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  1. The battles of the 2nd Campaign will be fought on a new map, with new leaders. Why, you may ask? well read below and find out. Map Lore: Description and Explanation: This map is portraying a fairly large archipelago just northwest off the old map, off the coast of GR owned lands. Timewise it's set a few years after the first GR defeat. The landmass to the top right of the map is Grande Republique, the Crown Commonwealth owns the Island to the left, and the Confederation owns the Island to the south. As you may all see there is water, quite alot of it - which is why I am very sad very glad to announce there will be NAVAL and NAVIES - a topic i will discuss in the next development update. Make sure to stay tuned to find out more soon. Credits for creation of map - DukeofWellington and Joeriig Credits for lore - Bulletmagnet
    9 points
  2. Introducing our second Faction of the new NRP Campaign; The Confederation of Liberated Lands Known otherwise simply as The Confederacy, this faction is a totally new addition to the roster. As always, the name+flag+certain lore elements of the faction may be subject to some change as we develop the Campaign further! Lore After the Grande République conquered large swathes of southern territory previously occupied by the now-dead Rossiyskiy Soyuz, a large number of foreign soldiers and politicians became involved in various Republican circles. While previously all loyal Republican citizens were bred from birth to live and die for their capital and the spread of their ideas, this new influx of citizens were not "enlightened" by the ways of the Grande République. Soon several separate Legions and Regiments consisting entirely of these conquered peoples formed huge sections of the Grande République's armed forces, and many territories of the Grande République itself were governed and populated by folk who all shared one common trait; their lands had been annexed by the Republican forces. As the years went by the Grande République grew more and more complacent, and with this attitude came negligence of many territories not governed by veterans of the previous war. A divide began to spread across the Republic, with more demands for increased autonomy flooding the Capital only to be met with a flat refusal. When rioting broke out after a group of Republican soldiers became involved in a dispute between a corrupt landowner and his tenants, a group of military veterans gathered their militia and arrested the Republican soldiers. The Capital erupted with outrage at this apparent act of "treachery" and demanded the immediate release of the prisoners and surrendering of the arms by the veterans. Across the Grande République several lords and commanders declared support for the Veterans, whilst others continued to demand the release of the prisoners. Tensions reached boiling point when an army of the Grande République was went to forcefully subdue to town in which the prisoners were kept, resulting in a battle between the local militias and the Republican forces. Much to the shock and disdain of the Republican commanders, the Militias were decisively victorious. It was then that a secret meeting of veterans and politicians in the nearby woods came to light, an event which became known as "The Monster Meeting" where a large amount of landlords and military commanders declared that they would co-operate with one another to resist the tyranny of the Grande République. Over time as the dispute escalated into a full blown rebellion, the lands owned by the rebels came to be named The Confederation of Liberated Lands. Description The Confederacy is a totally new addition to our faction list, however it has some ties to the RU of the previous campaign. It represents a union of various people conquered at some point by the Grande République who have now declared independence. This is not a simple "rebellion" faction; the legitimacy required for nationhood has been gained and only the high command of the Grande République (more on the evolved GR in a later update) view them as a simple "rebellion." The Confederacy will focus much on ideas of liberty/self reliance but will have many eastern-european themed units; we wanted to mix up some common themes to create something memorable. It is not a Russian faction but rather a group of different nationalities and units all pooled from conquered lands. While other factions may seem prestigious, noble or associated with power and might, the Confederacy appeals more to an everyman/militia sort of campaign playing as the apparent "underdog", however do not make the mistake of viewing them as less powerful than the other 2 factions. Playing for the Confederacy will largely be about defending ones newfound freedom and attempting to liberate more lands from autocratic rulers. Expect some pretty funky special units, too!
    9 points
  3. NRP In-game username: 19th_Sgt_PotatoKuzzle/PotatoKuzzle Discord username: PotatoKuzzle#9839 Steam: (Link to your profile) https://steamcommunity.com/id/kuzzle67/ Preferred role: (Faction leader/Second in command) Faction Leader Preferred faction: (Grand Empie/Confederacy) Grand Empire Why you'd like to lead: ( multiple reasons) I'd like to lead because first of all its Fun. Overall I like to lead also because I am alright at it. I also want to lead just to interact with the community more and hopefully improve the NRP experience for some. From past campaigns, I wouldn't say leading was great nor bad. But things could've been improved. I find the whole thing Interesting as well. To interact with armies etc etc. In the last campaign I led the 33rd once. Was great fun I'd say so I want to take it to the next level. What makes you a good leader: My confidence. That is the most important thing I'd say. If you are confident in what you are doing, you will prevail. Also because I have lots of previous experience from other servers and by leading my rifles in the 19th. What else makes me a good leader is my leadership skill. I am not an autist nor I am Napoleon but I do well enough thats what I can say. P.S: If needed I can add more. Only if requested.
    8 points
  4. The third and final faction to be introduced is the only one which survived the events of the first campaign: The Grande République. The flag may change however the title and faction will largely remain the same as it will be transitioning into the second campaign largely as the same entity as in the first. Lore The Grande République stands as master over all. In all her might, she stands uncontested as the primary military power having suffered only one defeat in her long history of warfare. The Grande République views the Revolution as the ultimate goal of any society, and rather than viewing itself as an example of a Revolutionary utopia it assumes the role of destroyer rather than reformer; the old world and the injustices therein will refuse to die and thus shall be put to the swords. Enemies of the Revolution and enemies of the Grande République go hand in hand, as the Republic spreads the ideas of the revolution not by propaganda or public dissent but by sheer force. Her armies are prestigious and well adorned with medals and eagles to commemorate past victories, her banners denote an aura of apparent invincibility. Having brought the Rossiyskiy Soyuz to its knees in one fell swoop and battled the Crown Colonies into a corner, the Grande République does not need to search long for an example of her glory and superiority. However, the very core of the Grande République has come under attack. Not by any army or natural disaster, but by an enemy unseen by all; hubris. The Grande République is structured almost entirely around its impressive military. Political power and military prowess go hand in hand, those who prove themselves on the battlefield find themselves in much grander positions of power and influence. The wars of the past paved the way for many self-made men to assume control of key positions, but the final defeat at the hands of the Crown Colonies left a sour taste in their mouths and a stubborn stain on the records of the Republican forces. Regardless, the prestige of the Grande République remained strong. Massive amounts of new land had fallen under her control and before long the Republican forces could turn their eyes to whatever remained of the Crown Colonies, in the form of the Crown Commonwealth. Then, disaster struck. Several territories-both native to the Grande République and recently conquered-have committed an act of treason so terrible that it threatens to tear the Republic asunder. The great hordes of uninformed tyrants wish to reject the rule of the Grande République and the ideas of the Revolution. They claim to fight for their liberty, but such a thing may come at the cost of a return to the old world. It becomes clear that with the rising power of the Crown Commonwealth and the defiant attitude of the Confederate Rabble that the Grande République much once more take up arms to restore her rightful place as overlord of all lands. Description A fan favourite from the first campaign and arguably undisputed victors, the Grande République returns as a formidable giant facing a serious crisis. The faction will be largely similar to the last campaign, it will see some changes potentially to units and to lore. The campaign of the Grande République can be compared to that of the Crown Commonwealth (our first faction, replacing the Crown Colonies) in the sense that the ultimate aim is arguably to restore something which has been lost. However, in the case of the Republic it is pride and undisputed total rule that has been taken from them, as opposed to land. The Grande République's campaign will be about bringing the swift end of the rebellion, a restoration of her rule over key lands and a final defeat of the Crown Commonwealth who defied the Grande République a clean win last time by beating them in the final battle of the previous campaign. If you want a campaign of prestige, assumed supremacy and rebellion crushing then check out the Grande République!
