dannyboy2016
A&A.org Artillery
 
Posts: 151
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« on: August 27, 2010, 06:39:57 am » |
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Hey folks, I've been hammering out a scenario based on a Third World War breaking out in 1946. Please try it out and let me know what you think.
COLD WAR GOES HOT SCENARIO
Turn Order Ussr Usa Nato Uk Anzac Communist China Nationalist China First a few notes before the setup:
National Objectives All of the Global objectives are in play with a few revisions. First, the Soviet Union will not get the National Objective for controlling Archangel and zone 125, as the allies will not be sending them any lend lease. Second, the UK national objective regarding German submarines now requires that no Soviet submarines be present on the board. Third, the anzac objectives can be met even if NATO controls Dutch New Guinea. Fourth, the US gets its +30 ipcs national objective once it goes to war with the USSR. Fifth, Nato will get the French and German national objectives. Finally, communist China has a national objective. They will receive 6 ipcs and the end of their turn as long as both Amur and Manchuria remain in communist hands.
Victory The allies win by conquering Moscow. The communist win by holding 12 victory cities and at least 2 allied capitals while still controlling Moscow at the end of any round.
Neutrals Almost Every unoccupied Neutral territory in the game is considered to be pro allied. The one exception is strictly neutral Switzerland.
Political Situation Nationalist China and Communist China are at war when the game starts. The USSR or the US may declare war on one another during their turn. It costs 60 ipcs to declare war on the other bloc. Whoever attacks first gets a first turn surprise attack advantage. Their surprised enemies will only hit at a one or less during the aggressors first combat turn. Once a war breaks out between the superpowers the nationalist Chinese will join the allies and the communist Chinese will join the Soviets.
Allied Faction USA, United Kingdom, NATO (technically NATO hadnt been formed yet, so sue me), Anzacs, and Nationalist China Communist Faction Soviet union, Communist China
Special note on Chinese factions both Chinese factions may now build every unit type. Infantry and artillery may be built in any starting Chinese territory (including Formosa), but other units may only be built at an industrial complex. Industrial complexes captured by the Chinese are no longer destroyed. Infantry build by the Chinese dont count towards the build cap of industrial complexes. Neither Chinese faction has a capital and both may continue purchasing and placing units until they are completely wiped off the board.
Pieces I dont like seeing t34 on t34 violence, so I suggest using French markers and German pieces for NATO, French pieces for communist China, and Italian pieces for Nationalist China.
Note on placement of Industrial Complexes Some complexes have been preplaced on territories that they could not be built on in the rules. It is not my fault that Larry didnt give Amur or Novosibirsk enough ipcs. Additionally, some territories that had major industrial complexes in 1940 have been downgraded to minors because of the damage inflicted during the Second World War and demilitarization policies carried out during the occupation.
Note on technologies This scenario uses the same technologies as global. Each player will be able to pick a certain number of technologies to begin the game with. The number of free technologies varies by country and are given in the Country Setup section below. Now, without further ado
COUNTRY SETUP
