Global 1940 Cold War goes Hot Scenario


  • @calvinhobbesliker:

    How many techs does the US start with?

    Sorry, I missed it.

    Is it balanced?


  • I need some play testing help to balance it.


  • Start it if a Korean war goes global.
    Then communist china doesnt need to fight a civil war against itself

    Start US/Nato units AND Communist chinese units both in Korea.

    both roll as the attacker as the game starts. Whoever wins the combat, that faction goes second

    (ex. If US takes korea, then USSR goes first to start the game)

    Also start units of both factions in Germany

    Also you need rules for Nukes, and rules for veritcal map flight. (flying from US bases over canada, then onto the other board piece into SZ 127

    So you can bomb eachoter with nukes and planes


  • 1946 seems a bit early,every country was bankrupt,try the 50s or 60s,the cuban missle crises might work,or korea.If you are doing ww3 you have to include rules for nukes,that will be fun


  • you should add warsaw pact,bulgaria,romania,poland,east germany,hungary,czecholovakia,this will add a buffer zone between the soviets and nato


  • Factions should be

    USSR
    Communist China (German pieces for simplicity)
    Pro-Communist Neutrals (Such as yugoslavia & Cuba) Perhaps Italian pieces

    vs

    NATO (UK Pieces for Simplicity)
    SEATO (South East Asian Treaty Orginization) Australia, New Zeland, Thailand (siam 7 Shan State) And Phillipines, Including Japan, with no factory
    United States
    Pro-NATO/SEATO Neutrals (Such as Spain, as of 1955) French Units


  • Some interesting ideas here.

    Personally, I’d prefer to set the scenario prior to Stalin’s death, because I think a Third World War loses some of its “whimsy” if Uncle Joe isn’t in charge. Maybe “Korean War goes global” is the best time line for this? Start the game with Communist China’s turn assaulting the US in Korea? Setting it then would predate SEATO/WARSAW PACT, however.

    The 46 start was based in part on operation unthinkable, which I think would make an awesome game in general.

    If the scenario starts after decolonization you’ll have the problem of how to classify countries like Indonesia or India. Tito was one of the leaders of the non aligned movement, so Yugoslavia wouldn’t be pro Soviet after 1948 or so.

    If you set it during the Cuban missile crisis wouldn’t the whole of the civilized world be essentially destroyed after the first few hours of the outbreak of hostilities?

    Re: nukes I think they should do a ton of strategic damage and the amount of damage they can do should exceed the normal limit of 20 levels of damage (for Major factories anyway). Maybe an Abomb does 4 or so dice of strat damage and the H bomb does like 10? Maybe even include the Tsar bomb?

    Maybe a third tier of techs should be added that require the completion of all original techs? these are my thoughts on those.

    Once you have developed all of the original techs its assumed that you have developed the A bomb. Atomic bombs cost 20 ipcs apiece. You may stockpile as many as you want but they cost 2ipcs/turn/bomb in upkeep. Abombs do 4d6 in strategic damaged when launched from an icbm or a bomber.

    Tier 3 Techs
    1 - Hydrogen Bombs - Hydrogen bombs may now be built. They cost 25 ipcs and do 10d6 of strategic damage. You may stockpile as many Hydrogen bombs as you like but they cost 5 ipcs/turn/hbomb in upkeep.
    2 - Armoured personnel carrier - Mechanized infantry attack and defend at a 3 when paired with tanks. They also have a move of 3 when paired with a tank (provided you have developed main battle tanks).
    3 - Main Battle tanks - tanks attack and defend at a 4 and have a move of 3.
    4 - Nuclear Powered Naval Vessels - all naval vessels have a move of 3.
    5 -intercontinental ballistic missiles - anti aircraft guns may make one icbm attack on an enemy industrial complex per turn. The range for this attack is 10 territories. Your icbm attacks may use atomic weapons if you also have the hydrogen bomb tech.
    6 - Super Sonic Aircraft - all aircraft have their move increased by + 1 per turn (stacks with long range aircraft)

    Additionally if we set this after/during de-colonization then maybe you could try to influence countries to your allignment? You spend 5 ipcs per influence dice and, if you get a six you move a country 1 space towards you? So the USSR could turn a pro allied neutral into a neutral with a success and into a pro soviet neutral on a subsequent turn (assuming they got at least 1 sucess each turn).

    You can’t enter neutral countries until war breaks out so there is a chance of using some influence/coups to ruin things for a rival in the third world before war erupts.

    What do you all think of these ideas?


  • Will you include Vietnam in any way.


  • nice, cant wait for this


  • how about a negative effect to useing nukes,like all the nutrals will turn against the first power to use them,this way you will have to be desprate to use them,and you can set the game in 1979,the soviet invasion of afganastan,you can include the star wars defence platform as a tech,so we will have a chance of shoting down nukes,and the start date will concide with usa involvement in south america,just an idea,i will work on it when my europe game gets here(monday i hope),any ideas are wellcome


  • For this game you will need a totally revised tech system.


  • Only bombers should deliver nukes
    1955 timeframe

    Keep it simple

    Keep the same techs, just give most of them to some powers.


  • set up is sweet but you have too many tanks and artillery and not enough plastic sculpts. otherwise its fantastic


  • I would recommend 49-52 as you can have ussr and usa with the abomb and keep the hbomb back as a tech roll.

    other techs I would recommend are icbms and  early warning  radar.

    Cuban missile crisi i would reject based on the info from the site below: u.s. 24k warhead ussr 4.2k. Little too lopsided.