    8 points
  5. NRP In-Game Username: Chinese Discord Username: english#3855 Steam: (Link to your profile): https://steamcommunity.com/id/Chinese_Propaganda/ Preferred role: Fuck it, Faction Leader Preferred faction: Breytona or campaign gets boycotted 👊 Why you'd like to lead: Havent lead a faction since the 3rd campaign, reckon its time to charge head long into the valley of death for one last soiree. What makes you a good leader: I have been an officer/high command for every single winning faction in a campaign. 🙌 Im not racist 🙊 Im a competent leader 😼 I am the joint most decorated soldier in the history of NRP 🎖️ I LOVE NRP 💕 EDIT: Thanks for the reacts/reputation, it means a lot!
    7 points
  6. Hello, everyone! I’m here to bring you a huge update for NRP Campaign 3.0, with a major feature reveal. As the first public server to bring a Multiplayer Campaign to Napoleonic Wars, we continually strive for ways to innovate and improve on our formula. While people have enjoyed following the Campaigns in the past as the factions duke it out over the map, we wanted to find a way to streamline the way the off-server aspects of the Campaign were handled. It is my pleasure to introduce the NRP Campaign Map! The Campaign Map is a live-map which shows you exactly what’s going on. With custom sprites specifically created by our Campaign Team, you will be able to track every army/battle/event or movement that happens throughout the campaign with ease. Gone are the days of awkwardly photoshopping a ready-made map to show new moves, this new map makes the post-battle paperwork a fraction of the work required previously. To give you a little insight, I’ll explain exactly what you’re seeing: Armies and Occupation Armies are represented by their custom animated sprites which have the name of the army underneath. Armies and their strength are listed in the side panel. Armies can be simply dragged and dropped around the map to represent their movement. As for occupation, it is now simply handled by flags-these can also be dragged and dropped! It will be much easier to co-ordinate and follow grand campaigns using this tool; the sprites and names could even be edited to represent NW Regiments if they become a big enough part of the Campaign! Battle History In the side panel to the left, all battles and their results will be recorded so you can keep an eye on how things are progressing. Any serious developments, news snippets or announcements will also be listed here. Railroads, Forts and Other Icons You’ll notice a lot of different icons such as forts, cities or railways. These represent in-game mechanics which we’re still perfecting through our simulated campaigns on testing weekends. These can also be added, moved or edited very easily and this functionality will be extremely useful for the future. Perhaps the most exciting thing about the introduction of this unique new feature is the possibilities for the future; by streamlining the most complicated part of the Campaigns, the possibility for other Campaigns/Events/Simulated Wars are endless and we plan to capitalise fully on this; expect much, much more from NRP! In the meantime, don’t forget that the Faction Leaders are going to be picked and announced tomorrow. If you want to have a chance to lead Prussia to her Ascendance or maintain control of Germany as the Austrian Emperor, be sure to apply here. If you have any questions, feel free to get in touch.
    7 points
  7. NRP - No Admins Chronicles.
    7 points
  8. NARC Campaign is starting in less than two weeks! With the campaign starting soon and applications opening tomorrow, here is some information about the campaign. 1) Resource management and economic development are being introduced in this campaign. While the appearances of a map where armies move around might make it seem similar to the previous NRP campaigns, the armies in this campaign require a little more than just a few orders to move around and fight. The factions will have to pay their soldiers, feed them and make sure they get proper equipment. To accomplish this, a strong economy and resources will be necessary. 2) Technology and research will be a key mechanic in the campaign, where factions can allocate their resources to advance technologically in military and economic fields. The campaign will start in the era of sticks and stones, and over time, technological advancements will take the world all the way to the modern age. 3) Conquest and colonization will allow the factions to expand and acquire resources that they lack, like fertile fields for agriculture, ore deposits for mining, or for any other purpose. To conquer, the factions will wage war, fight battles and besiege cities. Colonization, on the other hand will create encounters with native groups or just natural events that the faction will need to respond to. 4) Diplomacy and trade: The factions will be able to trade and do diplomatic deals with one another as they wish, creating a political landscape entirely up to the players. There will be very little restrictions on what can be done, so expect a lot of backroom schemes and backstabbing. The exact rules and all the details about the campaign will be announced once the applications are closed. Good luck to everyone!
    6 points
  9. NRP In-game username: 19th[Grd]_Sgt_Kieran Discord username: [19th] Kieran Steam: (Link to your profile) https://steamcommunity.com/profiles/76561198020154928/ Preferred role: (Faction leader/Second in command) Faction Leader Preferred faction: (Grand Empie/Confederacy) Empire Why you'd like to lead: ( multiple reasons) I will state a few reason why im more then capable in leading but i will first point the main fact and that is im sick and tired of NRP player who think they can lead and get there armies killed. I will show not only that im better but hopefully teach them also. (e.g. telling officers to go places and putting them out of position and getting them killed). With my experience i know how use things effectively and anyone who doesn't listen i will blast and replace. I only have been apart of the campaigns abit so i know how it works and operates. What makes you a good leader: I am 2IC of the 19th regiment and we have survived a long time, while all these other regiments have failed and died. coincidence? i think not. I have worked hard with Pres to administrate the regiment and it has succeeded. I also lead in events so im familiar with the leadership role.
