Ace Combat Fanon Wiki
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*Wielvakia sends spies to Dinsmark to gather plans about Belka's intentions. An official discovers them and the plan is foiled. Solowing
 
*Wielvakia sends spies to Dinsmark to gather plans about Belka's intentions. An official discovers them and the plan is foiled. Solowing
 
*Fato begins to march its troops east, hoping to annex territory from Nordland. Jimmy
 
*Fato begins to march its troops east, hoping to annex territory from Nordland. Jimmy
  +
*Clavis begins to recreate an air force called Regia Areonautica.
  +
 
===Turn 2 (1795)===
 
===Turn 2 (1795)===
 
Nations negotiated with other in order to protect each other in case of war, these alliances made the nations nervous of each other as they raised thier military capablities. Tensions grew until Belka, suffering from a poor economy decided to invade the other countries, starting the War of 1795 aka The First Belkan War.
 
Nations negotiated with other in order to protect each other in case of war, these alliances made the nations nervous of each other as they raised thier military capablities. Tensions grew until Belka, suffering from a poor economy decided to invade the other countries, starting the War of 1795 aka The First Belkan War.

Revision as of 20:32, 25 January 2013

This is a conceptual page of a map game, and if all goes well, it may also be the first map game.

Instructions

First of all, it is an Alt history of the Battle of Directus, however there is a catch. The Belkan war, instead of taking place in 1995, will take place in 1795, 200 years earlier. The weapons must resemble those of the time period. For a superweapon, we could have the Belkans develop the Gatling Gun prematurely, or something. Of note, the city is 3/5 the size it was in 1995, so keep that in mind. The victor must be the Allies, though they could win victory just a bit slower. |Changes: The Alt History is now the entire Belkan War except taking place in 1795.

Rules

  1. Each turn counts as a year (A turn is 12 total moves. One move equals a month)
  2. You have to wait until everyone has gone before you can make your next move (This could take awhile...but that's kinda the point.)
  3. Each action has to be as reasonable as possible (Example: Belka can't just suddenly change their Nation's name to "SuperAwesomeLand" unless you can think of a damn good reason they would!)
  4. Creation of a superweapon takes 3 turns. (Though others can try to stop the production of it)
  5. You can control up to two nations but they have to be from the same side! (Use can choose a nation listed in under "other" regardless of your first choice.)

NOTE:Just because this is a recreation of the Belkan War in a differnet time doesn't mean that the way this will go is set in stone. Maybe one of the allied nations will decide to help Belka. Maybe another nation that wasn't in the Belkan War will join in as well. Maybe a new nation will be formed altogether. Anything can happen as long as it sounds plausable!

Nations

New Rule: You have to command at least 2 nations. (Need to know what the other nations are doing.)

Allies

  • Osea - JimmyHatesReavers
  • Yuktobania - The Ace of Razgriz
  • Sapin -The Flying Drunk of the North Atlantic 16:34, October 19, 2012 (UTC)
  • Wielvakia -Solowing106 (talk) 00:13, October 19, 2012 (UTC)
  • Recta - The Ace of Razgriz
  • Clavis - Generale wareagle 21:28, January 25,2013

(Add more later Put your sig by the nation you want to control for the allies if you see it.)

Belka

  • Belka (Duh) - The Ace of Razgriz (talk) 13:50, October 18, 2012 (UTC) (I claim Belka in this map game as North Point is too far away)

Other

  • Gebet - JimmyHatesReavers
  • Ratio -Solowing106 (talk) 14:48, October 30, 2012 (UTC)
  • Fato - JimmyHatesReavers
  • Wellow - Solowing106
  • Aurelia - The Ace of Razgriz
  • Leasath - Solowing106
  • Nordland -JimmyHatesReavers 19:54, October 30, 2012 (UTC)

Turn Order

NEW: I randomized the list of remaining nations and randomized a list of our names to see who would get which nation. The turn order however, was based off previously who's turn would've been next.

  1. Solowing106
  2. JimmyHatesReavers
  3. The Ace of Razgriz

Objective/Notes

UPDATE: I'm sorry for this as this was a mistake on my part. The Ace of Razgriz (talk) 16:08, October 22, 2012 (UTC) Map games are Alt History created by different users. Each user gets to control a nation of thier choice assuming that it is not taken already and create the action taken by that country. While not a contest to have your nation on top just do what you'd think that your nation of choice would do. It still should be fun!


IMPORTANT: I ask that each of you check out a map game on the Althistory Wiki as this is where the idea for Strangereal Alt History map games came from. Also check out this page. Map Games

A forum will be made to discuss the map game later on.