    Otherwise I would go modern when both Russ and US have under 3000 active warheads again


  • I’m working on a mid 1960s scenario. There would be several playable neutral powers, so diplomacy would play a larger role.

    The playable countries:
    1 USA
    2 NATO
    3 USSR & minor allies
    4 Warsaw Pact
    5 SEATO
    6 South Africa
    7 Nonaligned Movement
    8 People’s Republic of China
    9 Organization of American States

    Allied Powers: USA, NATO, Seato
    Communist Powers: USSR, Warsaw Pact
    Neutral Powers: South Africa, Nonaligned Movement, PRC, organization of American States

    The starting Territories would look something like this:

    USSR - Normal USSR territories + Dzavhan, Ulaanbaatar, Olgiy, Tsagaan Olom, Central Mongolua, Buyant-Uhaa, West indies, French indochina

    Warsaw Pact - Bulgaria, Albania, Romania, Slovakia Hungary, Poland, Germany, Greater Southern Germany

    organization of American States: all south American territories that do not have french, Dutch, or English roundels on them + Southeast Mexico and Mexico

    USA - all US territories that are not mentioned as belonging to someone else + all Japanese territories that are not mentioned specifically as a part of a different power + transjordan

    NATO - Holland Belgium, Denmark, France, Normandy Bordeaux, Southern france, Sardinia, Iceland, Greenland,  
    Northern Italy, Southern italy, Norway, Portugal, United Kingdom, Scotland, Greece, crete, Malta, Turkey,
    West Germany, all Canadian territories, British Guiana, Suriname, French Guiana, Gibralter, Angola, Mozambique, french and British islands in the Pacific (that aren’t mentioned as belonging to another faction)

    South Africa- Rhodesia, South West Africa, and Union of South Africa

    PRC - all territories marked by Chinese roundels plus Hainan island

    SEATO- Starting Anzac Territories + Siam, Philippines, Formosa, Korea, Japan, iwo Jima

    Non Alligned Movement- Afghanistan, Burma, Shan State,Ceylon, Cyprus,Egypt, Alexandria,Ethiopia,
    India, West India, Sumatra, Java, Borneo, Celebes, Dutch New Guinea,Northwest Perisa, Persia, Eastern Persia,
    Iraq,Liberia,Libya, Tobruk,Saudi Arabia, Syria, Anglo-Egyptian Sudan, Yugoslavia, Algeria, Belgian Congo,Gold Coast, French West Africa, Morocco, Italian Somaliland, British Somalialand, Tunisia

    Neutrals- Madagascar, Nigeria, French central Africa, Kenya, Tanganyika, Spain, Sierra Leon, Malaya, finland, Sweden, Eire

    Korea, French Indochina, and Germany would have communist and allied forces coexisting in them at the start. If French indochina or Korea are conquered by allied powers then they go to SEATO. All European territories conquered by the allies go to NATO and all European territories conquered by the communists go to the warsaw pact (by European I mean literally in Europe, not all territories on the European map- if the Soviets conquer Persia then they get to keep it).

    DIPLOMACY
    Neutrals would have NOs that would encourage them to go to war with either side. IE China would get NOs for owning Formossa (Taiwan) as well as (USSR owned) Mongolia. Non aligned movement would get NOs for owning transjordan (ie, conquering Israel) but also for owning Albania and Bulgaria (Titos dream of a Greater Yugoslavia). Organization of American states would have NOs for taking both Cuba and the Panama Canal (though they’d probably be wisest to join the allies, given their neighbor to the north). So diplomacy would play a big role. Will the neutrals throw their weight in with one side or try to team up against the superpowers?

    The nonaligned Movement and the PRC would be able to build infantry in any of their territories but would be limited to building other units at industrial complexes. They would not have conquerable capitals.

    I may replace South Africa with Israel - which would be more fun to play as? Obviously, a playable Israel would have to get some NO for just existing, as 1ipc aint enough to defend itself.  Which would be more fun?

    I’m working on techs to cover the time period better. Nukes would be optional. Maybe dropping too many nukes results in everyone losing?

    Any ideas about victory conditions?


  • just finished playing and it is amazing!!! its pretty much balanced except for the part of NATO having nothing in southern France. just wanted to say keep up the good work because you mod to the game is AWESOME!!!


  • @poloplayer15:

    just finished playing and it is amazing!!! its pretty much balanced except for the part of NATO having nothing in southern France. just wanted to say keep up the good work because you mod to the game is AWESOME!!!

    Hey tell me more! How did it turn out?


  • well we called the quits after America and UK landed a huge force in Leningrad and liberated/conquered Scandinavia 5-6 Russian territories. the us had taken back turkey and the British took the Ukraine. china was still an all out brawl. NATO was captured the Russian fleet and air force was dead. we liked it a lot! all of Europe/ Balkans were still in soviet control when we ended except for Greece witch was liberated by the US. . Russia was loosing in the middle east and had been halted in west India. i liked the tech rules and the bonus rules except for the UK. The soviet sub one is hard to accomplish and takes too much UK resources to achieve it. the rockets tech in japan is amazingly useful. America bought a second AA gun and then both Amur and Manchuria factories were continuously bombed. keep up the good work!!!


  • Thanks for the aar. Sounds like you had a great game.

    I’ll look into your suggestions about adding NATO stuff in Southern France and revising the UK NO. :)

    Looks like the 1946 scenario “works as designed”. Russia can quickly overrun Europe and has a good shot at India and the middle east, but US and UK have the long term economic and naval power to roll things back.

    Please let me know if you get to play a second game. :)


  • we might actually play a second game tonight.

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