    6 points
  10. NRP Username: The Tax Collector Steam: Can link privately Preferred Faction: Prussia Preferred Role: Leader Why you'd like to lead: After years of mugging around this server as an officer, from the very start of it's inception, I've probably become the most proficient officer and long standing regular. I proved myself as the leader of the GR from the first campaign by leading it to total victory with no defeats but more important than that as a leader who was able to field the most active faction and thereby create an active campaign with a high amount of players. I strove to create a fun environment that had little complaint from the players under me and I believe I succeeded, with many still looking at that time they had with respect and nostalgia instead of a time where they felt forced to come on. Even throughout the second campaign where I was unable to attend because of my position in real life, my advice and help was sought by all of the factions which I gave and even assisted them all as an officer or faction leader when they asked for it. I wrote the rule-set for both the first campaign and the third campaign now and am familiar with the kinks, tricks and necessities of leading a faction in it. I am not an admin but have been so in the past and am familiar with all the necessary tools and details of the management and player-to-staff communication needed to get things done and organized, while also having the necessary means to contact staff if necessary for faction related activities. I am in the best position to contact staff in order to not have the campaign stall because of a problem in the faction. I am in the best position to act as a leader for Prussia, a faction which has quite frankly been my favorite since I started sweating on here as a faggy rper all those years ago, and bring in people who will share my enthusiasm and create for them a way of play that will make them have fun and engross themselves. Also if I'm going to be honest, it is time for me to put my cap and cane up and retire slowly from the nwrp scene as a regular as I continue to try and make time for it even though my regular life is getting fuller and fuller with home hunting, longterm relationships and the continually approaching end of my university. Therefore this will probably be my last stint as a regular player in nwrp and I wish for it to end the way I want it; fighting at the top and leading the best way I know how. Hopefully it will end up well, if it not then atleast we'll make it fun.
    6 points
  11. 6 points
  12. First reveal of the Campaign will be the Faction which will replace the Crown Colonies! Here we have our first attempt at creating a flag to represent the new faction. In this update I'll be referring to the new faction as the "Crown Commonwealth" (CC) however this name may be subject to change. When the Faction is fully fleshed out there will be more lore and information made available. This is just a placeholder name for the time being until our friendly lore-goblins have come up with some concrete stuff! Lore The Crown Colonies saw many defeats at the hands of the seemingly unstoppable Republican forces of the Grande République. The unique Governmental Structure of the Crown Colonies proved popular in times of peace, but ultimately contributed to the downfall of the faction. However, just as it seemed all hope was lost, a group of veteran Crown Commanders rallied a Colonial Army and lead them to victory against the Grande République, inflicting the first serious blow to their campaign. While the victory was not enough to turn the tide of the war, it was enough to secure a hastily drawn up peace deal to allow the two exhausted nations to recover from seemingly endless conflict. The peace deal was heavily in favour of the Grande République-only natural due to their much stronger position at the time-with much land conceded to them and their newfound vassal in the Rossiyskiy Soyuz. It was only natural that the leader who signed the peace treaty stood aside after doing so, with no man able to bear the burden of rule after doing so. However, a new problem presented itself; who would now rule the Crown Colonies? The war left many electors dead or missing, and few wished to take the reins of such a shattered nation. Many settlements once more began to go dark, as the divisions within the various townships of the Crown Colonies started to solidify. Crisis arrived when one of the larger cities attempted to officially "secede" and fend for themselves rather than contribute to what they believed was a doomed nation. It was only when a veteran of the final battle against the Grande République rode an army into the town and arrested the Mayor for treason that hope returned to the eyes of those loyal to the Crown. He quickly rose in popularity, with much support from his peers as he began to rebuild the war-torn lands and unite a divided people. The previously somewhat overlooked German and Dutch population of the Crown Colonies were overjoyed at acts which saw them granted laws protecting their language, culture and identity within this new nation, and soon they too were given official Regiments and Companies within the army. Many mused that it were as though the Grand Veteran had reached into the heart of these people and pulled from it a Prussian Army. Before long, many saw him as the embodiment of their nation; strong, resilient and unwavering in the face of seemingly hopeless odds. With the Crown Colonies and the politics therein quickly becoming a battered memory, a set of unprecedented reforms lead to an event which would change the face of the nation forever; the Crowning of the Colonial Soldier. Description We wanted to make the Crown Colonies into something a little more extreme-or rather a little more exciting. The "Crown Commonwealth" will be a Faction out for revenge, seeking to regain lost lands and with them a sense of pride. They will be themed much more toward Monarchs and Royalty than before, with the High Command taking titles denoting nobility and prestige. The units will mostly be British-themed, however it will also have several Prussian-inspired units to represent not only the German/Dutch-English population of the Colonies but also some potential mercenaries which may have arrived to help. This faction is for you if you'd like to not only restore the honour of your allies, but also strike back at the heart of the Grande République and her delusions of invincibility.
    6 points
  13. Post your group application like this Group name: (not too long/complex) Tag: (all members have to join event with this tag in their name) Uniform: (name the exact torso that all members will wear. No shirtless or partizani rags) Flag: (France, UK, Russia, Prussia, Austria or Rebel flag) Base location: (some bases will have a safer location than others. Bases with a more dangerous location are compensated with more supplies nearby or better defences) give a number from 1 to 5. 1 being safest and 5 most dangerous. Members: (name all your members by their in game name. You can add more members later, but no more than 12. People without a group will be assigned to one randomly)
    5 points
  14. The Joint NA/EU Campaign 7.0 is Here! For Each Faction we will Need: ONE FACTION LEADER (1IC) ONE SECOND IN COMMAND (2IC) (These should preferably be opposite timezones, if the Faction Leader is NA then the Second in Command should try and be EU) If you want to be a Faction Leader or 2IC then you will NEED a Microphone and be prepared to be active for the majority of events. Officers and Generals can apply here but can also be chosen by the Faction Leader If you think you have what it takes to lead a Faction then fill out the form beneath: NRP In-Game Username: Discord Username: Steam: (Link to your profile) Preferred role: (Faction Leader/Second in Command/General/Officer) Preferred faction: (Felderburg/Poitres/Breytona) Why you'd like to lead: (Multiple Reasons) What makes you a good leader: (Multiple Reasons)
    5 points
  15. NRP Username: Florian von Kapfenberg Discord Alias: Florian von Kapfenberg Character Name: Florian von Kapfenberg Faction: The Most Serene Empire of the Truly Invincible Mountain Nation and its Impossibly Humble Dominions and Colonies (aka Austria) GUID: 1596350 What kind of character do you consider: Florian was born a nobleman of aristocratic pedigree in the mountains of Styria. From an early age, he was skilled in the art of horsemanship, able to exert control over any type of horse - stallions, mustangs, chargers -- even Khergit women and Daisy Ridley. As such, he was commissioned as an officer in the Austrian army by the age of 12 (a move which attracted attention from international human rights groups campaigning against the use of child soldiers). By the age of 16, he was a highly renowned officer of horse, and it is rumoured that he made love to a different woman after each of his meals. Given his experience with handling a very long pole, he opted to become a lancer. During a peasant revolution in a T*rk-populated area of the empire, he used his lance as a skewer, turning Kebabs into literal shish kebabs. By the time this campaign rolls around, Florian was firmly established in the annals of Austrian martial history as a dashingly handsome and frighteningly effective cavalry officer and lancer, even with ambitions to use his popularity to gain control of the Empire's throne. However given that the outcome of such a coup attempt is unclear at this time, it should for now be recorded that Florian is merely a heroic horseman and master of the lance. Whilst the official story is that Florian lost his eye in battle, he maintains this is untrue, as that would imply his martial skills lack. However, amongst the ladies of the realm, there are rumours that his eye was lost due to an incident involving Florian's own renownedly-huge "seminal lance"
    5 points
  16. NRP Username: Sneakypanda Steam: https://steamcommunity.com/profiles/76561198095787129/ Preferred Faction: Austria Preferred Role: 2IC/General ( Footguards ) Why you'd like to lead:  Playing as arty has started to get boring and I feel the leadership needs a step up from the last campaign. With my strategic mastermind an Austrian victory is ensured. I am also very educated on server rules and how things work <3.
