Your a good man Grenade. Much success to you!
Global War Barbarossa
Okay, I’ve been mulling this over for a while. I have the second version of the 1939 map, and I’ve been thinking of making some house rules for a start date of Summer 1941. This is primarily because I want the game simplified enough to be playable and make it easy to teach new players. I’m not a fan of the diplomatic stuff. I just want to get straight into the action. I also want Vichy/Free French dispositions already settled. But I don’t want a 1942 start date, because a lot of strategic decisions were already made by that point, and players (especially the Germans) are locked in to making a lot of the same mistakes they did historically. (Yes, I know getting involved in a land war in Asia is the big one, but there’s no getting around that. LOL)
The idea is that the U.S. would be in the war by the end of round one, so there would be no need to track U.S. entry status. The war in North Africa is still going on, and the Axis have another turn (maybe two) to try to win it before the U.S. tips the scales. I’d also simplify the units. No differentiation between tactical bombers and navy tactical bombers/torpedo bombers. A tank is a tank, and they all have the same attack/defense, regardless of nation. Same with all other combat units. No SS, Guards, etc. Still going back and forth on whether or not to have the economic prices standardized across nationalities, or maybe keeping the cost differences to discourage, say, massive Japanese tank armies rampaging across Asia all the way to Moscow.
That said, I’d still want airborne units, along with transport aircraft to carry them (as opposed to having them dropped from bombers or abstracting the transports). And marines. Both would operate in a similar manner. When dropped by air, paras get a +1 to attack on the first round of combat, after which they operate like regular infantry. Marines work the same way when making amphibious attacks. Also, tanks, mech infantry, and artillery have the same attack as regular infantry on the first round of combat when making an amphibious landing. Each nation limited to building one marine and one paratroop per turn.
Factories have no limit on the number of units they produce each turn. Instead they are limited to a multiple of the number of IPCs printed on the area in which they are located. This will allow a bit of flexibility, but should prevent the construction of things like capital ships in places that weren’t historically capable of making them. Small factories can produce up to 6 times the printed IPC value of the territory, and for large factories it’s 10 times the value. A large factory can only be built in an area worth at least 4 IPCs. Example: a small factory in Calcutta could produce 18 IPCs worth of units per turn. A large factory in Turin could produce 40 IPCs worth of units.
I’m still tweaking the starting forces and dispositions. I’m also toying with the idea of combining the turns of some countries. My current thinking on turn order is:
Britain(both maps)/Free France/USA/ANZAC/Nationalist China
USA can enter the war on turn 1 regardless of what anyone else does. This will allow Pearl Harbor and the invasion of the Philippines, as well as the opening salvo of Barbarossa.
I’m sure I’m missing some of the implications of these changes. If anyone has any suggestions or sees any glaring oversights, please let me know. Thanks in advance.
You might be interested in my 41 setup on global map as a starting point. Game starts dec 8 41. But it’s on a global map then why are u calling it a Global War Barbarossa game when it should just focus on that area ?
Just you my map too ?
@GEN-MANSTEIN Oh, Sorry. I can see how that would be confusing. I was using Barbarossa mostly as a means to identify the starting point as the Summer of '41. But I was planning on using the whole map. I figure it’s a six month turn, so the invasion of Russia starts at the beginning of the first turn, and Pearl Harbor would happen at the end of the first turn. A bit of an abstraction, but it makes other things work out. I’ll search for your setup. It’s probably pretty close to what I need, except the Russians have been beat up a bit, and pushed back a territory or two.
Here’s pic of setup. May have to move Germany up more. Usually turn 1 Germans take 6 territories on front.
This post is deleted!
@GEN-MANSTEIN Hmm. That might just about work as-is. It looks like the Germans haven’t actually captured any Russian territory yet, about would be where they were just before Operation Barbarossa kicked off. Which is what I was trying to do. What conversion rate were you using for naval units? I was thinking something like 1 A&A piece = 4 real battleships or carriers, 6-8 cruisers (won’t differentiate between CA/CL), 12-15 destroyers, and maybe 20 subs.
I based off what they pretty much had at peak of war. I didn’t do the 1 piece equals so many. I just made it like Uk 6 BB and spread them out. US I had 7 BB but reduced it to 5. 4 damaged in Hawaii at start of game. If it had like real 4 light cruisers and 2 h cruisers I just made that 2 normal cruisers and 2 more normal cruisers. To eliminate the 3 diff pieces. Everything else straight up with tweaks to setup as we played the game.
Yes the eastern front setup is more like spring of 41 than dec. 41 like pac is. based on the game balance and timing to work
Out. As u see the battle of the Atlantic is at its peak too. More like dec 41 there. Only issue in most games if not all is the d day invasions. Most happen before June of 44 in all games but to get correct US wouldn’t attack Europe until turn 7 or 8 with torch happening sooner
That would be a major setup change and year of turns.
I have my own map for game too.