all: the Spinny Wheel!
When a country invaded a square with the other side's vehicles on it, they will fight. Aarav or I (whoever receives the notification first) will spin the wheel to decide who wins or loses.
However, there are many factors that decide the odds of winning. With each favourable factor, 1 “Success” label will be added into the wheel of names. With each unfavourable factor, 1 “Failure” label will be added instead.
Factors Deciding Odds
Legend
s: Success Labels
f: Failure Labels
Strength
Remember that vehicles are classified into 3 strengths: "Strong", “Medium” and "Weak". (we will decide what counts as Strong, Medium or Weak based on performance)
- Strong VS Weak: +2s
- Strong VS Medium: +1s
- Same Category: 0
- Aircraft VS Ground Vehicle: +1s
Numbers
- Vehicles are 1.5x of enemy: +1s
- Vehicles are 2x of enemy: +2s
- Vehicles are 3x of enemy: +3s
Terrain
- Has the high ground: +1s
- Has the low ground (needs to climb mountain): +1f
- Has to cross river to get to the other side: +1f
- Familiarity with terrain: +1s (only applicable to Berralind for now, however if the UFSR flies recon drones to specific squares, they will gain familiarity points for the square.
Vehicle Types (contributed by Hiimakeplanes)
Air Units
- Fighter VS Ground Attack: +2s without AA, +1s with AA
- Ground Attack VS Ground Vehicle: +2s
- Plane VS helicopter: +1s
Ground Units
- Tank VS IFV: +2s
- Tank VS Helicopter: +1f
- IFV vs air: +1s
- IFV vs helicopter: +2s
AA Units (applies to Night Raids too)
- AA vs air: +2s
- AA vs helicopter: +3s
- AA VS Tank: +1s
- AA VS IFV: +2s
Bases
- UFSR and Berralind Bases (at starting points): +5f
- Berralind’s Capital City: +5f
Vehicles
UFSR
Strong Vehicles
1. L-76 MBT
2. Rh-26A Ratte
3. AIT-7A
4. X-04i Hydra
5. Object 970
Medium Vehicles
1. Ye-110
2. VG-BPP-125
3. KOBRA Loitering Munition
4. AF-6 Citizen
5. Keberos
6. Taroll Rocket Truck
7. AF-1 Strikeforce
8. Object 870
Weak Vehicles
1. Ye-100
2. Taroll Cargo Truck
3. Ye-30
4. Sona-4213
AA Units (all AAs are Medium)
1. SO-MSPO-125
2. Gletser-SVS
Berralind
Strong Vehicles
1. Cardinal Mk 3
2. LION Superheavy Tank
3. ACSSN
4. XT3R Faux
5. ACSM Red Dragon
Medium Vehicles
1. KA-52Z-XH
2. Panther IFV
3. Jaguar MBT
4. Cardinal SPG
5. Bloc G6 Rhino
6. U-1Y
7. Red Dragon
8. AC-160
Weak Vehicles
1. Griffin
2. Airboc NH90
3. C-160
4. Puma Transport
AA Units (all units are Medium)
1. ATPM Defence System
2. Cardinal MK1(B)
Finances
Affects how many vehicles each side can deploy.
It’s the total sum of all players’ balances.
Costs (reduced)
Air/Land
- Air:
200SP
- Land:
100SP
+
Strength
- Strong:
200SP
- Medium:
100SP
- Weak:
0SP
Current Balance
UFSR: 2400SP
BERRALIND: 9400SP
Updated Rules
(yes it’s last-minute, sorry)
- Base Camps now only carry supplies, and these supplies will be delivered to the vehicles on the battlefield using Cargo Trucks.
- The maximum range of these cargo trucks is 2 squares in any direction (non-negotiable). Therefore, any vehicles out of range cannot be used, including artillery (because shells need to be replenished too).
- To solve this, each side can now place multiple Base Camps (up to 3 Camps per side), so that supplies reach everyone.
Oh, and about Artillery…
- The range of artillery (like the Cardinal SPGs) is 2 squares in any direction.
- Artillery shells fired have 100% success rate, until the artillery units are destroyed.
- Artillery will destroy 50% of the vehicles on 1 square.