    5 points
  17. This thread is going to be used to justify the deaths / losses of some noteworthy characters and to justify the appearance of the new officers lorewise - enjoy. Shepard: The air in the colonies was heavy, Shephard the "Armchair Marshall" was the obvious choice for the populace to direct their anger at, elected under mandate to expand the crown, only to do the opposite, proving that administration and military command were not one in the same. After the only victory of the entire war came without his knowlage Shephard decided it was time to leave the colonies and return to Britain for better or worse no matter the chances of survival, leaving with a short informal goodbye to the cabinet he made the march from the capital to a port with a small escort of 30 men. However leaving his office behind as it stood, due to the impracticality of carrying all doccuments to port, Shephard had allowed the members of the colonies to see the large volumes of letters written in a foreign language, each doccument sighned "Shephard Kopanski" instead of "Shephard Kemp". Word soon spread about the foreigner that had lead the colonies to disaster angering the population even more, causing even those in New Cambridge to tear down the formerly proud statues of the Armchair Marshall. Meanwhile Shephard had arrived at the port town, ready to leave the colonies behind. Upon seeing the former leader of the crown colonies the population was less than happy. The townsfolk, many of whom had been plagued by the recent refugee crisis caused by the annexation of the teritories by the GR, wanted justice. The populace took up arms, a mob of men surrounded the 31 men strong force in the narrow alleys. Some of the militia possessed guns which they used to pick off small numbers of the guard, 5 men were lost before the rifles were driven back by volley fire. The withdraw of the riflemen had provoked the main mob to close in on the surrounded force. Volley after volley was fired on the charing townsfolk who seemed to only desire Shephards head on a pike. The mob's numbers dwindled but the towns people still easily outnumbered Shephard's force. Desperate, and with a dwindeling supply of ammunition, Shephard drew his sword and ordered men to fix bayonetts. The guard would charge the peasant mob on both sides, fierce fighting continued as the well trained soldiers and their commander held firm. The fighting raged on for an hour before the peasant militia finally broke through the lines of the exhausted soldiers, cutting many down quickly, the remaining soldiers and their commander fought on until eventually being cut down by improvised clubs and pitchforks. Shephard's body was later found at the sight of the slaughter. The corpse was uncerimounously impaled by a pitchfork while still clutching the sword. The attack was used to highlight the instability of the local towns, townsfolk being desperate enough to attack and kill a member of the colonies cabinet was used as an excuse to decentralise the crown colonies into the crown commonwealth, with many strong military veterans as leader to ensure that an single administrator would not be the downfall of the colonies again.
    5 points
  18. In this update I'll outline some changes to how Faction Leadership in the Campaign will work. Previously, all of the wargames aspects (army movement, map control, aka everything not in the battle) was controlled by 1 individual as the Leader of their faction. I felt this needed improvement for two main reasons: 1. If said person is unavailable OR ineffective, it brings their faction to a grinding halt. 2. All the mechanics and campaign tactics which took so much work to plan are only really experienced first-hand by one person. Therefore, I'm reworking the command system into a simple Chain of Command. Currently, the template is as follows: 1. Faction Leader Same as before, this is the overall leader and representative of the Faction. They are in charge and will have the most influence in the running of their Faction during the campaign. 2. Second in Command Essentially there to fill in when the Leader can't be present or is otherwise occupied. When the leader is present they will likely still be quite influential in his decisions. 3. Generals The Generals (up to 3 maximum) can take on some devolved duties from the Leader or Second in Command to ease the amount of work dumped on them. An example of this can be leadership of a particular army which they can command each turn, etc. The Chain of Command allows each Faction to not have just one person running things, but rather a team of people running things. It will also improve immersion and lore for the campaign as we can be more personal with who commands what. It also grants players more incentive to move up the ranks of their Faction in order to potentially enter one of the multiple leadership roles. All changes applied to the Campaign are either simple improvements or streamlines of previous systems to ease the level of stress/paperwork for our staff to undergo for each battle.
