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=== Factions === '''Los Aclarado''' ''History & Background'' The "Enlightened" are a union of several Imperialist countries and commonwealths. At it's heart is the Rhosian Empire, coordinating the west. It has done so since they inherited control from Babylon. There was a time when many expected the Aclarado to become the new world order. However, when relations with the Kievan Pact diminished it no longer seemed likely that they would be able to unite the world. The Aclarado armed forces are well drilled and very fanatical. What they lack in technological superiority they make up with their mobility and numerous forces. The largest member of the Aclarado, the Rhos Empire, has a conservative leaning when it comes to politics and its military, preferring tried and true methods over innovation. This lack of progress cost the Aclarado in the early months of the North Sea War, the first engagement against the Centralist Confederacy. Stories of Confederate armor being nearly impenetrable by Aclarado anti-armor guns were a testament to their need to re-think their doctrine. ''Play Style'' Los Aclarado forces are closely based on the real life Nato doctrine during the early Cold War, relying on the power of coordinated assaults and close air support. While able to assault fairly well, Los Aclarado forces are lightly armored and should be preserved; while numerous Los Aclarado forces are too costly to simple throw away. Instead use them to support your motorized and and air assets, throwing up a buffer to absorb incoming fire is the only sure way to keep your superior forces alive. Aclarado forces are varied, colonial and allied Imperial forces may change your play style, but generally Aclarado forces are best used at greater distances, with Elites brought in to deal with threats that cannot be destroyed by aerial strikes. Helicopter cavalry and motorized forces make the best use of Aclarado advantages, able to assault and redeploy rapidly. Also note that Los Aclarado have some of the cheapest elites and specialists in the game. ` '''The Cabal''' ''History & Background'' ''Play Style'' Cabal players have one of the widest unit selections in the game, making their armies extremely flexible. Vehicles and tunnel networks/infiltration should be used in hit and run attacks; with direct confrontations reserved for ambushed that simply cannot fail to inflict lethal damage. Firepower of all Cabal forces is lacking, such is the price of relying on scavenged, stolen, and outdated materials. One can easily create an unstoppable army using an exploitable niche, such as ambushing anti-armor forces that can scrap the enemy's armor before they can even fire back. On the other hand enemies who work around their weaknesses will always outclass Cabal armies, with the latter reliant on human wave attacks or slow attrition is they are found in such a stalemate. '''The Centralist Confederacy''' ''History & Background'' The radical Socialist ideologies of Centralism have risen in the west, isolating and dividing the greater Imperial world. The doctrine of Centralism is based on the idea that limiting one's population and dependence on the rest of the world is the key to maintaining one's interests. Industry is the primary Confederate method of attaining equilibrium between population and the available labor. These ideas come from the mind of one Anthony Hecht, a former Gallian general and philanthropist who spend his last moments and remaining fortune to spread the ideals of Centralism. He succeeded, a bloody yet swift Coup saw to the liquidation of the Gallian ruling dynasty and its corrupt parliament. The people were fearful of this radical new regime, the previous security and prestige was replaced with a cold calculating state that no longer tolerated economic inefficiency and luxury. These ideas spread from the former Gallian sphere of influence, more so when famine enticed many to adopt a mechanized economy. Many of the Confederate clients are small enclaves or regions wishing to adopt a new economic model; but others like the mild Gallia and the hard-line Jericus are economic superpowers. Though in theory those under the Confederacy should reap the benefits of their efficient economy, most of the economic surplus goes to the strained Confederate war effort, leaving little in the way of luxury for its citizens. ''Play Style'' Mechanization is a costly but an efficient way to make the most of your forces, the Confederates generally focus on heavy infantry, making them vulnerable to strikes and range domination. The Confederates are also fairly concentrated, with the ability to separate out into teams reserved for elite units. For the most part the Confederates are a steam roller that must maintain momentum or suffer. Fighting the Confederates should be based on disabling their vehicles and dividing their forces enough for you to start removing expensive units until they are hopelessly outnumbered or far too slow to avoid hit and run attacks. Confederate players often rely on their forces sharing targets and advanced defense systems. Computerized systems like the Shared View System (SVS or 3RD EYE as it is officially known) allow for synergized attacks, spotting and recon is made extremely easy by automated drones and shared Camera systems. '''Kievan Pact''' ''History'' United under the old banner of the "Great Conquest", a historical offensive that spread and united across the globe, the Kievan Pact is a loose organization between the Eastern Pereginus peoples. Their society is dominated by two cultures, these being the Industrialist and Agricultural Pal'Nyk (burners) named for their history of using fire to clear fields, and the Vershnyk who are nomadic horticulturalists. These two have always been Rivals, with the Vershnyk having a history of brutalizing the Pal'Nyk before the Great Conquest united them. The recent destabilized nature of the world and its trade has forced cooperation between these peoples once again. These two cultures are commonly led by a Hetman or a Czar if they are Vershnyk or Pal' Nyk respectively. Part of the fundamental alliance between these two peoples was the formation of a greater pantheon that combined the gods of the Pal'Nyk and the Vershnyk, a simple if amazingly effective maneuver that created unprecedented tolerance. ''Play Style'' The Kievan Pact armies, just as their culture, are a combined effort of two economies and leaderships. The Pal'Nyk rapidly produce vehicles and weapons to arm an otherwise ineffective Conscript Army, using the power of numbers and raw firepower to break open the enemy defenses and crush attacks. Combined forces of infantry, armor, and artillery are best ways to utilize a Pal'Nyk force. Motorized or Armored forces are the primary forte of the Pal'Nyk, allowing them to quickly deploy heavy weaponry to cover the waves of cheap infantry. The Vershnyk are much different, relying on their beasts of burden and specialized infantry to quickly redeploy and attack. Vershnyk doctrine and arms are very much outdated, making them best used as support or specialists alongside conventional Pal'Nyk Forces. Generally horse or pack-bears are used by the Vershnyk to gain a mobility and redeployment advantage, but these forces are very vulnerable to more conventional forces. '''up next: special weapons, traits, and mechanized warfare''' [[Category:Wargames]] [[Category:Homebrew Settings]] [[Category:Under Development]]
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