American Council: OOC XIII

Post » Tue Sep 03, 2013 9:40 am

Introduction

War, war never changes.

The North American continent now stands at a crossroads more than 200 years following the Great Atomic War of 2077. Various nations have sprung up in the post-war world and each follow their own creed, ideology and national identity. Some seek power and others seek wealth. While some seek religious enlightenment.

Seventeen years following the events of Fallout: New Vegas, the Principality of Solus made contact with the various peoples of North America, bringing word of a great gathering of people's for the purposes of diplomacy. Thus have begun the America Councils.

From the dazzling neon paradise of New Vegas, to the rebuilt streets of Washington D.C., and from the cold arctic north to the warm tropics of Mexico you will take control of one of these great post-apocalyptic nations and lead them to dominance, or defeat. You will use diplomacy, trade, political intrigue, and military might to further your goals. How you choose to lead your people is up to you, and the fate of North America, and the world, lies in the hands of all.

The following rules have been agreed upon:


1. War is always a possibility, ensure however that you are prepared to face the consequences. When attempting to conquer or wage war with other factions take distance and other geographical factors into consideration; for example, a west coast nation wishing to deploy it's navy to the east coast would have too do so by circumnavigating South America which would obviously have consequences for your plans.

Be advised: there are consequences for attempting to 'bite off more than you can chew.' If you attempt aggressive and unheeded expansion: crisis is sure to follow.

2. Do your best to use proper grammar, spelling, and punctuation, it’s easier to read and understand and makes everything look better; in-addition it’s also hard to take delegates seriously that don’t use it.

3. Your representatives are still characters and individuals, give them personalities, backstories, interests, and feeling.

4. Please inform the rest of us if you intend to leave. The current agreed upon time for leaving without notice is one week. Beyond that, if you do not give a reason for your absence your nation is forfeit and will be dealt with accordingly. Either by someone else taking it up, or (more likely) your people becoming conquered by the opportunism of others.

5. Do not be overpowered, a point which cannot be enunciated any further. What constitutes as over-powered behavior will often be determined in these out-of-character threads and will be discussed accordingly; present your case for your actions as see fit.

Faction Listing:

Dominion of the Pitt (Lt. Andronicus)

Midwestern Brotherhood (WONDERWOMBAT)

America (The Enclave)

Sierra Madre (Dalek)

Vegas

The Principality of Solus (Aldin Kris)

Inquisitory of Whitetower

Japan (Mouseking)

Confederate States of America ( Vault Ninja )

Alaskan Empire (Bosmight)

The Empire of the Bull - Caesar's Legion (Loneranger)

NCR (Han Shoots First)

Holy Northern Empire (Magus the Red)

Khans - Open

faction sheets, link to this http://www.gamesas.com/topic/1465764-america-council-order-of-nations/.

Major Events:

- War Against Vegas initiated by the Sierra Madre Collective and the Empire of Japan

-War Against America, initiated by the Confederate States of America, The Dominion of the Pitt, the Nordic Concord, and the Union of the Astral Children.

North America:

A la 2301: http://i.imgur.com/wiVzalU.png

A la 2306: http://i.imgur.com/9JFBQh2.png?1?3136

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Margarita Diaz
 
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Post » Tue Sep 03, 2013 12:56 pm

Posting what I wrote in the earlier thread:

"Also, all of this talk about lowering the power of our navies and air forces. I agree.

At first, I was under the impression that navies were indeed supposed to be re-purposed yachts, and such. I wanted to make the majority of the Collective's navy that way, as we simply had speed boats used to patrol the rivers at first. I didn't think we would actually have classed ships with flotillas and such. I kind of thought things were supposed to be a ragtag sort of patchwork thing, but as the game went on that wasn't the case. I think, if we do keep navies and air forces (which we should do), it should be strongly limited and have post-apocalyptic flavors in it. I liked the idea of using a re-purposed yacht for cargo, tbh."

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QuinDINGDONGcey
 
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Post » Tue Sep 03, 2013 1:44 pm

I think that is what we try to start with, then one guy has a destroyer, then the next guy has 5 cruisers, and so on. Then everybody finds themselves wanting warships.