    5 points
  19. The 'Massacre' at Mazen, 4th June 1817 The triumphant victory at Fenada would bring great pride and increase the morale of the 1st Rhodokian Army, and Consul Hunter would rest with the whole army pretty much intact after a glorious day in battle. News however would take a while to spread. On the Morning of the 4th of June, the great Nothern Offensive was underway, Premier Consul Greaves led the veteran 3rd army, and the newly made 5th army along 2 separate roads on their march north, small crowds of young children out in the fields, people passing on the side of the roads would watch in amazement. Word of the atrocities at Rivacheg had left a bad taste for the coalition amongst the rural Nord population in the North West, and many were eager to see those 'heroes' who gave their lives in defence of the town avenged. After the couple days of Marching since the Sacking, both healthy armies of around 20,000 strong each would rendezvous at the market Village of Mazen, however just as the 2 had almost joined up, they were set upon by artillery bombardments from Coalition positions, entrenched near the villages that oversaw the river connecting the Republican armies to Mazen. And thus, Consul Greaves ordered an all out preparation of the battle lines, the artillery were initially placed too far back to be effective whilst the coalition were well entrenched and able to offer heavy fire upon those waiting. It would not take long for Balion infantry to engage the Rhodok infantry as they crossed the bridges, whilst cavalry and other coalition infantry charged a defence laid out by mercenaries under Generalissimo Robert O'Connor. The resulting battle saw thousands of men fight in brutal hand to hand combat along the banks of the river by the bridges, whilst the roars of musket fire laid effective fire at either close range, or by long range skirmishers. The Coalition even sailed a couple gunboats into the battle, packed to the brim with riflemen that prevented any push from going unharasses, and the Republican Nordic Guard were unable to blow them up for being too far. Further skirmishes happened, mainly with the newly conscripted 5th army as they fought in the highlands around Mazen, taking heavy casualties but with the help of mercenary veterans were able to capture the Estate as men hurled each other through the courtyard and bullets rained through the forests. Overall the Battle saw 40,000 brave Rhodkians annihilate the vast majority of the Coalition vanguard sent to halt the Northern Offensive, the river was crossed after the Balion dreaded hussars were repelled and the infantry overwhelmed and slaughtered by the outnumbering Republican line infantry, that when one line fell, 3 more appeared to meet. The Prince of Jumne was tasked with overseeing the halting of the Consul's offensive, yet was only involved in the gunboat and was unable to organise a safe and orderly retreat, sailing back north along the narrow river to regroup with the troops at Wercheg. Mazen was undoubtedly a massacre, even though Greaves suffered a few thousand mostly new conscripts... the Coalition had lost around 13,000 men in their desperate attempt at halting the Republic's ambitions. Mass graves would not fill the amount of Coalition killed, and thus many had to be rolled down the hills and to the river for the fish to have a long banquet... but this was only the beginning. The Massacre at Mazen
    4 points
  20. First of all, many thanks to @Emil for setting this up. As Scandy mentioned in the rules thread, this is not the place for ANY discussion on the topic of the server being closed/how or if it should be revived. The new management team doesn't support any of the above to be perfectly clear. This is just a place to hang out, transfer threads from the old website and discuss what was and what could have been. You are all free to do whatever you want provided you go by the rules. I will start by transferring the old Portrait Gallery, feel free to contribute!
    4 points
  21. NRP Username: Bush_Did_711 Steam: https://steamcommunity.com/profiles/76561198079534709/  Preferred Faction: Prussia Preferred Role: General Why you'd like to lead: I am a tactical mastermind, and a top class strategist.I have already led many regiments of renown before, securing astonishing victories and bold feats of gallantry and valor. I shall once again destroy my many enemies, and achieve total victory.
    4 points
  22. NRP Username: orlov Discord Alias: orlov Character Name: orlov orlovsson Faction: Austria GUID: 1141661 What kind of character do you consider: (Optional but helpful - What sort of character you want, what role you want to have, why you chose it, etc) Orlov is a russian mercenary who's really only in it for the money. He'd switch sides if the prussians paid him more. Furthermore, he's a brutal man in combat and campaign and shows no mercy to his enemies, as they're the only thing between him and his payment. orlov is satisfied with any troop, as his skill is unmatched by almost all that face him. All he asks for is opportunity to kill, whether they be prussian or austrian is no issue to him.
    4 points
  23. NRP Username: Chinese Steam: (link to your profile): https://steamcommunity.com/id/Chinese_Propaganda/ Preferred Faction: Austria Preferred Role: (Leader/Second in Command/General) (either) Why you'd like to lead: I have been involved with leadership in the past campaigns, in the first I was a general for the CC during the first two battles and leader of the CF in the second (although not for the whole thing I left it in good hands and didn't suddenly bail unlike another leader in that same campaign). I would like to continue this streak and help out with the management and on field leading of the Austrians.
    4 points
  24. NRP Username: Doctor_Noob Steam: Username gideon09876 http://steamcommunity.com/id/2LBI_no_life/ Preferred Faction: Austila's Preferred Role: General Why you'd like to lead: 1 I had alot of fun leading rifles last campaign I would like to do it again even though it takes alot of time.  1 To much competition for Prussia rifles fuck that.
    4 points
  25. NRP Username: The Guy Steam: https://steamcommunity.com/profiles/76561198248669648 Preferred Faction: Königreich Preußen (Kingdom of Prussia) Preferred Role: General Why you'd like to lead: 1. My devotion to this faction is next to unparalleled by other members of NRP. My PFPs are Prussian-based, my banner in-game is the Prussian flag, and I even own a Prussian mug. (Message me for pictures) But I would do my job with devotion and passion, I commit very easily. 1. I served as KGL officer in the last campaign and have quite a bit of experience leading troops in-game, so I would have no problem leading men myself or filling in for missing officers when necessary. I also have a lot of experience in board games and turn-based strategy games such as TotalWar which both bear much semblance to the map mode of our own beloved campaign.
    4 points
  26. NRP Username: Sparkymilarky Steam: https://steamcommunity.com/id/Sparkymilarky/ Preferred Faction: Austria Preferred Role: General Why you'd like to lead: I was the CF General in the last campaign. Our cav dominated every match. I always attend events and am active in VC. CF will vouch for me. I'd be happy with any officer position but I'm best leading cav or rifles.
    4 points
  27. disclaimer: i won't be able to attend all battles. my plan is to work very closely with the 2iC and generals so that the faction is run as effectively as possible. i plan to do 99.9% of the administrative work that's needed and whatever else is needed behind the scenes, but i can't guarantee i can show up to every battle on time NRP Username: Florian Steam: https://steamcommunity.com/id/selh88/ Preferred Faction: Austria Preferred Role: Leader Why you'd like to lead: 1| I did a good job of organising GR before I had to leave, getting back 99% of former members even after they had previously decided to leave. If nothing else, my abilities to organise and ready the faction will be very valuable both inside and outside of battles. Even if I didn't get to lead the faction in a battle, I'm sure many former GR members will testify to how we set the faction and and planned very efficiently. Now I'd like to translate that efficiency outside battles into an efficiency that will help us win battles. 2| I have the special ability to instill discipline in the men via team chat and whenever I've been leading lines against pubs I've generally had success. On top of that I have a good grasp of tactics and how to lead a line in such a way that you can minimise casualties before you've entered the fight, which is quite necessary for maximum engagement for pubs during long campaign events because it ensures the poor sods get to actually fight. 3| I think we ought to give new people the chance to lead where possible, instead of having the same old officers every time.