USA Cash on Hand: 42 ipcs Starting IPC value: 84 Capital: Eastern United States (Victory City: Washington) Starting Territories: All original US territories plus all of the South American neutrals, Iceland, Greece, turkey, Western Germany, Iwo Jima, Marshall islands, Caroline Islands, Paulau island, Marianas, Okinawa, Japan, Korea, Saudi Arabia, and Liberia Starting Technology: Player may pick 8 technologies to begin the game with Starting Forces: Iceland 1 infantry, 1 airbase Chile 2 infantry Argentina 4 infantry Brazil 3 infantry Venezuela 2 infantry Saudi Arabia 2 infantry Central America 2 infantry West indies 1 infantry, 1 naval base Eastern US Major industrial complex, Naval Base, airbase, 2 infantry, 1 artillery, 1 armor, 1 fighter Central USA Major industrial complex, 2 infantry Sea zone 91 2 Aircraft Carriers, 6 transports, 2 fighters, 2 fighters, 2 tactical bombers, 3 cruisers, 3 destroyers, 1 Battleship, 2 submarines United Kingdom 2 infantry, 2 bombers Western Germany 6 mechanized infantry, 2 armor, 2 infantry, 1 artillery, 2 fighters, 2 tactical bombers, 1 minor industrial complex, 1 anti aircraft gun Northern Italy 2 infantry, 1 artillery, 1 fighter Greece 4 infantry, 1 fighter Turkey 8 infantry, 1 fighter, 1 minor industrial complex Korea 2 infantry Alaska 2 infantry, 1 airbase, 1 naval base Western USA 1 major Industrial complex, 1 naval base, 1 airbase, 2 infantry Midway 1 infantry, 1 airbase Hawaiian Islands 2 infantry, 1 airbase, 1 naval base Marshall islands 1 infantry Caroline Islands 1 infantry Marianas 1 infantry Guam 1 air base, 1 infantry Iwo jima 1 infantry Okinawa 1 infantry, 1 air base Kiangsu 1 infantry Philippines 2 infantry, 1 air base, 1 naval base Paulau 1 infantry Japan 1 minor industrial complex, 1 anti aircraft gun, 1 naval base, 1 airbase, 2 infantry, 1 mechanized infantry, 1 artillery, 1 armor, 2 fighters, 2 bombers Sea zone 6 2 aircraft carriers, 2 fighters, 2 tactical bombers, 2 submarines, 6 transports, 3 cruisers, 3 destroyers, 2 Battleships Sea zone 26 1 aircraft carrier, 2 fighters, 1 battleship, 3 cruisers, 3 destroyers, 2 transports Sea zone 10 1 aircraft carrier, 2 fighters, 1 destroyer, 2 transports Sea zone 101 1 aircraft carrier, 2 fighters, 1 cruiser, 1 destroyer, 2 transports
ANZACS Cash on Hand: 10 ipcs Starting IPC value: 10 Capital: New South Wales (Victory City: Sydney) Starting Territories: All original Anzac Territories Starting Technology: Player may pick 2 technologies to begin the game with Starting Forces: New South Wales 1 minor industrial complex, 2 infantry, 1 armor, 1 naval base Queensland 1 naval base, 1 airbase Sea zone 62 3 cruisers, 2 destroyers, 2 transports New Zealand 1 airbase, 1 naval base, 1 tactical bomber, 1 fighter
UNITED KINGDOM Cash on Hand: 22 ipcs (Europe) 17 ipcs (Pacific) Starting IPC value: 34 in Europe and 17 in Pacific Capital: United Kingdom (Victory City: London)/India (Victory City: Calcutta) Starting Technology: Player may pick 6 technologies to begin the game with Starting Territories: All original British territories (except Belgian Congo) plus siam, Ethiopia, Italian Somaliland, Iraq, Persia, Eastern Persia, Tobruk, Libya, and Sierra Leone Starting Forces: Gibralter 1 infantry, 1 naval base, 1 airbase Borneo 1 infantry Malaya 1 infantry, 1 naval base Siam 1 infantry Shan State 1 infantry Kwangtung 2 infantry, 1 naval base, 1 airbase Sea zone 20 2 transports, 1 submarine, 1 destroyer, 2 cruisers, 1 aircraft carrier, 1 fighter, 1 tactical bomber India 1 major industrial complex, 1 airbase, 1 anti aircraft gun, 1 naval base, 6 infantry, 1 fighter, 1 armor, 1 mechanized infantry, 2 artillery, 1 bomber Eastern Persia 1 infantry, 1 artillery Persia 2 infantry Iraq 3 infantry Cyprus 1 infantry, 1 fighter Egypt 2 infantry, 1 armor, 1 naval base Malta 1 infantry, 1 fighter, 1 naval base, 1 airbase Ethiopia 2 infantry Union of South Africa 1 minor industrial complex, 1 naval base, 1 air base, 2 infantry Quebec 1 minor factory, 2 mechanized infantry New Brunswick and Nova Scotia 1 naval base, 1 air base, 1 fighter Western Germany 2 mechanized infantry, 1 armor United Kingdom 3 bombers, 1 major industrial complex, 1 anti aircraft gun, 1 air base, 1 naval base, 2 fighters, 2 infantry Scotland 2 infantry Sea zone 110 2 destroyers, 1 battleship, 2 transports, 3 cruisers, 1 submarine, 1 Aircraft carrier, 1 fighter, 1 tactical bomber
