Clankers and Beasties (A leviathan Quest)

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The date is the 28th of July 1914 and the world is about to go to war. The two faction mobility...
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The date is the 28th​ of July 1914 and the world is about to go to war. The two faction mobility there forces while there R&D teams go into overdrive attempting to create the weapons or beast that will tip the war in their favour. One faction marches on treads and legs of iron and steel leaving black clouds behind there marching machines believe in the power of their walkers. The other faction wake it's creatures saddling them and riding to war, up wake the great airships, massive ecosystems in their own rights as the biological monster prepare to tear apart the enemies of their creators.

And so they march to fight and die on the field of battle, in a conflict that had never been seen in this scale before.

Choose a country:

[] Russia (Darwinist)
Russia is a Darwinist country that has adopted the use of fabricated creature, as seen with their famous war bears. Because of the massive amount of land Russia possess they have quite a bit of man power and resources, however the winter is so harsh that the country tends to slow to a crawl during this period making the country have trouble moving its massive bulk in a considerable time. The only means of fast transportation in the country is the Trans-Siberian Trailway if it is destroyed they will have trouble moving in a quick time.

[] Great Britain (Darwinist)
Great Britain is located on an island providing it a great deal of strategic defense making it hard to take supplies and solders to invade the country. Britain currently has a great amount of trade, giving it a fair amount of resources, however if they are blockaded there natural defences turn against them trapping them on the island with less resources than necessary to feed the large population of the county. It also has some of the most advanced boffins in the world giving them great research capability.

[] Greece (Darwinist)
The country of Greece has a grand background inspiring the people of the country to create fantastic creature that are among the most versatile in the world following the lines of there mythology . From man sized creature to creature's as tall as a land dreadnought the Greeks create them all.

[] Japan (Darwinist)
As a country surrounded by water the Japanese has specialized in terrifying creature of the sea, taking care to capture enemy ships to feed their growing navy. Japan has a large problem with resources on the other hand because of there isolated nature. However the Japanese are devoted to the man they call emperor willing to charge into a gun line if they thought it would aid the emperor in even the slightest way.

[] Germany (Clanker)
Germany is one of the premier clanker powers in the world, they specialise in creating large heavily armed and armoured walkers. The largest problem that they currently possess is that they are in between two super powers that are more than willing to crush it if possible. The only other near ally that they possess is Austria-Hungary cutting them off from most support and letting them be out numbered to a major degree

[] Austria-Hungary (Clanker)
This country is currently pas it's prime relying on German made walkers, most of which are outdated. They however are in possession of a large number of walkers, also known as land dreadnoughts. The country s tired, and worn. They will require much work to get into the same level of the other superpowers as there military is currently outdated.

[] China (Clanker)
China is full of corruption, if someone a make a little extra cash they will so much so that while there army fields a very large army there is a problem with quality, in testing a walker that is meant to go toe to toe with a Cyclops storm walker in combat requires a 5 to 1 advantage to win even then with heavy casualties. Even with the abysmal state of their army because of the large amount of land they possess they are able to field there army in numbers enough to win.
 
Empire status and map
country Austria Hungary
income 750 RE every turn

units
57 Infantry Divisions (1,425,000 Infantrymen)5 RE
17 Scout Mech Divisions (1,700 Windrunners) 25 RE
9 Cyklops Divisions (450 Stormrunners)100 RE
5 Ladegerat Divisions (250 Ladegerats)100 RE
2 Land Dreadnought Groups (10 Riese Land Dreadnoughts)350 RE
3 Attack Gyro Air Wings (300 Attack Gyros)50 RE
5 Storm Bringer Divisions (125 Storm Bringers)150 RE
2 Ironsides Divisions (200 Ironsides)200 RE
1 Crow Zepplin Air Wing (3 Crow Zepplins)200 RE
5 royal mech divisions, can not produce.


navy
35 ironclads. 200 RE
10 typhoon battleships 250 RE
9 monarch battleship 300 RE 2 turns to create





 
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Da rules and index
rules and explanation

So the way that turns will work is that every turn you will have

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[]
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Three general actions that you are able to do anything that does not fall under research, military, diplomacy, construction it all falls under your general actions.