    4 points
  28. First of all thanks to Duke, Joe and Chinese for letting us in the event in the first place. Although our experience with NRP had always been negative, the first rounds of the campaign were a blast to being a part of. However after the last incident we,the officers of the 65th that is, have decided that there is no reason to continue participating. This decision was taken because of 3 main factors which I will briefly go over Abuse and bias in the admin team I first addressed this in this thread. Although everything was explained about those questionable decisions, this doesnt apply to yesterday's events. For anyone not attending that day, what happened is basically that the CF got denied 2 officer slots at the start of the round for no reason. 2 admins, sneaky and Duke were contacted in the middle of a non live round however according to them they got vetoed by Scandy and Minisiege who chose to continue the round. Minisiege later stated that a CF officer told them we were ready. That was a lie. All officers at the time were present in the voice chat where a massive mic spam had commenced over the officer issue, as such all of them were aware of the situation. The only one not present, Doctor Noob also denied telling any admin. This ''mishap'' caused the CF to lose an entire round which the admins refused to correct or acknowledge. I would also like to point out that in the first battle El Presidente reset an entire round in the middle, in order to sort out CC officers. This action seems to only be forbidden to non CC players Let us also not forget the ridiculous maps which seemed to always give an advantage to the CC. The second to last one was absolutely horrible as it gave the CC a fortified hill position with a total of 5 cannons and 3 howitzers that overlooked the entire map while the CF only had one hill with one mortar that was bypassed by the enemy's arty height advantage and a town whose walls were transparent to cannonballs. These were issues that arent necessarily abuse but something I will address right below 2. The stance of the responsible admins All the issues that have been brought up could have been dealt with a simple reset, an invalidation of a round or a simple side swap. Every such initiative though was denied for no good reason by the acting admins who later reflected blame to Duke and even the regiment itself. Time after time, in both events ''mistakes'' were simply covered up or played down while their effects (again only in CC's favor) remained on the campaign map. 3.''Meta game'' abuse by the developers Although I was the only one involved with the dev process from my reg the effects on many decisions impacted the campaign as a whole. This is the only time in this thread I will name the 19th as a cause, as all of the people who tried to push an agenta were from that regiment (the opposite isnt true- many 19ths stayed out however). Presidente vetoed rules and suggestions that would have negative effects to his faction, 19th hordes appeared occasionally to rule out or support opinions by relentless spamming and insulting, and other 19th members attempted to give themselves buffs from the moment they lost the 1st battle (this included: A ban on faction co operation, the GR losing 3 AP for violating a rule which came into effect AFTER they had acted on it, a 3rd CC army spawning, faction leaders being banned and many more). I would like to once again give a thank you to people like Duke and Joe who put their heart into the campaign to make it as enjoyable as possible, and a small ''fuck off'' to people like presidente who put their personal gain above the enjoyment of others. Have a nice day/evening/night. Edit: was asked to include this as well
    4 points
  29. 4 points
  30. Campaign Ruleset update and more: Army Health and Balance mechanics: The Campaign will begin with 3 Nations with 2 Armies each. Every Army is worth 15 "AP" (Army Points), armies lose 1 AP just for participating in a battle and they also have the number of rounds they lost subtracted from their total ap, for example if the Confederation won 4-3 agains the Grande Republique and both armies were at full AP before the battle - both armies would lose 1 AP just for participating and then the GR would lose another 4 , for losing 4 rounds whilst the Confederation would lose 3. This is a balance mechanic to ensure one army can't win 21 battles and not lose a single man. Turn Order on the map and Beginning location for each army: -The CC's armies are will start on Providence and Wellington Village, -The CF's factions on Sarkow and Drepesk -The GR on L'Aumond and Rouez The turn sequence will be: Crown Commonwealth, Confederation of Liberated Lands, Grande Republique. Movement on the campaign map: -The CC will therefore have the very first move. Armies move from province to province. The maximum amount of movement is 2 provinces in friendly territory and 1 province of movement when moving from a friendly province into enemy territory or when moving from a enemy area to another hostile area. Armies can additionally move between occupied ports. This will take a total of 2 turns; 1 turn to embark and 1 to disembark. Battles: When 2 opposing armies collide on the campaign map, a battle ensues. Battles are planned to be fought on the server during Fridays, Saturdays and Sundays.The battles will be normal battle RP but with reserved officer slots; every three rounds the map is changed. A battle is won if one of the two involved faction reaches a total of 4 round victories first. When a faction reaches a total of 5 rounds, the campaign event is ended and the results will be translated to the campaign map. The faction that won the 4 rounds will be deemed the winner If an army scores below 1 ap point it is deemed destroyed and will be removed from the campaign map. Summary: lose 1 point automatically for participating in a battle + how many rounds you lost. Victory Condition(s): The Victory Condition is to take a total of 6 provinces; when one faction gains control of 6 out of the 9 settlement (all shown in a bolder shade of white on the campaign map), the campaign will end and the respective faction will be victorious! Islands: All the smaller islands namely: Ostrov Nirok Ostrov Erlok Ile de Burly Ile de Nevoy will start as unoccupied lands meaning that the first faction to get their armies onto it will assume ownership of X island. Date: We hope to begin the campaign in the next few weeks End + Infos: If you wish to help plan the campaign pm me on discord. Credits for this to all members on discord who have the "campaign developer role" As you my see abilities have not been mentioned, but we are looking into the possibility of implementing them in the next update so stay tuned!
    4 points
  31. NRP Username: Prince Florian GUID: 1596350 Steam: https://steamcommunity.com/id/selh88/ Preferred Faction: LA GRANDE REPUBLIQUE! Preferred Role: (General/Leader/Second in Command/multiple): Leader (if I don't get it don't give me a lesser role) Why you'd like to lead: When it was announced that the previous leader of the Grande Republique had died of a rare disease called "being Turkish", I hurried to the Tuileries Palace to give counsel to the Emperor Napoleon Bonaparte. However, from the moment I stepped into my carriage to the minute I stepped out, I was swarmed by hundreds of thousands of Parisians all begging that I apply for the role. However, I am a humble man, and recognise the people have no worthy opinions. It was only when I spoke to Emperor Napoleon himself and he suggested that I take charge of the entire French Empire that I had to assert myself. "Non, mon Empereur, I could not succeed you" I said to him, but it was not enough. He gave me an ultimatum: become the leader of the Grande Republique or succeed him as Emperor of France. Naturally I chose the former: it is obvious that the Grande Republique is on the decline and will probably never win another battle. If I took leadership of it then after its collapse, I would get a nice pension from the Army but I'd also get to live out my days in exile on a tropical island paid for in full by the government of the Confederation or CC, whoever it is that captured me. On a real note, GR has a severe lack of leadership applications. I'm not a totally incompetent leader and I certainly had a lot to say after GR got beaten in our final battle. I think it's the right thing to do to honour Goki's sacrifice and put my money where my mouth is and see where I can take GR in the absence of an actually good leader like Warclever or Tax. A big plus for me is that I have a mic. And also, when GR do inevitably lose, I can be excused because of my Austrian ethnicity. When was the last time Austria won a war? Also, I was one of the OGs of the original GR and I'm frankly not quite ready to see it die if there's anything I can do to help it (despite my posturing about how I was going to merc for whichever faction was winning).
