Post by South Malaysia on Feb 5, 2006 3:38:42 GMT -5
QUOTE ("The Vortex Corporation")
This must be thread number 100.000 on the subject, but looking at the forums, it apparently needs to be stated over and over again. So here we go!
The Nationstates Rules of Engagement
1. Telegram your opponent before you attack
In real life, no army that invades a country stays unnoticed. So informing the opponent of the pending attack only adds to the realism. Also, issue a second telegram when you make the first move, to make sure the opponent knows what is going on.
2. Know that geography is of utmost importance
A nation is not a big flat field of grass with cities. Most likely, there are mountains, deserts and woods limiting troop movement, or creating strategical opportunities. A description of geography, or even a map, makes for a much more realistic war.
3. Make sure you have logistics and engineers / medics
Armies need food, water, equipment and repairs. When you describe the army you are sending in, also mention these support forces. Not using them means certain defeat in real life, because they are essential to the war effort. This also gives small nations a chance against larger armies.
4. Play turn based
I don't mean post, wait for reaction, post, wait for reaction etc. But you must give the opponent a chance to respond to your moves. Posting 20 moves in 5 minutes is unfair.
5. Starting a war takes time
It takes time to mobilise forces and it takes time to get them into the warzone. You can't start an invasion right away, you have to prepare a lot of things first.
Der Angst wrote:
You do NOT suddenly arrive at the 100 miles zone of your ally or enemy. It goes like this: 1. post: start. 2. post: half way there. 3. post: arrived.
THAT gives the hostile forces the chance to react accordingly, and it guarantees fairness.
6. Bigger is not necessarily better
Victory does not come with size. For instance: a large force from a dictatorship that attacks a highly motivated, democratic and patriottic defense force can easily lose.
7. The castle siege rule
In old times, a siege to a castle would cost the attackers 10 soldiers for each 1 defender killed. This still counts, as defenders are on home ground. They are far more mobile and efficient and will probably have the support of the population. (The ratio might not be 10:1 anymore, but still)
8. Invaders do not know the terrain!
When invading a nation, your forces enter unknown territory. It does not matter how well they are trained, the "home team" will always have better knowledge of their surroundings, and will also enjoy much more support from the local population in most cases. And yes, this is almost the same thing as stated in "7". So go figure how important it is!
9. Remember not all nations use similar technology
NS features nations ranging from the stone age to the year 4000, and from orcish tribes to automata's. So make sure that, when you are involved in armed conflict with nations from other timelines, that you set up guidelines about how different units would perform against others.
10. READ!!!
Nothing prepares you better than reading up. Look up your opponents' factfile, ask questions to other players, read his recent threads. Nothing screws up a war more than two players attacking each other with no idea about the actual structure and units of the other nation.
11. Limit the amount of participating nations
I know it is very tempting to call all your homies when you go to war. But, this quickly ends up in 30 or more nations involved in a conflict. And that is impossible to coördinate, increasing the probability of the war becoming a total mess that no-one understands. Try to cut a deal with your opponent, in which you make sure each side only calls in 3 or 4 allies or so. (I know, this will never happen, but it would be good).
Any comments or additions?
Last edited by The Vortex Corporation on Wed Oct 15, 2003 8:57 am; edited 6 times in total
This must be thread number 100.000 on the subject, but looking at the forums, it apparently needs to be stated over and over again. So here we go!
The Nationstates Rules of Engagement
1. Telegram your opponent before you attack
In real life, no army that invades a country stays unnoticed. So informing the opponent of the pending attack only adds to the realism. Also, issue a second telegram when you make the first move, to make sure the opponent knows what is going on.
2. Know that geography is of utmost importance
A nation is not a big flat field of grass with cities. Most likely, there are mountains, deserts and woods limiting troop movement, or creating strategical opportunities. A description of geography, or even a map, makes for a much more realistic war.
3. Make sure you have logistics and engineers / medics
Armies need food, water, equipment and repairs. When you describe the army you are sending in, also mention these support forces. Not using them means certain defeat in real life, because they are essential to the war effort. This also gives small nations a chance against larger armies.
4. Play turn based
I don't mean post, wait for reaction, post, wait for reaction etc. But you must give the opponent a chance to respond to your moves. Posting 20 moves in 5 minutes is unfair.
5. Starting a war takes time
It takes time to mobilise forces and it takes time to get them into the warzone. You can't start an invasion right away, you have to prepare a lot of things first.
Der Angst wrote:
You do NOT suddenly arrive at the 100 miles zone of your ally or enemy. It goes like this: 1. post: start. 2. post: half way there. 3. post: arrived.
THAT gives the hostile forces the chance to react accordingly, and it guarantees fairness.
6. Bigger is not necessarily better
Victory does not come with size. For instance: a large force from a dictatorship that attacks a highly motivated, democratic and patriottic defense force can easily lose.
7. The castle siege rule
In old times, a siege to a castle would cost the attackers 10 soldiers for each 1 defender killed. This still counts, as defenders are on home ground. They are far more mobile and efficient and will probably have the support of the population. (The ratio might not be 10:1 anymore, but still)
8. Invaders do not know the terrain!
When invading a nation, your forces enter unknown territory. It does not matter how well they are trained, the "home team" will always have better knowledge of their surroundings, and will also enjoy much more support from the local population in most cases. And yes, this is almost the same thing as stated in "7". So go figure how important it is!
9. Remember not all nations use similar technology
NS features nations ranging from the stone age to the year 4000, and from orcish tribes to automata's. So make sure that, when you are involved in armed conflict with nations from other timelines, that you set up guidelines about how different units would perform against others.
10. READ!!!
Nothing prepares you better than reading up. Look up your opponents' factfile, ask questions to other players, read his recent threads. Nothing screws up a war more than two players attacking each other with no idea about the actual structure and units of the other nation.
11. Limit the amount of participating nations
I know it is very tempting to call all your homies when you go to war. But, this quickly ends up in 30 or more nations involved in a conflict. And that is impossible to coördinate, increasing the probability of the war becoming a total mess that no-one understands. Try to cut a deal with your opponent, in which you make sure each side only calls in 3 or 4 allies or so. (I know, this will never happen, but it would be good).
Any comments or additions?
Last edited by The Vortex Corporation on Wed Oct 15, 2003 8:57 am; edited 6 times in total