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The second slot is the manufacturing slot, you put in what unit's you are going to create in this slot and they get made this turn. Some creation take more than one turn. (It will take more than a year for something big) some units come in groups and some are individual.

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[]
rules, and explanation.

The last slots are for research actions, this is anything from new weapons, walker, beasties, vehicles and other such things like computers and machinery. Some will take more than one turn to finish and the more resources given to the research the higher the chance of success

Resources ae automatically made by your country economy, it can be increased however, by new technology/beasties more factory's/mine larger population all of this effects you economy.

There are three ways to win this game.

  1. Defeat the other side. Conquer them, force them into a treaty. Anything as long as you win.
  2. Lose but get a good treaty for your nation and not take too much damage so that you nation can survive into the future.
  3. Draw, both sides agree to a treaty that ends the war, neither side wins.

index

Turn 2 Land Battle: Part 1
Turn 2 Naval Battle
Turn 2 Land Battle: Part 2
Turn 3
Turn 3 Results
Turn 4
Turn 4 Results: Part 1


Omake: Serbian Situation
Serbian Beasties Cost
 
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[x] Greece (Darwinist)
The country of Greece has a grand background inspiring the people of the country to create fantastic creature that are among the most versatile in the world following the lines of there mythology . From man sized creature to creature's as tall as a land dreadnought the Greeks create them all.


I WANT A CERBERUS THE SIZE OF A TANK:D
 
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[X] Austria-Hungary (Clanker)
Changed to the Underdog.
 
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[X] Austria-Hungary (Clanker)

For once, let's go with the underdog!

By which I mean Austria-Hungary, since Germany STRONK.

By which I mean "the Empire whose heir has just been assassinated, whose (bastard) son has fled the country, the empire about to tear itself apart from nationalism even with the threat of imminent war."
 
votes closed. update tomorrow.
[X] Austria-Hungary (Clanker) won

good luck with the outdated forces:p
And the nationalism!

All the delicious nationalism! And the fact that the crews of your landships are from a dozen different countries and nobody speaks more than two languages. It's like playing silent message, except shouting it in battle, and hoping the translation around three corners ends up correct. :V
 
Turn 1
Your name is [ ] the brother of Archduke Franz Ferdinand nephew of the now dead emperor Franz Joseph killed in an assassination attack, whether out of anger that hey missed their first target, your nephew, or to make your country hungry for war you will never know but now you are the emperor of the Austria-Hungary empire and it is your duty to keep this kingdom alive.


Your nephew has run from the country, away from any assassins that had been sent to kill him and complete the desire for war in your country. While he could not inherit the thrown you still regarded him fondly. After all how could you hate your brother's son? You hope that were ever he gets taken he is safe.

Thoughts turning back to the country you find yourself king and thus your thoughts turn to think of the state that it's once great power has been reduced to, using outdated German mechs for your military and your towns run down you have much work to do if your country is to survive this war.
Russia on one border and Serbia on the other you are in between a hammer and anvil.

Resources/ RE 750
250 RE a turn
Current forces:
10 infantry divisions (25,000 men) 5 RE
15 scout mech divisions (100 windrunner's.) 50 RE
10 Cyclops stormwalker (50 mechs) 150 RE
10 Ladegerät heavy assault mech (50 mechs) 200 RE
1 Land dreadnought group (5
Riese land dreadnoughts) takes two turns to create. Cost 400 RE



Your advisers have told you how the factory's and farm land have gone into disrepair and say that increasing the general state of the economy will aid your country RE production. You can also have some spies sent to one of the country surrounding you waiting to give you a status report.

Chose three general actions

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Your factory stand ready to create new equipment for infantry and new mechs for you legion. While Ii can make the mech's your asking for the biggest problem at this current point is that the factories are run down so it costs more resources to create the same mechs that a German factory could.

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Unit costs:
Infantry division (25,000 men) 5 RE
Scout mech division (100 windrunner's.) 50 RE
Cyclops stormrunners (50 mechs) 150 RE
Ladegerät heavy assault mech (50 mechs) 200 RE
Land dreadnought group (5 Riese land dreadnoughts) takes two turns to make. Cost 400 RE

Your mechanic researchers are prepared to help design some new walkers or weapons. They have some plans and ideas for some new walkers that they 'borrowed' from our German friends.