    4 points
  32. Hey everyone, shepcunt here and I personally would like to get to the point and suggest a change to the way we handle the story of the NRP campaign, from the initial ideas I interpreted it as something that would have an official hub that would be added to by the admins and made official in the lore taking perspective from all factions and leaders as well as telling grand tales of heroism, however it hasn't been nearly as structured and seems to just be a "post your best moments of the campaign here" deal with a tiny smidgen of lore each week. I therefore propose that the lore and story should be overseen by a team of 3 or more admins a round (one for each faction looking for heroism and the other looking at the general way the battle goes and picking out any interesting engagements), the admins would then collect the lore and consult with each other and the head of the campaign to pick out the appropriate things to include, then a comprehensive summary of the lore is included in an official place written by the team of admins. I believe that this could add the theme of the campaign's story being told to us by historians analysing the battles of a bygone era, it could also make the lore more consistent and organised as people would know the number of battles, what significant feats happened in those battles and all of the significant things that particular figures have done. Another more fun aspect of this would be that due to the lore being easily accessible in one place and more detailed it could be better utilised in the events, making the campaign feel more like a story instead of a competition. For example one application could be using a specific map with the troops being told to generally act a certain way due to the lore e.g. A wounded British garrison that has already lost a battle is defending nearby villages against the French, on the event announcement it could be mentioned how the french troops are full of hope and patriotic zeal ready to charge and finally wipe the garrison out, while the mood on the British side is melancholy with many of the troops only wanting to survive and so being told to be more cautious. This could also provide a nice way to asymmetrically balance the battles and add more flavour to them such as the Brits being on a hilltop with houses and so have an advantage on defence, however the hilltop could be a small area and so the french could easily surround it. The British would have to contend with low visibility due to the houses and being surrounded on all sides while the french would have to overcome the hill all while being fired upon by the British. (this may not be the best example but i'm sure you understand the concept) In conclusion I believe that treating the campaign as a story will allow us to add more variety and fun to it, if its expanded we could even have backstories and other small bits of lore incorporated to make an impact on the campaign, for example a french officer turns out to be British causing a rift in the ranks of the GR as the others debate weather or not to exile him, causing a schism in the republic. So yeah I hope the way we treat lore can be overhauled, I would be more than willing to help to make this a reality.
    4 points
  33. In what may be the speediest turnaround for any NRP Campaign ever, I am pleased to announce the creation of a truly innovative NRP Campaign: CALRADIA 1815 Basic information: -The first event of the campaign will take place on 10th of September. Events will happen at 21:00 CEST, every Saturday and Sunday on "NW_Public_Events" server. Event calendar -Events will be completely public, everyone can participate -If you wish to take part in leading a faction, apply here - remember to create an account first! -You can follow progress of the campaign on the interactive map here -Event rules: So what can you expect to see from this campaign? -New, improved, complex mechanics -Increased freedom for faction leadership -New maps -New unit skins -New server-side scripts And what's this campaign actually about? After the incessant warfare beginning in 1257, the foundations were laid for one great empire to rise. Slowly, they conquered. Savvy political alliances and superior martial might made them the foremost continental power. Some nations were conquered. Others became insignificant satellite states. The ancient cultures of others simply could not keep up, and they fell into obscurity. As time marched on, the divinity of sword and bow gave way to musket and cannon. The empire's princes and lords bickered among themselves. Their rivals found unity in the enlightened ideals of democracy, or beneath the auspices of singular mighty men, each ready to mould the coming world in their righteous image. This empire has fallen, and its two greatest rivals sharpen their bayonets and prepare to march on the road of smoke and steel into eternal glory... This upcoming campaign will see two factions clash in their quest to conquer the remains of a once unmatched empire. RELEASE DATE 10 SEPTEMBER Stay tuned over the next few days as we release more devblogs.
    3 points
  34. NRP In-game username: Gio Discord username: Gio Steam: https://steamcommunity.com/id/Gio3118/ Preferred role: (Faction leader/Second in command): Faction leader Preferred faction: (Grand Empire/Confederacy): Grand Empire Why you'd like to lead: ( multiple reasons): I will make America great again. What makes you a good leader: That I will make America great again.
