Dice Revolutionopoly - The Aurelian Revolution

old DM is awol. hard reset it seems

Autist islands are controlled by based Ant gang and stalintown is occupied by reddit.

The Posadist Gang organizes workers in the town of Posadasium and from the other two islands.

We also seek an alliance with the Ant Gang.

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Okay, rolling for Posadas gang to nuke Reddit.

We’re not ’’that’’ far yet

I'm interpreting this to mean more that you're getting ready to attack than actually attacking so I won't roll for a full battle.

Your plan seems sensible, but the time needed to dig tunnels is going to give the enemy more time to confer with Ulyanovsk and request reinforcements. There are no major deployments of troops near the Autist Isles, however, so a deployment of forces will take some time.

Your plan seems pretty sensible, so I'll give it a 6 out of 10. Just to clarify, the way dice rolls work, a higher number is better, since dice below your number count as successes (the lower the number the greater the success) and above as failures, the higher the number the greater the failure.

You rolled a 7 this time.

Your forces manage to scrounge up large quantities of fertiliser based explosive from nearby farms, and supportive farmers and the unarmed members of your militia begin digging from behind a hill out of sight of the Quay. With only basic tools however, this will take quite some time, and it will likely be nightfall by the time it is complete - one of your men has access to a high-powered ham radio, and manages to listen in on the enemy's panicked calls for help, so you know that the first of the government forces are likely to arrive sometime late tonight or early in the morning, which would leave you little time to prepare. You may choose to employ a few large diggers from the few larger more mechanised farms on the island, but this is likely to attract the attention of the townsfolk.

As a distraction and to attempt to pick off enemy forces, your militiamen try to camouflage themselves from the plant matter in the area. Unfortunately, in the rough conditions and without much time to prepare, they are unable to create proper ghillie suits, but your snipers cover themselves with mud and moss to provide some cover from the enemy.

You manage to create some makeshift scopes out of wire and some from scavenged binoculars and similar equipment in the surrounding area, and your best marksmen start to take potshots at the enemy in order to stop them from wondering why you've stopped advancing.

Your men take the first blood of the battle, with their first volley killing several police officers who were lacking in caution at their posts behind the barricades, and a couple of the ragtag group of civilians opposing you.

The police forces quickly dig in and take cover, but the civilian group is surprised that your group has actually attacked, it seems that many of them were expecting you to back down in the face of the police and military. The morale of about half of the group is broken, and 50 or so of the unarmed fighters flee immediately, allowing your men to take shots at a few more officers in the chaos, and even kill one of the regular troops who was in an upstairs window. The other civilians dig in and scurry down behind cover, and the police forces open fire. Your men are quite well hidden, and they have no sights, so the men armed with pistols simply pepper the surrounding countryside - however, they do manage to kill a handful of your militiamen by pure chance, once their commander directs them to aim at the likely hiding spots.

Your men dig in and take better cover, some of them beginning to crawl to new positions under the plant cover.

However, your men are taken off guard when the local garrison open fire with their rifles from a number of vantage points, such as attic windows, the upper floor of the town hall, the church spire, and so on. Their shots are much more accurate and precise, and they manage to kill a dozen of your troops, before they adjust to get out of the troopers' sightlines. Many of the casualties were among your snipers, and while you have plenty of men willing to take up their weapons, you have lost some of your better trained men.

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Your troops and theirs enter a standoff for the next few hours (as you pursue other actions), with occasional shots from both sides, neither accomplishing much. However, your men take careful note of the positions of the enemy, and use walkie talkies from a local dairy to radio back to your field camp, where a more complete battleplan is drawn up, taking into account the enemy sightlines. In addition, many of the police and civilian forces fall back to better covered positions, with the primary gathering points appearing to be; the local police headquarters, the small military barracks and armoury, the town hall, and the church.

Over on the West island, you start to lay the first planks of your new society, and radio contact is set up between the village and your field encampment. Your reforms are successful in their first steps, with most of the population happy to abide by the advice of their religious leaders. The more educated people are happy that they are being given a position of leadership, and are cautiously optimistic about the movement. They start trying to come up with some new ideas, with a makeshift lab set up in the library.


Sounds cool man. Looking forward to seeing how it turns out haha.

I'm glad to have a player for the reactionaries, should liven things up a bit, it's a little early for you to go charging in to combat but I'm happy for you to deploy like you say - by this point the government is worried by an armed opposition to their rule, however small, and they happily accept help from the Reddit Republic.

I'll roll just to see how long it takes to deploy and how many troops/armour you can expect at this point.

You also rolled a 7.

Your forces are happily met at the border by their liaison from the government, who briefs you on the current situation and the worries of the generals. Your own government has granted you a full battalion of regular infantrymen as you asked for, but was somewhat reluctant to allow you access to heavy weapons due to political concerns and the current low intensity of the conflict. As such, your battalion consists of three rifle companies, A, B, and C (rename if you like), who are made up of 150 men each, including two lightly armed APCs, a few armoured cars and jeeps, and one light scout helicopter per company. The rest of your men are carried in regular troop trucks. You of course are situated in the headquarters company, which consists of another 150 men, including a few command trucks, a stockpile of fuel and ammunition supplies, and the tip of your spear - after much wheeling and dealing you've managed to secure 6 medium weight tanks in case of heavy resistance, as well as 6 fire support TOW vehicles. At the heart of the battalion of course is your personal command vehicle (up to you to decide, within reason).

Upon your arrival, your forces are greeted by another light rifle company from the Aurelian Army, which has also been seconded under your command. They are similar to one of your rifle companies but somewhat less well equipped and trained. You get familiar with your counterparts and the new deployment just on the Aurelian side of the border at a small military base which has been put at your command too.

ABOUT PLAYING ON THE GOVERNMENT SIDE: While I will let the revolutionaries basically decide what they want to do (since they represent the head of their movement), I will include in your rolls the likelihood of being granted the permission to do whatever it is you want to do. For example you are not likely to be allowed to ride into Ulyanovsk and take command there. As the situation breaks down, this may become less and less important, but for now you're theoretically under the command of the Aurelian government, although your personal battalion is under your actual command if you at some point decide to, for example, break your ties with the government and attempt to annex territory for Reddit instead. But, overall, have fun!

What are you orders, colonel?

Buoyed by the success of the seccsionist movement on the Autist Isles, the workers on Posadasium begin to conspire among themselves. They have long been dissatisfied with the government holding so much control over their small citystate, which was has a somewhat greater amount of freedoms compared to the mainland because it is classified as a free economic zone, and has become a haven for high tech investment from home and abroad. Some workers and even local politicians are considering the current situation may be their best moment to try to seize independence - but unlike the Autist Isles, Posadasium is well guarded and garrisoned with troops, especially considering the nuclear materials on the island, and several weapons development labs. You will have to take a much more strategic and perhaps diplomatic approach (to local bourg politicians) in order to avoid your movement being wiped out instantly. Good luck! You may now submit a plan of action. You have a few dozen dedicated comrades at your command still working as normal and lying low for now.

Taking note from the stalemate that occurred in the limited conflict and the possibility of attack by more advanced forces, several sheds and unused buildings are turned into workshops to make makeshift guns, akin to blunderbusses. The snipers collect the guns dropped from their fallen comrades, and hand them out to the militia only armed with melee weapons.

In preparation from a possible invasion from the mainland, several rowboats armed with handmade cannons begin to patrol the area, watching out for enemy boats. These rowboats are instructed to shoot several rounds at the enemy, then quickly retreat. Farmers, organized by the militia, begin to start making traps along roads in order to catch invaders, while the central hive is expanded with more living space, a basic hospital and mushroom farms.