Global 1940 Cold War goes Hot Scenario



  • 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 aggressor’s 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 hadn’t 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 don’t 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 don’t 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 didn’t 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
    Tsagaan–Olom – 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



  • How many techs does the US start with?



  • @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.



  • I’ve been working on revisions to the NOs and setup for the 1946 scenario. I’m still working on balancing all of this. Revised setup will go on first page after I feel more comfortable with the balance.

    set up changes
    NATO
    Southern France: 1 minor industrial complex, 1 anti-aircraft gun, 1 naval base, 2 infantry, 1 armor

    National Objectives

    Soviet Union
    When the Soviet Union is at War
    1. Collect 3 IPCs per turn for each continental European territory the Soviet Union controls. Territories with soviet roundels painted on the map are considered to be soviet national territory and do not count towards this. Turkey is considered to be part of continental Europe. Mediterranean islands do not count for this. Theme: Conquest of Europe.

    2. Collect 10 IPCs per turn that the USSR controls the United Kingdom. Theme: High National prestige.

    3. Collect 3 IPCs per turn for each of the following territories controlled by the USSR: Iraq, Persia, Eastern Persia, Northwest Persia, and Saudi Arabia. Theme: Access to strategic oil reserves and warm water ports.

    4. Collect 3 IPCs per turn for each of the following territories controlled by the USSR: Union of South Africa, Gold Coast, South West Africa, Belgian Congo, India, West India, Egypt, Transjordan, Philippines, French Indo China, Korea, Malaya, Sumatra, Java, Borneo and Celebes. Theme: Support from leftist  Anti-Colonial movements.

    5. Collect 10 IPCs, once, for Soviet capture of EACH of the following victory cities: Paris, Rome, London, New South Wales, Tokyo, San Francisco, Washington, and Ottawa. Theme: “Reparations” from the Imperialists.

    6. Collect 5 IPCs per turn for each territory in the Americas (including the West Indies) controlled by the USSR. Theme: Contesting the Monroe Doctrine.

    Communist China
    1.Collect 6 IPCs per turn if Amur and Manchuria are in communist hands. Theme: Sino-Soviet treaty aid.

    2.Collect 3 IPCs per turn if Korea is under communist control. Theme: Sino-Korean communist alliance.

    3.Collect 10 ipcs per turn if Nationalist China has been removed from the board. Theme: Final victory over the reactionaries.

    United Kingdom
    (UK NO income may be split between London and Calcutta. Divy out the money immediately after calculating your NO income.)
    When the United Kingdom is at War with the USSR
    1. Collect 10 IPCs per turn if there are no Soviet submarines on the Europe map with the following exceptions: The Baltic Sea (113 -114 -115), The Black Sea (100), the white sea (127), the Mediterranean (92-93-94-95-96-97-98-99),  and  the Caspian Sea. Theme: Control of the Atlantic ensures US aid and reinforcements.

    2. Collect 25 IPCs per turn if the United Kingdom controls all of its original territories on the Europe and Pacific maps. Theme: Maintenance of the empire considered vital national objective.

    3. Collect 5 IPCs per turn for EACH of the following territories, Novgorod (Leningrad), Amur, Novosibirsk, Volgograd (Stalingrad), and/or Russia (Moscow) controlled by the allies. Theme: High strategic and propaganda value.

    NATO
    When NATO is at War with the USSR
    1.Collect 5 IPCs per turn if there are no Soviet submarines on the Europe map with the following exceptions: The Baltic Sea (113 -114 -115), The Black Sea (100), the white sea (127), the Mediterranean (92-93-94-95-96-97-98-99),  and  the Caspian Sea. Theme: Control of the Atlantic ensures US aid and reinforcements.

    2.Collect 5 IPC per turn if NATO controls both Denmark and Norway while Sweden is pro-Allies or Allied-controlled. Theme: Access to Iron Ore and other strategic resources.

    3.Collect 3 IPCs per turn for each continental European territory the allies control. Territories with soviet roundels painted on the map are considered to be soviet national territory and do not count towards this. Turkey is considered to be part of continental Europe. Mediterranean islands do not count for this. Theme: Defense of Europe against communist aggression.

    4.Collect 10 IPCs per turn if NATO controls all of its original territories on the Europe and Pacific maps. Theme: Maintenance of their colonial empires considered vital national objective.

    ANZAC
    When ANZAC is at war with the USSR
    1.Collect 5 IPCs per turn if the Allies control Dutch New Guinea, New Guinea, New Britain and the Solomon Islands. Theme: Strategic outer defense perimeter

    2. Collect 5 IPCs per turn if the Allied powers control Malaya and ANZAC controls all of its original territories. Theme: Malaya considered strategic cornerstone to Far East British Empire.

    3.Collect 5 IPCs per turn for EACH of the following territories, Novgorod (Leningrad), Amur, Novosibirsk, Volgograd (Stalingrad), and/or Russia (Moscow) controlled by the allies. Theme: High strategic and propaganda value.

    Nationalist China
    1. Collects 6 IPCs per turn if the Burma Road is totally open. The Allies must control India, Burma, Yunnan and Szechwan for this to occur. Theme: Chinese military supply line corridor.

    2. Collect 3 IPCs per turn if Korea is under allied control. Theme: Sino-Korean anti-communist alliance.

    3. Collect 10 ipcs per turn if Communist China has been removed from the board. Theme: Final victory over the red butchers.

    USA
    When the United States is at war with the USSR.
    1. The IPC value of the Western United States raises from 10 to 50 immediately upon war. This change is permanent. Should the west coast be subsequently captured by the Soviet Union then Russia’s income would go up by 50 ipcs rather than just 10. Theme: Wartime economy.

    2. Collect 5 IPCs per turn when the Soviet Union does not control a single territory in the Americas (including the west indies). Theme: Monroe Doctrine.

    3. Collect 5 IPC per turn if the Allies control all of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Caroline, Solomon Islands and Guam. Theme: Islands considered to be vital strategic forward bases

    4. Collect 5 IPCs per turn for controlling both the Philippines and Japan. Theme: Centers of American influence in Asia.



  • playing it again tonight with the new changes. will be sure to let you know how it goes. 😄



  • Great. I’ll be playing it tomorrow.

    I have 2 more National objectives to add

    Communist china
    1. Collect 3 ipcs per turn for each turn that Hong Kong is under communists control. Theme: Liberation of Chinese territory from the imperialists.

    Nationalist China
    2. Collect 5 ipcs per turn for each turn that all of Mongolia is under allied control. Theme: Liberation of Chinese territory from the communists.


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