- The artillery units themselves have ONLY 2 opponents: AA units, or the VG-BPP-125.
All in all, this war requires a lot of strategy, planning and communication.
And the war starts… NOW.
Have fun, and may the better nation win!
Please pin this
I want you guys to input your orders the way you used to before.
TLDR: I’m leaving the challenge…
Yes, I’m withdrawing for now, so I won’t be posting operation results anymore. (I’ll still be observing whatever happens though.)
I have a couple of reasons for this:
- My examinations are coming up, so I won’t have much time to spend here.
- Managing this on my own has not been especially easy, and it’s consumed a lot of my energy and time. Besides, I have an aircraft that I want to finish.
Thus, in my absence, @Aarav and @Yourlocalhuman will take over the posting.
Yourlocalhuman will be helping to draw the daily War Map, but since I own this post, he’ll just send it to me and I’ll put it up on the main post. Same thing for any new rules.
But anyway, when you guys, especially @Hiimakeplanes, launches an attack, tag those 2 people I mentioned, NOT me.
If anyone wants to help with the posting, tag me and I’ll redirect you to my briefing.
Hope you guys understand, and bye for now.
Night has arrived, Do the strike only when its morning, setup camp on E4, we'd continue tomorrow
Oh yeah @Hiimakeplanes and @Yourlocalhuman, if you’re transferring ground units from 1 square to another square, you MUST state which square you’re deploying the units from (e.g. send 10 Obj.970 from C1 to D2).
Otherwise, I will assume you are using Cargo Planes, which cost extra money.
Ok so I’ll make this a bit harder:
Updated Criteria for Winning
Even though the UFSR has taken Berralind’s capital city, Berralind resistance remains high. Thus, the UFSR can only win if:
- it occupies BOTH the city and Avalanche Airport (occupying the base means Berralind can’t send any more vehicles)
- over 50% of Berralind’s territory has been occupied,
- and ALL of Berralind’s forces have been wiped out.
For Berralind, it now needs to:
- destroy ALL UFSR forces,
- take ALL UFSR squares back,
- and destroy the UFSR’s base 3 times, which will be enough to make the UFSR surrender. Note however that the UFSR needs to fork out
1000SP
each time to repair its base.To continue the war,
10000SP
will be given to both sides. Don’t spend it all in 1 day!Yoo Chess but war challenge
Taasha Al-busra Believes the firm victory for the Berralindians!
us Militants will fight for our great freedom against this communist dictatorship
Shall the people's rights Spring, will the oppression End!
- Ahswrar Negez
War challenge kinda dead oops bruh Ohio cringe me
Hey what happened to our sp 🙀
@RepublicOfCursedPlanes also hello I forgor
@RepublicOfCursedPlanes like who tho
@RepublicOfCursedPlanes Could you replace the L-76 with the L-78MBT? Thanks.
@Hannyboy hi again, it’s great to have you back, the only issue is that everyone else has left…
One two buckle my shoes, three four I’m back, five six invade Berralind or rebel, Woahhhh that was sooo fire!!1 🔥🔥🔥🔥🗣🗣🗣🔥
Ok that’s cringe sorry
Oh and @Yourlocalhuman, if you do make a new post, please link it here
@RepublicOfCursedPlanes thank you for everything you have done . I can't thank you enough
@yourlocalhuman
Sincerely, thanks for participating. But I understand , I can do it all alone if you may.
what now? we dont have enough budget for buying troops equipment we only have 2500 left, anyhow has day 2 already passed by? if so then please update the map, i would like to see the current situation
@Yourlocalhuman ok, sure…
Ok yeah I leaving too, it’s getting boring
@RepublicOfCursedPlanes for easier management i suggest Im going to be the new host of this final war, im going to create new forum post and im the ones to manage it, implement new features and stuff.
@Hiimakeplanes as i said before, they will come out after only mass attacks of MLRS's so most AAA's will die anyway
Well if rcp actually carried out that order, idk if it was carried out
@Yourlocalhuman remmeber, each SPG unit has around 2-3 Cardinal marksmen units, they can blow your heli out of the sky
C4, also keep throwing the arty at them
@RepublicOfCursedPlanes okay sure.