    3 points
  35. NRP In-game username:[74th]_ESN_Communist Discord username:[74th] Communist Steam profile:https://steamcommunity.com/profiles/76561198076889834 Preferred faction:Confederacy Why i would like to lead: From what i saw and lead in the last campaign it was very entertaining and fun Confederacy morale is fun to work with It is very relaxed yet very tense which is a exciting experience What makes me a good leader: I lead in the last campaign as Militia, 1st line and mostly 3rd line I'm an officer in the 74th Strategy games are my favorite and this campaign is strategy based Coordinating with other leaders and coming up with strategy is very interesting
    3 points
  36. Hello again everyone! This will be one of the last dev updates since we're almost done - i'll be packing alot into this one so do read! Texture Changes and Balance fixes: The Campaign team has once again lived up to it's promise of changing things up, which will be seen from the very first battle since we've added new skins and more! We heard many complains that the CF was disadvantaged since they have partizani and militia so we've replaced both of their weapons with muskets and made them into line units! Along with that, rocketeers no longer have rockets and both sides now have lancers, as a matter of balance. All units on both sides, cavalry and specialists included, have been reskinned following each faction's color scheme. Another important change is that all line officers on both sides now possess horses that are slightly slower than a heavy horse but faster than artillery horses, for them to lead their line to glory from a mount! New RPs to be included: Following much brainstorm the campaign team has thought it would be good to incorporate new rps to give the campaign more variety, along with battle RP which works the same as last campaign, the new rps will each have their own scenario required for them to happen. Hostage RP/ Assassination RP - This RP will happen the day after a 4-0 or 4-1 loss, where the losing side will have one of it's officers either taken hostage and should that officer be killed then they will be unable to participate as an officer in the next battle, or/and where the losing side tries to assassinate one of the winners officers and if they get murdered then that officer will be unable to be an officer in the next battle. Both Rps will take place on different maps and will consist of 3 rounds City Battle Rp - Will happen whenever a settlement is attacked - a special map will be provided and rules will be slightly different. and that's all the rps we're incorporating for now. -RULES- The rules this campaign will follow a similar path to that of last campaign: -Each army can move 1 tile in friendly or enemy territory towards any tile -When two armies are on the same tile a battle will occur -When an army moves onto a tile it automatically occupies that tile with one exception(...) -Two friendly armies may not go onto the same tile -Every army starts with 15 AP which function as it's health - for each round won the enemy loses 1 AP and vice versa, battles still take place on 2 maps(except when decider maps are needed for a 3-3) with the winner being the first to 4 rounds. There are two types of tiles - Normal, and Settlements, on settlements should there be a battle, the defender will receive maps biased in their favour whereas in battles anywhere else maps will be as balanced as possible thanks to the new roster of over 70 new maps that we have. Victory conditions remain the same. GARRISONS: Something new in this campaign will be garrisons! At the start of this campaign each capital city will have a 2AP base garrison. Garrisons will work a little differently- the defenders will always have to win the usual 4 rounds, whereas attackers of garrisons will only have to win 1 round per garrison AP, so 2. Each and every friendly/occupied settlement can have a garrison put in by an army standing on the settlement tile for a maximum of 2AP garrison - When armies garrison a friendly or occupied settlement the army garrisoning the settlement will lose the equivalent amount of AP which they wish to garrison the settlement with. EG- Army 1 (at 15 AP) on the City of X garrisons City of X with 2 ap, Army 1 would now be at 13 AP. GARRISONS COUNT AS AN ACTION AND SHOULD AN ARMY GARRISON A SETTLEMENT, THEY WILL NO LONGER BE ABLE TO MOVE THAT TURN. RAZING SETTLEMENTS: Razing settlements is a action allowed to an army occupying a settlement that the faction did not start with. Should an army raze an occupied settlement, that army will gain 2AP, but they will lose their ability to garrison that settlement, and should the enemy re-capture it the maximum garrison size for that settlement will be increased by +1, to a maximum of 3AP allowing enemy armies to re-fill that settlement with 3AP. THIS IS A ONE TIME ACTION for each enemy settlement. Capital City Garrisons: Capitals, namely the City of Cernbridge for the CC and the City of Lidorska for the CF will have special garrisons. For every two turns (i.e CC->CF->CC->CF) the garrison is under it's maximum (2AP), it will replenish 1AP - For example, if the CF captures Cernbridge but then the CC recaptures it, it's garrison will replenish to 2 after 4 turns. Thats all for this dev blog, we might change some things slightly in the next update - thanks for your attention!
    3 points
  37. NRP Username: dnS- Steam: https://steamcommunity.com/id/dnSKing/ Preferred Faction: Prussia Preferred Role: General Why you'd like to lead: I was leading rifles for CF faction during the last event. I would like to gain more experience and thus offer the other players more fun.
    3 points
  38. NRP Username: Brendan Discord Alias: Brendan Character Name: Herr von Wootz Faction: Austria GUID: 1295335 What kind of character do you consider: Officer ... OUR STORY BEGINS IN WOOTZ, GERMANY: Herr von Wootz was the lord of his village, the young fellow was excellent at preparing bratwurst for his people. One day, however, an evil Prussiaboo known as Helmet von Moltke, the Elder set fire to the village when he was drunk off church wine. Herr von Wootz saw something in the fire, though... What's that? It's wootz! Now most of you reading this are too simple to understand so I won't get into specifics. The young bratwurst maker moved his talents to MALAGA and established his first church of wootz. It was there that he met and would tame LOS GORILLAS ESTAS Adrián de Toledo y Pimentel and Don Francisco. Pimentel and Francisco were both ghosts for some reason, Pimentel had sailed back from the new world, an old conquistador! as for Francisco he was one of the two Iberian slingers to fall in battle at Cannae. Fastforward ten years later and the hooligans who fight under the Prussian banner now invade Austria? This isn't good! Herr von Wootz rallies his Spanisher friends to battle! The Prussians will prove no match for the forces of wootz! Some even claim to have seen MECHAW00TZ watching from above! WOOTZ VULT - rare image of helmet von moltke shooting civilians
    3 points
  39. NRP Username: Shephard Steam: https://steamcommunity.com/profiles/76561198044914804/ Preferred Faction: Prussia Preferred Role: General Why you'd like to lead: Over the past two campaigns I have put in a lot of effort into either leading the faction or helping manage it, I believe that I could be a useful officer and strategist if allowed to. Also I do just generally love the atmosphere in the faction chats combined with the existential dread before a battle, especially if I am held accountable for it.
    3 points
  40. Songs have been sung, with banners of memes flying in the air. Thousands lay dead on the battlefield, with thousands more wounded and unable to make a Pepe. With the campaign closing in, the time is nigh. Show your brothers-in-arms what memes you are capabale of. The official GR vs CC vs Confederation meme thread HAS ARRIVED. SHOW YOUR TRUE COLORS
    3 points
  41. NRP Username: Joeriig GUID: 1417987 Steam: https://steamcommunity.com/profiles/76561198037824128/ Preferred Faction: GR Preferred Role: General - (Infantry Officer) Why you'd like to lead: I would like to help my faction out! I may not be available every weekend but when I am, I would like to participate!
    3 points
  42. NRP Username: Niroc GUID: (Displayed in the bottom left hand corner in the text log when you join the NRP Server) 306356 Steam: (link to your profile) https://steamcommunity.com/profiles/76561197996942810/ Preferred Faction: GR Preferred Role: (General/Leader/Second in Command/multiple) General Why you'd like to lead: After a near successful attempt on his life was made Lidor Nirok was not seen for several years after the GR Victory. Now however he has returned. Seeking vengeance upon his own countrymen and with a commission to form and lead a regiment of foot Commandant Niroc seeks to assist his former enemy in crushing a set of new ones.
    3 points
  43. NRP Username: obamanoodle Discord Alias:obamanoodle Character Name: obamanoodle GUID: 1570865 Faction: Crown Colonies Why do you want a character: [Soldier] I just want a character so I can do the stuff??? idk I just felt like it
    3 points
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