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[]

Write in research


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If you're confused about the system read the third post in the thread and ask me any questions that you have. I will assign how long something will take to research. Giving an action more resources increase the chance of success.

Unit profiles:
Windrunners

The windrunners scout mechs are light horse sized mechs that move very fast. Lightly armoured they rely on speed to avoid destruction, the windrunners are equipped with two small machine-guns. It also acts as spotters for other mechs or land dreadnoughts and is equipped with a mortar, the mortar can fire two different shells, a standard shell and a shot of phosphorus that helps walkers see targets in the dark.
(Attack low, defense low, mobility high.)

Riese land dreadnought (5 dreadnoughts) takes two turns to make 400 RE

The riese land dreadnought is the predecessor to the Beowulf class. The riese stands at 40 meters tall and is 100 meters long. The riese is equipped with 3 turreted 20 cm guns with to barrels each. The riese is also equipped with smaller 140 mm guns 4 on each side. The riese has one large problem, its main hull is under armored allowing even a 28 mm gun to pierce its Armour.

Attack high, defense medium, mobility medium

Ladegerät heavy assault mech

The ladegerat is heavily Armour on the front but lacks Armour on the back proving it role of running towards enemy fortifications with the hope of overwhelming the defenses with a charging wall of metal and machine guns. The legs on the mech are spike to provide better traction for it charge, this also allows it to use its leg as a weapons and stomp on an enemy.

Attack medium defense low mobility medium

Cyklop Stormwalker

The Cyklop Stormwalker are a mech that are usual used in scouting and light skirmishes because of the extremely fast running speed. Equipped with two machine guns for anti infantry and close range combat it primary armament Is a 57 mm cannon.


Attack low, defense medium, mobility high.

Infantry division.


Infantry divisions are loyal infantry men, they hold the line and have every tool needed to do that, their equipment range from anti walker mines to heavy machine guns and large anti-tank rifles for beasties. they are armed with a mix of single shot rifles and sub machine guns the sub machine guns are meant to deal with close range beasties by pumping large amount of small caliber bullets into them they have poor range when compared to the rifle used to engage normal forces. The infantry wear leather equipment with metal plates because it helps protect from beastie bites, at least a little. From the smaller ones. They are good at holding the line but they are also necessary for an attack providing the bulk of an attack force.

attack low, medium from a fortified position
defense low, high from a fortified position.
mobility medium, low from a fortified position.
 
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Do general Actions and Research actions require RE? I'd assume so, but just making sure...

Some not all of the time, giving RE to a project increases how effective it is or how likely it is to succeed, sometime your staff might pull of a miracle and expand you economy without using resources but all action at more effective if RE is given.
 
General Actions:
[X] If we are ever going to drag Austria-Hungary into great power status, we need our economy actually functioning. A full 250 RE shall be utilized to fix up our towns, factories, farms, etc.
[X] Our military forces must be up to snuff when the time comes for battle. They will drill, train, stockpile supplies and prepare themselves for the coming battles. 50 RE
[X] Spies shall be sent into Russia and Serbia. Currently their objectives are to obtain information on the enemy forces near our borders, but more than that, they are to try to open up paths for further operatives to enter the countries. 50 RE

Production Actions:
[X] 20 Infantry Divisions 50 RE

Research Actions:
[X] Artillery is King of the Battlefield. We must endeavour to take advantage of this. A fast, mobile, accurate, and above all else, powerful Artillery unit should be designed for use on the battlefield. 150 RE
[X] The Germans have a wonderful little flying machine they call the Gyrothropter. Currently, they just use them for scouting and reconnaissance, but perhaps we can improve on that. The Austria-Hungarian Gyrothropter should have uses in spotting for artillery, light raid attacks with front or turreted machine guns, and perhaps space underneath for an explosive bomb. It should also be able to fly low to the ground. 100 RE

100 RE left over.


Not very good, but people can feel free to take stuff from this for their own ideas.
 
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