@mhal21 Sounds like a cool concept. You could probably go all out with the plane types (biplanes, jet planes, dive bombers, etc.). If you want to make that game, then go for it!
Anybody play Xeno Europe at War or World at War?
-
Played Zeno exclusively thru out most of the 1990s. They were cutting edge and developed most of the advanced rules that are now considered OOB 15 yrs ago. Their World @ War map was vastly superior to anything MB or Wizards were doing. I also highly recommend using Paradise Games Naval expanition rules. I still use alot of these today.
Agree…. combining Paradise Expansions, Table Tactic units and Xeno’s was the way to go back in the day. Cutting edge.
glad to know i wasn’t the only one doing this
-
I World at War with my gaming partner pretty much exclusively in the late nineties. We even had a custom map made from the glossy paper one that the game was played on at that time. I loved the u-boat pens, implulse attacks and special units.
The quality of the pieces was not the best, but that didin’t stop us from having some epic (sometimes a week) games. It’s really something to see rules like Zeno’s in today’s games. Like others on here, we still use soem of the Zeno pieces (e.g. destroyers) in our current games.
I have a newer copy of the game which I have never played. The old paper map has been replaced by a standard folding board. Some of the rules have changed a little.
One thing I really like about the World at War was how neutrals were handled. For the Germans it was based on income. So many IPCs and you could roll for Spain or Turkey then their IPC values and armies would be yours.
I agree with the opinion about being able to build infantry in any territoy worth 1 or more. It was like fighting an endless insurgency for the Germans and really affected the balance.
-
In the 90’, I played a couple of Xeno game and with and without gamerparadise rules.
It was well balanced but not enough for me.
The rules are not bad but the gameboard is ugly.
Over the year me and my friend changes the rules and created our own map.





_The Conflict is a global-strategy based game designed around the economic and military conditions of Europe in 1914. Players play in one of two alliances, The Central Powers or The Allied Powers, to defeat their opponents. Players choose among seven nations (Austria-Hungary, Germany, Great Britain, France, Italy, Ottoman Empire, and Russia). After selecting a nation, players take turns completing their objectives during each round.
The Conflict has been extensively tested and designed by gamers for gamers. Players will take their turn each round to strengthen their tactical advantages and defend the borders of their nation. Each turn is broken down into Phases. Players must complete each previous phase in order to proceed onward with the rest of their turn. If a player decides to enter into combat with another player, they must, along with their opponent, roll a set number of D12 dice to determine the outcome of each individual battle. The Conflict uniquely deducts a combat penalty from the player with the weakest military strength in a territory. This combat penalty is taken off all of their dice rolls during the individual combat. The combat penalty allows for the strongest opponent to have a real-world advantage over their enemy, if they have a larger military presence in the area. Players can develop multiple (land, naval, and air) strategies to succeed. They can utilize 11 military units with unique capabilities to complete specific goals, upgrade technology, play one of three victory scenarios, as well as try a variety of player preferences.