If you want to negate it just make some tomahawk missiles. ;)

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Camden Unglesbee
 
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Post » Tue Sep 03, 2013 2:03 am

Yeah, that seems to be the trend. I think this time around I may have actually ruined the ragtag feel by putting preserved USN ships in my Navy, but that was supposed to be the Concord's one 'edge' (unless if you count chemical weapons, which at this point are slightly commonplace in North America). Ah well, I won't make that mistake next time. Really, though, only Japan, the Concord and to a lesser extent, Alaska have quality warships (not to step on anyone's toes or offend anyone).

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Bethany Watkin
 
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Post » Tue Sep 03, 2013 7:03 am

Which I think brings up another point. We probably need a make a future rule about island nations having all-powerful navies. While I think both the Concord and Japan are interesting as naval powers, the hard truth is that they are completely unassailable.

Granted, I don't think anyone has had plans to attack either of these nations during this convention (I certainly haven't) but the fact of the matter is that were the Concord or Japan to come under attack from anyone there is little hope of the attacking force succeeding. Why? Because their navies could trounce even a reasonably well put together coalition naval force. Just because of the power and size of those navies.

Something similar happened with Britain in that previous convention. Only when four nations combined their naval power could they have even hoped to contend with the British navy. That just really isn't fair that an attacking force has to muster than kind of muscle.

I doubt want to offend anyone, but it seems a little OP. Since there really isn't any counter to naval power.

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Tamika Jett
 
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Post » Tue Sep 03, 2013 1:44 am

A democratic nation attacking the jolly old Superior Shelf? This is surely interesting.

I will make some posts up soon, guys.
__________

For the talk about naval nations and their power. I think that nations like the Concord and Japan should have strong naval sects of military, as they have always been reliant on the sea throughout time. However, I do not think they should be so powerful so as to transcend entire oceans.

This is why I initially thought that having nations like Japan and the Concord participate in our American Conventions was a tad silly. But I soon got over that when I decided it was in their right to play as they pleased, and it added spice. I didn't much expect everyone to begin transcending oceans, even myself. The Collective has been forced to colonize, and it's only been made possible by the alliance with Japan, so it's not entirely implausible I would say.

Either way, for future reference we may want to just localize to north America, because I too found these things like the Spanish Corsair raids to be rather unrealistic. It's also not much fun to bring far off countries into the mix because we can't physically see what's happening on our maps as of now.
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rheanna bruining
 
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Post » Tue Sep 03, 2013 3:58 am

In theory, there is. If your nation uses Pre-War artillery batteries or howitzers with a spotter on hand, you could do some serious damage. How much damage depends on whether you're using a ragtag navy of Pre-War naval vessels or retrofitted cargo ships and such.

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FABIAN RUIZ
 
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Post » Mon Sep 02, 2013 10:45 pm

Air power can counter naval power.

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Breanna Van Dijk
 
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Post » Tue Sep 03, 2013 9:17 am

Yes, assuming the navy is close enough to engage from land. Since we have banned Air-craft carriers though, you can't exactly have air fighters out in the middle of the pacific or the Atlantic. Which makes it a simple slugging match between battleships if your fleets engage on the sea.

Even if we allowed air-craft carriers, those nations which "specialize" in navies would also have them. And no doubt better versions.

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Charlotte Lloyd-Jones
 
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Post » Tue Sep 03, 2013 2:36 am

W0MBAT going to wait until Ando responds.

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Sammygirl500
 
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Post » Mon Sep 02, 2013 11:34 pm

I think you're only looking at it from one side. Yes, my main defense as Japan is the sea, but I lose out in terms of land power. When it came to me versus the NCR everyone was in agreement that my troops were outgunned, I needed a Coalition with a total of 4 nations to defeat the NCR, one of those nations being the Legion which has the largest land army in North America. Yes, I am practically unassailible, but so are any of the Continental American powers, I can't feasibly invade or defeat any of you without some major military support from allies.

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Meghan Terry
 
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Post » Tue Sep 03, 2013 12:11 pm

I suppose that's true, yes. But if neither side can assail the other, isn't that an issue that probably needs to be fixed?

Any war between the two just ends in a theoretical stalemate then.

Edit: Also the ability of navies to blockade trade and control coastlines gives it more of an advantage I would think. Sort of like what happened to the NCR. The Japanese didn't have to make landfall and already the NCR's shipping was crippled.

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Nicholas
 
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