World War II â" Rewrite History Play as a country starting in the year 1939. Of course, it must exist in that time period. The game does not end until the war ends. All players will be playing in the same game, so once the war ends, all players stop playing. You are able to play again, as a different country or the same, but the previous players don't have to join again if they don't want to. If you are defeated during game and there are still others playing, it will not end. The defeated player can either sit back and watch or continue as a different country. Based on the game Hearts of Iron III by Paradox Interactive.
Country Sheet Country: Government: (I will put this on your country, but it can be reformed later.) Stability: (I will put) Power Place: (I will put) Chance of Defeat: 0% Armies: (Put in 3 Starting Armies. Names must be like â1st Armor Divisionâ I will put in stats for them) Supplies and Industry (Put a % on a supply, make sure they add up to 100%, no more or less.) Food: Metals: Oil and Coal: Chemicals: Factories: (Put 3 factories for any supply. They can add +5% to +20%. Max. total is 30%) Diplomacy Faction: (Ally, Axis, or Neutral) Trading: None Embargoing: No one Special Perk: (Choose one, earn more later.)
------------------------------------------------------------Supplies There are different supplies, each with a different purpose. Having a % of supplies over 100% means you have extra.
Food is what every army needs, without it, they cannot work properly and become weaker if they don't get these.
Metals are needed to build armor, guns, vehicles, etc. These are necessary to build up an army.
Oil and Coal are needed to fuel vehicles. Not needed unless you have a motorized military.
Chemicals are only used for chemical warfare, improving supplements and sometimes technology.
------------------------------------------------------------Diplomacy Faction â" Allies or Axis, or Neutral if you want. Picking a faction can put you into immediate action but also puts you into immediate danger.
Trading is obvious. To embargo a country is disable trade with them. ------------------------------------------------------------Special Perks: There are several perks. Some perks give an even bigger bonus to certain countries. Pick one.
Blitzkrieg - Your armor and aircraft combination is almost unstoppable. Normal Effects: +50 Armor Attack, Speed and Defense. +20 Aircraft Attack and Speed. Germany Effects: +100 Armor Attack, Speed and Defense. +50 Aircraft Attack and Speed.
Moral War â" Attacks will not let down your country. Normal Effects: -20% Chance to be Defeated. +50 Morale to Armies. Allies Faction Effects: -40% Chance to be Defeated. +100 Morale to Armies.
Infantry Backbone â" As they say in the USA, Rangers lead the way! Or, any other army. Normal Effects: +40 Infantry Attack, Morale, and Speed.
Warmonger â" Being a warmonger means your military must be kept up. Normal Effects: +30 Attack and Speed to all Military Units.
Community Involvement â" The communistic kind. Normal Effects: +20% to All Starting Supplies (No matter what) USSR Effects: +50% to All Starting Supplies (No matter what) ------------------------------------------------------------
Country: Nationalist China Government: Professional Anarchy Government Stability: 65% Chance of Defeat: 0% Armies: 1st Yinghua: 2 Jinshu long: 3rd Feixing juhua: Supplies and Industry Food: 50% Metals: 20% Oil and Coal: 30% Chemicals: 0% Factories: Metal 20%, Oil/Coal: 10& Diplomacy Faction: Ally Trading: None Embargoing: No one Special Perk: Infantry Backbone
Japan vs China
speaking of which i'm terrified as **** of them, mind sending a little help?
oh and i think we have a trade with the swiss, our coal and iron for their chemicals
Country: Switzerland. Government: Swiss Democratic Confederate Constitution Stability: 80% Chance of Defeat: 0% Armies: Third Mountain Infantry "Jager" Army: 50 Attack, 50 Speed, 20 Defense, 100% Morale, 100% Organisation Twelfth Armored "Schild" Army: 80 Attack, 60 Speed, 50 Defense, 100% Morale, 100% Organisation First Aerial Combat "Falke" Army: 40 Attack, 60 Speed, 20 Defense, 100% Morale, 100% Organisation Supplies and Industry Food: 50% Metals: 5% Oil and Coal: 5% Chemicals: 40% Factories: Food(20%), Chemicals(10%). Diplomacy Faction: Neutral. Trading: None Embargoing: No one Special Perk: Warmonger.
Switzerland tries to initiate trade with everybody, including all of the Axis powers and the Allied powers. xP The Swiss also begin research on more effective production, and build more factories, to increase their supply and industry output. All three armies begin a strict training regiment to improve their skills, rotating between training and border patrol.
oh and i think we have a trade with the swiss, our coal and iron for their chemicals