This is the map game I'm currently checking out. Battle For Earth Reloaded The Ace of Razgriz (talk) 17:01, October 19, 2012 (UTC)

Map

Map Game

Not real 4

The battle grounds

Osean Continent









WAR!

  • War is to begin at: 10.24.12 @ 1200 hrs zulu time.

Sorry for the dealy everyone. I'll start us off. Nations not being used will be ignored for the moment. The Ace of Razgriz (talk) 16:48, October 26, 2012 (UTC)

Turn 1 (1793)

  • Despite economic troubles, Belka starts production of weaponry and promotes military enlistment through propoganda and lowering the age to joining the military to 14.
  • Ok, lets give this a shot. Sapin begins to build up its navy to consolidate its control over its waters. JimmyHatesReavers 19:59, October 26, 2012 (UTC)
  • Wielvakia, seeing these countries building up militaries, builds up forts and lowers enlistment age to 16 to defend the nation if need be. Economic strain occurs, since funding is now more directed to the military. Solowing
  • Ustio, a newly formed nation and unable to form a military to match the countries surrounding it, begins negotiations with other nations and also begins searching for natural resources. The Ace of Razgriz
  • Ratio sees all nations' military buildup and prepares to invade Sapin's Eastern land, with the intent of taking two large cities in the process. Solowing
  • Nordland, a historical trading ally of Sapin, signs a military agreement with the Kingdom to help defend each other if either nation is attacked. Jimmy
  • Recta, fearing potental invasion asks to be part of the military agreement along with Nordland and Sapin. The Ace of Razgriz
  • Wellow prepares a fleet and increases the activity at naval ports. It also imposes a resolution stating that if any one of the ships are fired upon, it will count as an act of war. Solowing
  • Osea is dealing with a bitter civil war. The government in Oured reaches an agreement with Sapin to send military advisors and aid to help defeat the rebels. -Jimmy
  • Yuktobania, hearing about Osea's civil war, decides to send soldiers to help support the government in Oured. The Ace of Razgriz
  • Leasathian sailors cross the equator, resupply at Comberth, and make a landing in Sapin with the intent of protecting Sapin's ports as well as offering soldiers. Solowing
  • Aurelia supports Leasath with protecting Sapin by sending supplies to soldiers stationed there. The Ace of Razgriz
  • Gebet enters negotiations into a military alliance with Belka. It begins to send troops to its southern and eastern borders. Jimmy
  • Wielvakia sends spies to Dinsmark to gather plans about Belka's intentions. An official discovers them and the plan is foiled. Solowing
  • Fato begins to march its troops east, hoping to annex territory from Nordland. Jimmy
  • Clavis begins to recreate an air force called Regia Areonautica.

Turn 2 (1795)

Nations negotiated with other in order to protect each other in case of war, these alliances made the nations nervous of each other as they raised thier military capablities. Tensions grew until Belka, suffering from a poor economy decided to invade the other countries, starting the War of 1795 aka The First Belkan War.

  • Belka strikes the other nations with it's military might, catching the other nations off guard. Nations that were invaded include Osea, Ustio, Wielvakia, Sapin, Fato, and Recta with possibly more to follow. The Ace of Razgriz
  • Ratio falls to martial law, despite not being invaded, and has tight control on its borders, cutting off communication to the outside world. It also attempts to look for an allied coalition. Solowing
  • Sapin sends troops north to reinforce the Ustians. It recalls all troops serving abroad to deal with this new threat. Jimmy
  • Ustio forces are pushed back even with the support from Sapin, causing them to turn to mercenaries to help add to their small army. The Ace of Razgriz
  • The Navy of Wellow sends a seven-ship fleet to the coast of Anfang, with the intent of bombarding the naval shipyards in an attempt to disable the Belkan Navy. Solowing
  • Osean loyalists have almost defeated the rebels with the aid of its foreign allies, but it is caught off guard by Belka's attack and loses some of its north-eastern territories. Jimmy
  • Recta sends some of it's troops to Sapin to help fend off the Belkan army in that area. The Ace of Razgriz
  • Two Leasathian vessels are sunk in a reconnisance mission past a Belkan blockade in Anfang. Solowing
  • Gebet launches an assault on Recta from the north, however, their progress is slowed by the difficult terrain. Jimmy
  • Aurelia engages the Belkan Navy in battle along with the Sapin Navy, destroying four Belkan ships while only one Aurelian ship is destroyed in battle. The Ace of Razgriz
  • Wielvakia fights off all Belkan forces within its borders, however, with great difficulty. Plans are drafted for counterattack. Solowing
  • Fato's borders are overrun by a joint Belkan and Gebetan offensive. They lose a large part of eastern land, and dig in to defend the capital.