NATO Cash on Hand: 23 ipcs Starting IPC value: 46 Capital: France (Victory City: Paris) Starting Territories: All original French territories plus Sumatra, java, Celebes, Dutch new guinea, Belgian Congo, Sicily, Sardinia, southern Italy, northern Italy, Holland- Belgium, Denmark, and Norway Starting Technology: Player may pick 5 technologies to begin the game with Starting Forces: Norway 3 infantry Denmark 1 infantry Western Germany 1 armor, 1 infantry, 1 mechanized Holland/Belgium 3 infantry, 1 minor industrial complex Normandy/Bordeaux 2 infantry, 1 naval base, 1 minor industrial complex France 1 major industrial complex, 1 airbase, 6 infantry, 1 tactical bomber, 1 artillery, 1 armor, 1 anti aircraft gun, 1 mechanized, 1 bomber, 1 fighter Northern Italy 6 infantry, 1 artillery, 1 minor factory Southern Italy 1 minor factory, 1 anti aircraft gun, 2 infantry, 1 fighter, 1 airbase, 1 naval base Sea zone 93 1 destroyer, 1 submarine, 1 aircraft carrier, 2 fighters, 1 Battleship, 1 cruiser, 2 transports Algeria 3 infantry and 1 artillery Belgian Congo 1 infantry Syria 1 infantry French Indochina 2 infantry Sumatra 1 infantry Java 1 infantry Celebes 1 infantry
COMMUNIST CHINA Cash on Hand: 30 ipcs Starting IPC value: 12 Capital: NA Starting Technology: Player may pick 1 technology to begin the game with Starting Territories: Sikiang, Tsinghai, Kansu, Suiyuyan, Jehol, Manchuria, Shantung, Kiangsi, Kwangsi Starting Forces: Sikang 1 infantry Tsinghai 1 infantry Kansu 1 infantry Suiyuyan 2 infantry Jehol 1 infantry Shantung 2 infantry Kiangsi 1 infantry Kwangsi 1 infantry Manchuria 1 major industrial complex, 1 anti aircraft gun, 2 infantry, 1 fighter, 2 artillery, 1 air base, 1 naval base
NATIONALIST CHINA Cash on Hand: 18 ipcs Starting IPC value: 12 Capital: NA Starting Territories: Formosa plus all Chinese national territories (marked with the Chinese roundel) that are not under communist control. Starting Technology: Player may pick 1 technology to begin the game with Starting Forces: Szechwan 2 infantry, 1 artillery Kiangsu 2 infantry, 2 artillery, 1 fighter, 1 major industrial complex, 1 anti aircraft gun, 1 naval base Formosa 1 infantry, 1 air base Shensi 2 infantry, 1 artillery Chahar 2 infantry
USSR Cash on Hand: 120 ipcs Starting IPC value: 60 Capital: Russia (Victory City: Moscow) Starting Territories: All original Soviet territories plus finland, all of Mongolia, northwest Persia, Bulgaria, Albania, Yugoslavia, Romania, Slovakia-Hungary, Poland, Germany, and Greater Southern Germany Starting Technology: Player may pick 7 technologies to begin the game with Starting Forces: Northwest Persia 3 infantry Turkmenistan 2 infantry Caucus 3 infantry, 1 artillery, 2 armor Volgograd 1 minor industrial complex, 1 anti aircraft gun, 2 armor Novosibirsk 1 major industrial complex, 1 tactical bomber, 2 mechanized infantry, 3 infantry, 2 armor Manchuria 6 infantry, 2 mechanized infantry, 1 artillery, 2 armor Amur 1 minor factory, 1 anti-aircraft gun, 1 air base, 1 naval base, 6 infantry, 3 armor, 3 tactical bombers, 3 fighters, 1 bomber Soviet far east 2 infantry, 1 fighter, 1 airbase, 1 naval base Buyant-Uhaa 2 infantry Ulanbaatar 2 infantry Central Mongolia 2 infantry, 1 armor TsagaanOlom 2 infantry Olgiy 2 infantry Dzarhan 1 infantry Yakut SSR 1 minor industrial complex, 2 infantry, 1 armor Albania 1 infantry, 1 artillery Sea zone 100 3 destroyers, 1 battleship, 1 transport, 1 submarine Bulgaria 4 infantry Romania 2 infantry, 1 armor Ukraine 1 minor industrial complex, 1 naval base, 1 air base, 1 anti aircraft gun, 3 infantry, 1 tactical bomber, 1 fighter, 1 artillery Belarus 2 infantry, 1 mechanized infantry, 1 armor Russia 1 major industrial complex, 1 anti-aircraft gun, 1 air base, 2 armor, 12 infantry, 3 mechanized infantry, 3 artillery Archangel 2 infantry Novgorod 1 major industrial complex, 1 air base, 1 naval base, 1 anti aircraft gun, 12 infantry, 1 armor, 1 mechanized infantry Finland 4 infantry, 1 artillery Baltic States 4 infantry, 1 artillery Poland 2 infantry, 2 armor Sea zone 115 3 destroyers, 4 cruisers, 1 battleship, 2 transports, 3 submarines Slovakia-Hungary 2 infantry, 1 armor Yugoslavia 6 infantry, 2 artillery Greater Southern Germany 2 mechanized Infantry, 12 infantry, 5 artillery, 2 armor Eastern Germany 12 infantry, 4 artillery, 3 armor, 3 Mechanized infantry, 2 tactical bombers, 3 fighters, 1 bomber 1 minor industrial complex, 1 anti aircraft gun
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